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 - NOTE: bad performance on multi-gpu!"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
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_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 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)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 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"};
88 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"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 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"};
91 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"};
92 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"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 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)"};
101 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)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 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."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 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."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
124 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
125 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"};
126 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"};
127 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
130 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
131 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
132 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"};
133 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
134 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
135 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
137 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
139 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
140 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
141 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
142 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
143 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
144 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
145 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
146 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
148 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)"};
149 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"};
151 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
152 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
153 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
155 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
156 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"};
157 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"};
158 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
159 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
160 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"};
161 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)"};
162 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)"};
163 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
165 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
166 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)"};
167 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
168 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)"};
169 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
170 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)"};
171 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)"};
172 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
173 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"};
174 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."};
175 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
176 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)"};
177 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)"};
178 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)"};
179 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)"};
180 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)"};
181 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)"};
182 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)"};
183 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)"};
185 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)"};
186 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
187 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"};
188 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
189 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
190 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
191 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"};
192 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
193 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
195 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
196 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
197 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
198 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
200 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
201 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
203 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
204 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
205 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
206 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
207 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
208 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
210 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
211 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
212 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
213 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
214 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
215 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
217 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
218 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
219 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
221 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"};
223 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"};
225 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
227 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
229 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
230 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
231 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
233 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
234 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"};
236 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
238 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)"};
240 extern cvar_t v_glslgamma;
241 extern cvar_t v_glslgamma_2d;
243 extern qboolean v_flipped_state;
245 r_framebufferstate_t r_fb;
247 /// shadow volume bsp struct with automatically growing nodes buffer
250 rtexture_t *r_texture_blanknormalmap;
251 rtexture_t *r_texture_white;
252 rtexture_t *r_texture_grey128;
253 rtexture_t *r_texture_black;
254 rtexture_t *r_texture_notexture;
255 rtexture_t *r_texture_whitecube;
256 rtexture_t *r_texture_normalizationcube;
257 rtexture_t *r_texture_fogattenuation;
258 rtexture_t *r_texture_fogheighttexture;
259 rtexture_t *r_texture_gammaramps;
260 unsigned int r_texture_gammaramps_serial;
261 //rtexture_t *r_texture_fogintensity;
262 rtexture_t *r_texture_reflectcube;
264 // TODO: hash lookups?
265 typedef struct cubemapinfo_s
272 int r_texture_numcubemaps;
273 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
275 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
276 unsigned int r_numqueries;
277 unsigned int r_maxqueries;
279 typedef struct r_qwskincache_s
281 char name[MAX_QPATH];
282 skinframe_t *skinframe;
286 static r_qwskincache_t *r_qwskincache;
287 static int r_qwskincache_size;
289 /// vertex coordinates for a quad that covers the screen exactly
290 extern const float r_screenvertex3f[12];
291 extern const float r_d3dscreenvertex3f[12];
292 const float r_screenvertex3f[12] =
299 const float r_d3dscreenvertex3f[12] =
307 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
310 for (i = 0;i < verts;i++)
321 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
324 for (i = 0;i < verts;i++)
334 // FIXME: move this to client?
337 if (gamemode == GAME_NEHAHRA)
339 Cvar_Set("gl_fogenable", "0");
340 Cvar_Set("gl_fogdensity", "0.2");
341 Cvar_Set("gl_fogred", "0.3");
342 Cvar_Set("gl_foggreen", "0.3");
343 Cvar_Set("gl_fogblue", "0.3");
345 r_refdef.fog_density = 0;
346 r_refdef.fog_red = 0;
347 r_refdef.fog_green = 0;
348 r_refdef.fog_blue = 0;
349 r_refdef.fog_alpha = 1;
350 r_refdef.fog_start = 0;
351 r_refdef.fog_end = 16384;
352 r_refdef.fog_height = 1<<30;
353 r_refdef.fog_fadedepth = 128;
354 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
357 static void R_BuildBlankTextures(void)
359 unsigned char data[4];
360 data[2] = 128; // normal X
361 data[1] = 128; // normal Y
362 data[0] = 255; // normal Z
363 data[3] = 255; // height
364 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
369 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
374 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
379 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
382 static void R_BuildNoTexture(void)
385 unsigned char pix[16][16][4];
386 // this makes a light grey/dark grey checkerboard texture
387 for (y = 0;y < 16;y++)
389 for (x = 0;x < 16;x++)
391 if ((y < 8) ^ (x < 8))
407 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
410 static void R_BuildWhiteCube(void)
412 unsigned char data[6*1*1*4];
413 memset(data, 255, sizeof(data));
414 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
417 static void R_BuildNormalizationCube(void)
421 vec_t s, t, intensity;
424 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
425 for (side = 0;side < 6;side++)
427 for (y = 0;y < NORMSIZE;y++)
429 for (x = 0;x < NORMSIZE;x++)
431 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
432 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
467 intensity = 127.0f / sqrt(DotProduct(v, v));
468 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
469 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
470 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
471 data[((side*64+y)*64+x)*4+3] = 255;
475 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
479 static void R_BuildFogTexture(void)
483 unsigned char data1[FOGWIDTH][4];
484 //unsigned char data2[FOGWIDTH][4];
487 r_refdef.fogmasktable_start = r_refdef.fog_start;
488 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
489 r_refdef.fogmasktable_range = r_refdef.fogrange;
490 r_refdef.fogmasktable_density = r_refdef.fog_density;
492 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
493 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
495 d = (x * r - r_refdef.fogmasktable_start);
496 if(developer_extra.integer)
497 Con_DPrintf("%f ", d);
499 if (r_fog_exp2.integer)
500 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
502 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
503 if(developer_extra.integer)
504 Con_DPrintf(" : %f ", alpha);
505 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
506 if(developer_extra.integer)
507 Con_DPrintf(" = %f\n", alpha);
508 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
511 for (x = 0;x < FOGWIDTH;x++)
513 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
518 //data2[x][0] = 255 - b;
519 //data2[x][1] = 255 - b;
520 //data2[x][2] = 255 - b;
523 if (r_texture_fogattenuation)
525 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
526 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
530 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
531 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
535 static void R_BuildFogHeightTexture(void)
537 unsigned char *inpixels;
545 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
546 if (r_refdef.fogheighttexturename[0])
547 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
550 r_refdef.fog_height_tablesize = 0;
551 if (r_texture_fogheighttexture)
552 R_FreeTexture(r_texture_fogheighttexture);
553 r_texture_fogheighttexture = NULL;
554 if (r_refdef.fog_height_table2d)
555 Mem_Free(r_refdef.fog_height_table2d);
556 r_refdef.fog_height_table2d = NULL;
557 if (r_refdef.fog_height_table1d)
558 Mem_Free(r_refdef.fog_height_table1d);
559 r_refdef.fog_height_table1d = NULL;
563 r_refdef.fog_height_tablesize = size;
564 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
565 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
566 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
568 // LordHavoc: now the magic - what is that table2d for? it is a cooked
569 // average fog color table accounting for every fog layer between a point
570 // and the camera. (Note: attenuation is handled separately!)
571 for (y = 0;y < size;y++)
573 for (x = 0;x < size;x++)
579 for (j = x;j <= y;j++)
581 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
587 for (j = x;j >= y;j--)
589 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
594 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
595 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
596 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
597 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
600 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
603 //=======================================================================================================================================================
605 static const char *builtinshaderstrings[] =
607 #include "shader_glsl.h"
611 const char *builtinhlslshaderstrings[] =
613 #include "shader_hlsl.h"
617 char *glslshaderstring = NULL;
618 char *hlslshaderstring = NULL;
620 //=======================================================================================================================================================
622 typedef struct shaderpermutationinfo_s
627 shaderpermutationinfo_t;
629 typedef struct shadermodeinfo_s
631 const char *filename;
637 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
638 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
640 {"#define USEDIFFUSE\n", " diffuse"},
641 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
642 {"#define USEVIEWTINT\n", " viewtint"},
643 {"#define USECOLORMAPPING\n", " colormapping"},
644 {"#define USESATURATION\n", " saturation"},
645 {"#define USEFOGINSIDE\n", " foginside"},
646 {"#define USEFOGOUTSIDE\n", " fogoutside"},
647 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
648 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
649 {"#define USEGAMMARAMPS\n", " gammaramps"},
650 {"#define USECUBEFILTER\n", " cubefilter"},
651 {"#define USEGLOW\n", " glow"},
652 {"#define USEBLOOM\n", " bloom"},
653 {"#define USESPECULAR\n", " specular"},
654 {"#define USEPOSTPROCESSING\n", " postprocessing"},
655 {"#define USEREFLECTION\n", " reflection"},
656 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
657 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
658 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
659 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
660 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
661 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
662 {"#define USEALPHAKILL\n", " alphakill"},
663 {"#define USEREFLECTCUBE\n", " reflectcube"},
664 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
665 {"#define USEBOUNCEGRID\n", " bouncegrid"},
666 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
667 {"#define USETRIPPY\n", " trippy"},
668 {"#define USEDEPTHRGB\n", " depthrgb"},
669 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
670 {"#define USESKELETAL\n", " skeletal"}
673 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
674 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
676 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
677 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
678 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
679 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
680 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
681 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
682 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
683 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
684 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
685 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
686 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
687 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
688 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
689 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
690 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
691 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
692 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
695 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
697 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
698 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
699 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
700 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
701 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
702 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
703 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
704 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
705 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
706 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
707 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
708 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
709 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
710 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
711 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
712 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
713 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
716 struct r_glsl_permutation_s;
717 typedef struct r_glsl_permutation_s
720 struct r_glsl_permutation_s *hashnext;
722 unsigned int permutation;
724 /// indicates if we have tried compiling this permutation already
726 /// 0 if compilation failed
728 // texture units assigned to each detected uniform
729 int tex_Texture_First;
730 int tex_Texture_Second;
731 int tex_Texture_GammaRamps;
732 int tex_Texture_Normal;
733 int tex_Texture_Color;
734 int tex_Texture_Gloss;
735 int tex_Texture_Glow;
736 int tex_Texture_SecondaryNormal;
737 int tex_Texture_SecondaryColor;
738 int tex_Texture_SecondaryGloss;
739 int tex_Texture_SecondaryGlow;
740 int tex_Texture_Pants;
741 int tex_Texture_Shirt;
742 int tex_Texture_FogHeightTexture;
743 int tex_Texture_FogMask;
744 int tex_Texture_Lightmap;
745 int tex_Texture_Deluxemap;
746 int tex_Texture_Attenuation;
747 int tex_Texture_Cube;
748 int tex_Texture_Refraction;
749 int tex_Texture_Reflection;
750 int tex_Texture_ShadowMap2D;
751 int tex_Texture_CubeProjection;
752 int tex_Texture_ScreenNormalMap;
753 int tex_Texture_ScreenDiffuse;
754 int tex_Texture_ScreenSpecular;
755 int tex_Texture_ReflectMask;
756 int tex_Texture_ReflectCube;
757 int tex_Texture_BounceGrid;
758 /// locations of detected uniforms in program object, or -1 if not found
759 int loc_Texture_First;
760 int loc_Texture_Second;
761 int loc_Texture_GammaRamps;
762 int loc_Texture_Normal;
763 int loc_Texture_Color;
764 int loc_Texture_Gloss;
765 int loc_Texture_Glow;
766 int loc_Texture_SecondaryNormal;
767 int loc_Texture_SecondaryColor;
768 int loc_Texture_SecondaryGloss;
769 int loc_Texture_SecondaryGlow;
770 int loc_Texture_Pants;
771 int loc_Texture_Shirt;
772 int loc_Texture_FogHeightTexture;
773 int loc_Texture_FogMask;
774 int loc_Texture_Lightmap;
775 int loc_Texture_Deluxemap;
776 int loc_Texture_Attenuation;
777 int loc_Texture_Cube;
778 int loc_Texture_Refraction;
779 int loc_Texture_Reflection;
780 int loc_Texture_ShadowMap2D;
781 int loc_Texture_CubeProjection;
782 int loc_Texture_ScreenNormalMap;
783 int loc_Texture_ScreenDiffuse;
784 int loc_Texture_ScreenSpecular;
785 int loc_Texture_ReflectMask;
786 int loc_Texture_ReflectCube;
787 int loc_Texture_BounceGrid;
789 int loc_BloomBlur_Parameters;
791 int loc_Color_Ambient;
792 int loc_Color_Diffuse;
793 int loc_Color_Specular;
797 int loc_DeferredColor_Ambient;
798 int loc_DeferredColor_Diffuse;
799 int loc_DeferredColor_Specular;
800 int loc_DeferredMod_Diffuse;
801 int loc_DeferredMod_Specular;
802 int loc_DistortScaleRefractReflect;
805 int loc_FogHeightFade;
807 int loc_FogPlaneViewDist;
808 int loc_FogRangeRecip;
811 int loc_LightPosition;
812 int loc_OffsetMapping_ScaleSteps;
813 int loc_OffsetMapping_LodDistance;
814 int loc_OffsetMapping_Bias;
816 int loc_ReflectColor;
817 int loc_ReflectFactor;
818 int loc_ReflectOffset;
819 int loc_RefractColor;
821 int loc_ScreenCenterRefractReflect;
822 int loc_ScreenScaleRefractReflect;
823 int loc_ScreenToDepth;
824 int loc_ShadowMap_Parameters;
825 int loc_ShadowMap_TextureScale;
826 int loc_SpecularPower;
827 int loc_Skeletal_Transform12;
832 int loc_ViewTintColor;
834 int loc_ModelToLight;
836 int loc_BackgroundTexMatrix;
837 int loc_ModelViewProjectionMatrix;
838 int loc_ModelViewMatrix;
839 int loc_PixelToScreenTexCoord;
840 int loc_ModelToReflectCube;
841 int loc_ShadowMapMatrix;
842 int loc_BloomColorSubtract;
843 int loc_NormalmapScrollBlend;
844 int loc_BounceGridMatrix;
845 int loc_BounceGridIntensity;
847 r_glsl_permutation_t;
849 #define SHADERPERMUTATION_HASHSIZE 256
852 // non-degradable "lightweight" shader parameters to keep the permutations simpler
853 // these can NOT degrade! only use for simple stuff
856 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
857 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
858 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
859 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
860 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
861 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
862 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
863 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
864 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
865 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
866 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
867 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
868 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
870 #define SHADERSTATICPARMS_COUNT 13
872 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
873 static int shaderstaticparms_count = 0;
875 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
876 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
878 extern qboolean r_shadow_shadowmapsampler;
879 extern int r_shadow_shadowmappcf;
880 qboolean R_CompileShader_CheckStaticParms(void)
882 static int r_compileshader_staticparms_save[1];
883 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
884 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
887 if (r_glsl_saturation_redcompensate.integer)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
889 if (r_glsl_vertextextureblend_usebothalphas.integer)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
891 if (r_shadow_glossexact.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
893 if (r_glsl_postprocess.integer)
895 if (r_glsl_postprocess_uservec1_enable.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
897 if (r_glsl_postprocess_uservec2_enable.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
899 if (r_glsl_postprocess_uservec3_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
901 if (r_glsl_postprocess_uservec4_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
904 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
907 if (r_shadow_shadowmapsampler)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
909 if (r_shadow_shadowmappcf > 1)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
911 else if (r_shadow_shadowmappcf)
912 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
913 if (r_celshading.integer)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
915 if (r_celoutlines.integer)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
918 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
921 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
922 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
923 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
925 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
926 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
928 shaderstaticparms_count = 0;
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
946 /// information about each possible shader permutation
947 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
948 /// currently selected permutation
949 r_glsl_permutation_t *r_glsl_permutation;
950 /// storage for permutations linked in the hash table
951 memexpandablearray_t r_glsl_permutationarray;
953 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
955 //unsigned int hashdepth = 0;
956 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
957 r_glsl_permutation_t *p;
958 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
960 if (p->mode == mode && p->permutation == permutation)
962 //if (hashdepth > 10)
963 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
968 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
970 p->permutation = permutation;
971 p->hashnext = r_glsl_permutationhash[mode][hashindex];
972 r_glsl_permutationhash[mode][hashindex] = p;
973 //if (hashdepth > 10)
974 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
978 static char *R_ShaderStrCat(const char **strings)
981 const char **p = strings;
984 for (p = strings;(t = *p);p++)
987 s = string = (char *)Mem_Alloc(r_main_mempool, len);
989 for (p = strings;(t = *p);p++)
999 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1002 if (!filename || !filename[0])
1004 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1005 if (!strcmp(filename, "glsl/default.glsl"))
1008 return R_ShaderStrCat(builtinshaderstrings);
1009 if (!glslshaderstring)
1011 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1012 if (glslshaderstring)
1013 Con_DPrintf("Loading shaders from file %s...\n", filename);
1015 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1017 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1018 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1019 return shaderstring;
1021 if (!strcmp(filename, "hlsl/default.hlsl"))
1024 return R_ShaderStrCat(builtinhlslshaderstrings);
1025 if (!hlslshaderstring)
1027 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1028 if (hlslshaderstring)
1029 Con_DPrintf("Loading shaders from file %s...\n", filename);
1031 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1033 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1034 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1035 return shaderstring;
1037 // we don't have builtin strings for any other files
1040 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1043 if (printfromdisknotice)
1044 Con_DPrintf("from disk %s... ", filename);
1045 return shaderstring;
1047 return shaderstring;
1050 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1054 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1056 char permutationname[256];
1057 int vertstrings_count = 0;
1058 int geomstrings_count = 0;
1059 int fragstrings_count = 0;
1060 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1061 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1062 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1069 permutationname[0] = 0;
1070 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1072 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1074 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1075 if(vid.support.gl20shaders130)
1077 vertstrings_list[vertstrings_count++] = "#version 130\n";
1078 geomstrings_list[geomstrings_count++] = "#version 130\n";
1079 fragstrings_list[fragstrings_count++] = "#version 130\n";
1080 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1081 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1082 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1085 // the first pretext is which type of shader to compile as
1086 // (later these will all be bound together as a program object)
1087 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1088 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1089 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1091 // the second pretext is the mode (for example a light source)
1092 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1093 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1094 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1095 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1097 // now add all the permutation pretexts
1098 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1100 if (permutation & (1<<i))
1102 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1103 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1104 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1105 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1109 // keep line numbers correct
1110 vertstrings_list[vertstrings_count++] = "\n";
1111 geomstrings_list[geomstrings_count++] = "\n";
1112 fragstrings_list[fragstrings_count++] = "\n";
1117 R_CompileShader_AddStaticParms(mode, permutation);
1118 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1119 vertstrings_count += shaderstaticparms_count;
1120 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1121 geomstrings_count += shaderstaticparms_count;
1122 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1123 fragstrings_count += shaderstaticparms_count;
1125 // now append the shader text itself
1126 vertstrings_list[vertstrings_count++] = sourcestring;
1127 geomstrings_list[geomstrings_count++] = sourcestring;
1128 fragstrings_list[fragstrings_count++] = sourcestring;
1130 // compile the shader program
1131 if (vertstrings_count + geomstrings_count + fragstrings_count)
1132 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1136 qglUseProgram(p->program);CHECKGLERROR
1137 // look up all the uniform variable names we care about, so we don't
1138 // have to look them up every time we set them
1140 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1141 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1142 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1143 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1144 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1145 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1146 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1147 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1148 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1149 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1150 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1151 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1152 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1153 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1154 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1155 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1156 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1157 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1158 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1159 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1160 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1161 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1162 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1163 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1164 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1165 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1166 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1167 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1168 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1169 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1170 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1171 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1172 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1173 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1174 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1175 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1176 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1177 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1178 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1179 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1180 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1181 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1182 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1183 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1184 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1185 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1186 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1187 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1188 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1189 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1190 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1191 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1192 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1193 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1194 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1195 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1196 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1197 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1198 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1199 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1200 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1201 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1202 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1203 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1204 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1205 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1206 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1207 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1208 p->loc_Skeletal_Transform12 = qglGetUniformLocation(p->program, "Skeletal_Transform12");
1209 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1210 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1211 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1212 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1213 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1214 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1215 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1216 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1217 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1218 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1219 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1220 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1221 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1222 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1223 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1224 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1225 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1226 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1227 // initialize the samplers to refer to the texture units we use
1228 p->tex_Texture_First = -1;
1229 p->tex_Texture_Second = -1;
1230 p->tex_Texture_GammaRamps = -1;
1231 p->tex_Texture_Normal = -1;
1232 p->tex_Texture_Color = -1;
1233 p->tex_Texture_Gloss = -1;
1234 p->tex_Texture_Glow = -1;
1235 p->tex_Texture_SecondaryNormal = -1;
1236 p->tex_Texture_SecondaryColor = -1;
1237 p->tex_Texture_SecondaryGloss = -1;
1238 p->tex_Texture_SecondaryGlow = -1;
1239 p->tex_Texture_Pants = -1;
1240 p->tex_Texture_Shirt = -1;
1241 p->tex_Texture_FogHeightTexture = -1;
1242 p->tex_Texture_FogMask = -1;
1243 p->tex_Texture_Lightmap = -1;
1244 p->tex_Texture_Deluxemap = -1;
1245 p->tex_Texture_Attenuation = -1;
1246 p->tex_Texture_Cube = -1;
1247 p->tex_Texture_Refraction = -1;
1248 p->tex_Texture_Reflection = -1;
1249 p->tex_Texture_ShadowMap2D = -1;
1250 p->tex_Texture_CubeProjection = -1;
1251 p->tex_Texture_ScreenNormalMap = -1;
1252 p->tex_Texture_ScreenDiffuse = -1;
1253 p->tex_Texture_ScreenSpecular = -1;
1254 p->tex_Texture_ReflectMask = -1;
1255 p->tex_Texture_ReflectCube = -1;
1256 p->tex_Texture_BounceGrid = -1;
1258 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1259 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1260 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1261 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1262 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1263 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1264 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1265 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1266 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1267 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1268 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1269 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1270 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1271 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1272 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1273 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1274 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1275 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1276 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1277 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1278 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1279 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1280 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1281 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1282 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1283 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1284 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1285 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1286 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1288 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1291 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1295 Mem_Free(sourcestring);
1298 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1300 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1301 if (r_glsl_permutation != perm)
1303 r_glsl_permutation = perm;
1304 if (!r_glsl_permutation->program)
1306 if (!r_glsl_permutation->compiled)
1307 R_GLSL_CompilePermutation(perm, mode, permutation);
1308 if (!r_glsl_permutation->program)
1310 // remove features until we find a valid permutation
1312 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1314 // reduce i more quickly whenever it would not remove any bits
1315 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1316 if (!(permutation & j))
1319 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1320 if (!r_glsl_permutation->compiled)
1321 R_GLSL_CompilePermutation(perm, mode, permutation);
1322 if (r_glsl_permutation->program)
1325 if (i >= SHADERPERMUTATION_COUNT)
1327 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1328 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1329 qglUseProgram(0);CHECKGLERROR
1330 return; // no bit left to clear, entire mode is broken
1335 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1337 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1338 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1339 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1346 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1347 extern D3DCAPS9 vid_d3d9caps;
1350 struct r_hlsl_permutation_s;
1351 typedef struct r_hlsl_permutation_s
1353 /// hash lookup data
1354 struct r_hlsl_permutation_s *hashnext;
1356 unsigned int permutation;
1358 /// indicates if we have tried compiling this permutation already
1360 /// NULL if compilation failed
1361 IDirect3DVertexShader9 *vertexshader;
1362 IDirect3DPixelShader9 *pixelshader;
1364 r_hlsl_permutation_t;
1366 typedef enum D3DVSREGISTER_e
1368 D3DVSREGISTER_TexMatrix = 0, // float4x4
1369 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1370 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1371 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1372 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1373 D3DVSREGISTER_ModelToLight = 20, // float4x4
1374 D3DVSREGISTER_EyePosition = 24,
1375 D3DVSREGISTER_FogPlane = 25,
1376 D3DVSREGISTER_LightDir = 26,
1377 D3DVSREGISTER_LightPosition = 27,
1381 typedef enum D3DPSREGISTER_e
1383 D3DPSREGISTER_Alpha = 0,
1384 D3DPSREGISTER_BloomBlur_Parameters = 1,
1385 D3DPSREGISTER_ClientTime = 2,
1386 D3DPSREGISTER_Color_Ambient = 3,
1387 D3DPSREGISTER_Color_Diffuse = 4,
1388 D3DPSREGISTER_Color_Specular = 5,
1389 D3DPSREGISTER_Color_Glow = 6,
1390 D3DPSREGISTER_Color_Pants = 7,
1391 D3DPSREGISTER_Color_Shirt = 8,
1392 D3DPSREGISTER_DeferredColor_Ambient = 9,
1393 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1394 D3DPSREGISTER_DeferredColor_Specular = 11,
1395 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1396 D3DPSREGISTER_DeferredMod_Specular = 13,
1397 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1398 D3DPSREGISTER_EyePosition = 15, // unused
1399 D3DPSREGISTER_FogColor = 16,
1400 D3DPSREGISTER_FogHeightFade = 17,
1401 D3DPSREGISTER_FogPlane = 18,
1402 D3DPSREGISTER_FogPlaneViewDist = 19,
1403 D3DPSREGISTER_FogRangeRecip = 20,
1404 D3DPSREGISTER_LightColor = 21,
1405 D3DPSREGISTER_LightDir = 22, // unused
1406 D3DPSREGISTER_LightPosition = 23,
1407 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1408 D3DPSREGISTER_PixelSize = 25,
1409 D3DPSREGISTER_ReflectColor = 26,
1410 D3DPSREGISTER_ReflectFactor = 27,
1411 D3DPSREGISTER_ReflectOffset = 28,
1412 D3DPSREGISTER_RefractColor = 29,
1413 D3DPSREGISTER_Saturation = 30,
1414 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1415 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1416 D3DPSREGISTER_ScreenToDepth = 33,
1417 D3DPSREGISTER_ShadowMap_Parameters = 34,
1418 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1419 D3DPSREGISTER_SpecularPower = 36,
1420 D3DPSREGISTER_UserVec1 = 37,
1421 D3DPSREGISTER_UserVec2 = 38,
1422 D3DPSREGISTER_UserVec3 = 39,
1423 D3DPSREGISTER_UserVec4 = 40,
1424 D3DPSREGISTER_ViewTintColor = 41,
1425 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1426 D3DPSREGISTER_BloomColorSubtract = 43,
1427 D3DPSREGISTER_ViewToLight = 44, // float4x4
1428 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1429 D3DPSREGISTER_NormalmapScrollBlend = 52,
1430 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1431 D3DPSREGISTER_OffsetMapping_Bias = 54,
1436 /// information about each possible shader permutation
1437 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1438 /// currently selected permutation
1439 r_hlsl_permutation_t *r_hlsl_permutation;
1440 /// storage for permutations linked in the hash table
1441 memexpandablearray_t r_hlsl_permutationarray;
1443 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1445 //unsigned int hashdepth = 0;
1446 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1447 r_hlsl_permutation_t *p;
1448 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1450 if (p->mode == mode && p->permutation == permutation)
1452 //if (hashdepth > 10)
1453 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1458 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1460 p->permutation = permutation;
1461 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1462 r_hlsl_permutationhash[mode][hashindex] = p;
1463 //if (hashdepth > 10)
1464 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1469 //#include <d3dx9shader.h>
1470 //#include <d3dx9mesh.h>
1472 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1474 DWORD *vsbin = NULL;
1475 DWORD *psbin = NULL;
1476 fs_offset_t vsbinsize;
1477 fs_offset_t psbinsize;
1478 // IDirect3DVertexShader9 *vs = NULL;
1479 // IDirect3DPixelShader9 *ps = NULL;
1480 ID3DXBuffer *vslog = NULL;
1481 ID3DXBuffer *vsbuffer = NULL;
1482 ID3DXConstantTable *vsconstanttable = NULL;
1483 ID3DXBuffer *pslog = NULL;
1484 ID3DXBuffer *psbuffer = NULL;
1485 ID3DXConstantTable *psconstanttable = NULL;
1488 char temp[MAX_INPUTLINE];
1489 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1491 qboolean debugshader = gl_paranoid.integer != 0;
1492 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1493 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1496 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1497 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1499 if ((!vsbin && vertstring) || (!psbin && fragstring))
1501 const char* dllnames_d3dx9 [] =
1525 dllhandle_t d3dx9_dll = NULL;
1526 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1527 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1528 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1529 dllfunction_t d3dx9_dllfuncs[] =
1531 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1532 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1533 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1536 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1537 #ifndef ID3DXBuffer_GetBufferPointer
1538 #if !defined(__cplusplus) || defined(CINTERFACE)
1539 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1540 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1541 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1543 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1544 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1545 #define ID3DXBuffer_Release(p) (p)->Release()
1548 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1550 DWORD shaderflags = 0;
1552 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1553 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1554 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1555 if (vertstring && vertstring[0])
1559 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1560 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1563 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1566 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1567 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1568 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1569 ID3DXBuffer_Release(vsbuffer);
1573 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1574 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1575 ID3DXBuffer_Release(vslog);
1578 if (fragstring && fragstring[0])
1582 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1583 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1586 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1589 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1590 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1591 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1592 ID3DXBuffer_Release(psbuffer);
1596 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1597 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1598 ID3DXBuffer_Release(pslog);
1601 Sys_UnloadLibrary(&d3dx9_dll);
1604 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1608 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1609 if (FAILED(vsresult))
1610 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1611 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1612 if (FAILED(psresult))
1613 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1615 // free the shader data
1616 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1617 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1620 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1623 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1624 int vertstring_length = 0;
1625 int geomstring_length = 0;
1626 int fragstring_length = 0;
1629 char *vertstring, *geomstring, *fragstring;
1630 char permutationname[256];
1631 char cachename[256];
1632 int vertstrings_count = 0;
1633 int geomstrings_count = 0;
1634 int fragstrings_count = 0;
1635 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1636 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1637 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1642 p->vertexshader = NULL;
1643 p->pixelshader = NULL;
1645 permutationname[0] = 0;
1647 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1649 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1650 strlcat(cachename, "hlsl/", sizeof(cachename));
1652 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1653 vertstrings_count = 0;
1654 geomstrings_count = 0;
1655 fragstrings_count = 0;
1656 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1657 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1658 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1660 // the first pretext is which type of shader to compile as
1661 // (later these will all be bound together as a program object)
1662 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1663 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1664 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1666 // the second pretext is the mode (for example a light source)
1667 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1668 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1669 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1670 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1671 strlcat(cachename, modeinfo->name, sizeof(cachename));
1673 // now add all the permutation pretexts
1674 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1676 if (permutation & (1<<i))
1678 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1679 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1680 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1681 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1682 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1686 // keep line numbers correct
1687 vertstrings_list[vertstrings_count++] = "\n";
1688 geomstrings_list[geomstrings_count++] = "\n";
1689 fragstrings_list[fragstrings_count++] = "\n";
1694 R_CompileShader_AddStaticParms(mode, permutation);
1695 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1696 vertstrings_count += shaderstaticparms_count;
1697 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1698 geomstrings_count += shaderstaticparms_count;
1699 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1700 fragstrings_count += shaderstaticparms_count;
1702 // replace spaces in the cachename with _ characters
1703 for (i = 0;cachename[i];i++)
1704 if (cachename[i] == ' ')
1707 // now append the shader text itself
1708 vertstrings_list[vertstrings_count++] = sourcestring;
1709 geomstrings_list[geomstrings_count++] = sourcestring;
1710 fragstrings_list[fragstrings_count++] = sourcestring;
1712 vertstring_length = 0;
1713 for (i = 0;i < vertstrings_count;i++)
1714 vertstring_length += strlen(vertstrings_list[i]);
1715 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1716 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1717 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1719 geomstring_length = 0;
1720 for (i = 0;i < geomstrings_count;i++)
1721 geomstring_length += strlen(geomstrings_list[i]);
1722 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1723 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1724 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1726 fragstring_length = 0;
1727 for (i = 0;i < fragstrings_count;i++)
1728 fragstring_length += strlen(fragstrings_list[i]);
1729 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1730 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1731 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1733 // try to load the cached shader, or generate one
1734 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1736 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1737 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1739 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1743 Mem_Free(vertstring);
1745 Mem_Free(geomstring);
1747 Mem_Free(fragstring);
1749 Mem_Free(sourcestring);
1752 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1753 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1754 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);}
1755 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);}
1756 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);}
1757 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);}
1759 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1760 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1761 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);}
1762 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);}
1763 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);}
1764 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);}
1766 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1768 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1769 if (r_hlsl_permutation != perm)
1771 r_hlsl_permutation = perm;
1772 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1774 if (!r_hlsl_permutation->compiled)
1775 R_HLSL_CompilePermutation(perm, mode, permutation);
1776 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1778 // remove features until we find a valid permutation
1780 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1782 // reduce i more quickly whenever it would not remove any bits
1783 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1784 if (!(permutation & j))
1787 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1788 if (!r_hlsl_permutation->compiled)
1789 R_HLSL_CompilePermutation(perm, mode, permutation);
1790 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1793 if (i >= SHADERPERMUTATION_COUNT)
1795 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1796 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1797 return; // no bit left to clear, entire mode is broken
1801 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1802 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1804 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1805 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1806 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1810 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1812 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1813 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1814 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1815 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1818 void R_GLSL_Restart_f(void)
1820 unsigned int i, limit;
1821 if (glslshaderstring)
1822 Mem_Free(glslshaderstring);
1823 glslshaderstring = NULL;
1824 if (hlslshaderstring)
1825 Mem_Free(hlslshaderstring);
1826 hlslshaderstring = NULL;
1827 switch(vid.renderpath)
1829 case RENDERPATH_D3D9:
1832 r_hlsl_permutation_t *p;
1833 r_hlsl_permutation = NULL;
1834 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1835 for (i = 0;i < limit;i++)
1837 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1839 if (p->vertexshader)
1840 IDirect3DVertexShader9_Release(p->vertexshader);
1842 IDirect3DPixelShader9_Release(p->pixelshader);
1843 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1846 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1850 case RENDERPATH_D3D10:
1851 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1853 case RENDERPATH_D3D11:
1854 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1856 case RENDERPATH_GL20:
1857 case RENDERPATH_GLES2:
1859 r_glsl_permutation_t *p;
1860 r_glsl_permutation = NULL;
1861 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1862 for (i = 0;i < limit;i++)
1864 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1866 GL_Backend_FreeProgram(p->program);
1867 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1870 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1873 case RENDERPATH_GL11:
1874 case RENDERPATH_GL13:
1875 case RENDERPATH_GLES1:
1877 case RENDERPATH_SOFT:
1882 static void R_GLSL_DumpShader_f(void)
1884 int i, language, mode, dupe;
1886 shadermodeinfo_t *modeinfo;
1889 for (language = 0;language < 2;language++)
1891 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1892 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1894 // don't dump the same file multiple times (most or all shaders come from the same file)
1895 for (dupe = mode - 1;dupe >= 0;dupe--)
1896 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1900 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1903 file = FS_OpenRealFile(modeinfo[mode].filename, "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, modeinfo[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, text);
1915 Con_Printf("%s written\n", modeinfo[mode].filename);
1918 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1924 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1926 unsigned int permutation = 0;
1927 if (r_trippy.integer && !notrippy)
1928 permutation |= SHADERPERMUTATION_TRIPPY;
1929 permutation |= SHADERPERMUTATION_VIEWTINT;
1931 permutation |= SHADERPERMUTATION_DIFFUSE;
1933 permutation |= SHADERPERMUTATION_SPECULAR;
1934 if (texturemode == GL_MODULATE)
1935 permutation |= SHADERPERMUTATION_COLORMAPPING;
1936 else if (texturemode == GL_ADD)
1937 permutation |= SHADERPERMUTATION_GLOW;
1938 else if (texturemode == GL_DECAL)
1939 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1940 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1941 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1942 if (suppresstexalpha)
1943 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1945 texturemode = GL_MODULATE;
1946 if (vid.allowalphatocoverage)
1947 GL_AlphaToCoverage(false);
1948 switch (vid.renderpath)
1950 case RENDERPATH_D3D9:
1952 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1953 R_Mesh_TexBind(GL20TU_FIRST , first );
1954 R_Mesh_TexBind(GL20TU_SECOND, second);
1955 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1956 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1959 case RENDERPATH_D3D10:
1960 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1962 case RENDERPATH_D3D11:
1963 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1965 case RENDERPATH_GL20:
1966 case RENDERPATH_GLES2:
1967 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1968 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1969 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1970 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1971 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1973 case RENDERPATH_GL13:
1974 case RENDERPATH_GLES1:
1975 R_Mesh_TexBind(0, first );
1976 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1977 R_Mesh_TexBind(1, second);
1979 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1981 case RENDERPATH_GL11:
1982 R_Mesh_TexBind(0, first );
1984 case RENDERPATH_SOFT:
1985 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1986 R_Mesh_TexBind(GL20TU_FIRST , first );
1987 R_Mesh_TexBind(GL20TU_SECOND, second);
1992 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1994 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1997 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1999 unsigned int permutation = 0;
2000 if (r_trippy.integer && !notrippy)
2001 permutation |= SHADERPERMUTATION_TRIPPY;
2003 permutation |= SHADERPERMUTATION_DEPTHRGB;
2005 permutation |= SHADERPERMUTATION_SKELETAL;
2007 if (vid.allowalphatocoverage)
2008 GL_AlphaToCoverage(false);
2009 switch (vid.renderpath)
2011 case RENDERPATH_D3D9:
2013 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2016 case RENDERPATH_D3D10:
2017 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2019 case RENDERPATH_D3D11:
2020 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2022 case RENDERPATH_GL20:
2023 case RENDERPATH_GLES2:
2024 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2026 case RENDERPATH_GL13:
2027 case RENDERPATH_GLES1:
2028 R_Mesh_TexBind(0, 0);
2029 R_Mesh_TexBind(1, 0);
2031 case RENDERPATH_GL11:
2032 R_Mesh_TexBind(0, 0);
2034 case RENDERPATH_SOFT:
2035 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2040 extern qboolean r_shadow_usingdeferredprepass;
2041 extern rtexture_t *r_shadow_attenuationgradienttexture;
2042 extern rtexture_t *r_shadow_attenuation2dtexture;
2043 extern rtexture_t *r_shadow_attenuation3dtexture;
2044 extern qboolean r_shadow_usingshadowmap2d;
2045 extern qboolean r_shadow_usingshadowmaportho;
2046 extern float r_shadow_shadowmap_texturescale[2];
2047 extern float r_shadow_shadowmap_parameters[4];
2048 extern qboolean r_shadow_shadowmapvsdct;
2049 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2050 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2051 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2052 extern matrix4x4_t r_shadow_shadowmapmatrix;
2053 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2054 extern int r_shadow_prepass_width;
2055 extern int r_shadow_prepass_height;
2056 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2057 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2058 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2059 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2061 #define BLENDFUNC_ALLOWS_COLORMOD 1
2062 #define BLENDFUNC_ALLOWS_FOG 2
2063 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2064 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2065 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2066 static int R_BlendFuncFlags(int src, int dst)
2070 // a blendfunc allows colormod if:
2071 // a) it can never keep the destination pixel invariant, or
2072 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2073 // this is to prevent unintended side effects from colormod
2075 // a blendfunc allows fog if:
2076 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2077 // this is to prevent unintended side effects from fog
2079 // these checks are the output of fogeval.pl
2081 r |= BLENDFUNC_ALLOWS_COLORMOD;
2082 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2083 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2084 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2085 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2086 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2087 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2089 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2090 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2091 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2092 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2093 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2094 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2096 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2097 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2098 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2099 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2100 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2101 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2107 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)
2109 // select a permutation of the lighting shader appropriate to this
2110 // combination of texture, entity, light source, and fogging, only use the
2111 // minimum features necessary to avoid wasting rendering time in the
2112 // fragment shader on features that are not being used
2113 unsigned int permutation = 0;
2114 unsigned int mode = 0;
2116 static float dummy_colormod[3] = {1, 1, 1};
2117 float *colormod = rsurface.colormod;
2119 matrix4x4_t tempmatrix;
2120 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2121 if (r_trippy.integer && !notrippy)
2122 permutation |= SHADERPERMUTATION_TRIPPY;
2123 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2124 permutation |= SHADERPERMUTATION_ALPHAKILL;
2125 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2126 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2127 if (rsurfacepass == RSURFPASS_BACKGROUND)
2129 // distorted background
2130 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2132 mode = SHADERMODE_WATER;
2133 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2134 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2135 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2137 // this is the right thing to do for wateralpha
2138 GL_BlendFunc(GL_ONE, GL_ZERO);
2139 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2143 // this is the right thing to do for entity alpha
2144 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2145 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2148 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2150 mode = SHADERMODE_REFRACTION;
2151 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2152 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2153 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2154 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2158 mode = SHADERMODE_GENERIC;
2159 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2160 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2161 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2163 if (vid.allowalphatocoverage)
2164 GL_AlphaToCoverage(false);
2166 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2168 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2170 switch(rsurface.texture->offsetmapping)
2172 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2173 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2174 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2175 case OFFSETMAPPING_OFF: break;
2178 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2179 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2180 // normalmap (deferred prepass), may use alpha test on diffuse
2181 mode = SHADERMODE_DEFERREDGEOMETRY;
2182 GL_BlendFunc(GL_ONE, GL_ZERO);
2183 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2184 if (vid.allowalphatocoverage)
2185 GL_AlphaToCoverage(false);
2187 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2189 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2191 switch(rsurface.texture->offsetmapping)
2193 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2194 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2196 case OFFSETMAPPING_OFF: break;
2199 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2200 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2201 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2202 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2204 mode = SHADERMODE_LIGHTSOURCE;
2205 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2206 permutation |= SHADERPERMUTATION_CUBEFILTER;
2207 if (diffusescale > 0)
2208 permutation |= SHADERPERMUTATION_DIFFUSE;
2209 if (specularscale > 0)
2210 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2211 if (r_refdef.fogenabled)
2212 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2213 if (rsurface.texture->colormapping)
2214 permutation |= SHADERPERMUTATION_COLORMAPPING;
2215 if (r_shadow_usingshadowmap2d)
2217 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2218 if(r_shadow_shadowmapvsdct)
2219 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2221 if (r_shadow_shadowmap2ddepthbuffer)
2222 permutation |= SHADERPERMUTATION_DEPTHRGB;
2224 if (rsurface.texture->reflectmasktexture)
2225 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2226 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2227 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2228 if (vid.allowalphatocoverage)
2229 GL_AlphaToCoverage(false);
2231 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2233 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2235 switch(rsurface.texture->offsetmapping)
2237 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2238 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2239 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240 case OFFSETMAPPING_OFF: break;
2243 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2244 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2245 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2246 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2247 // unshaded geometry (fullbright or ambient model lighting)
2248 mode = SHADERMODE_FLATCOLOR;
2249 ambientscale = diffusescale = specularscale = 0;
2250 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2251 permutation |= SHADERPERMUTATION_GLOW;
2252 if (r_refdef.fogenabled)
2253 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2254 if (rsurface.texture->colormapping)
2255 permutation |= SHADERPERMUTATION_COLORMAPPING;
2256 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2258 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2259 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2261 if (r_shadow_shadowmap2ddepthbuffer)
2262 permutation |= SHADERPERMUTATION_DEPTHRGB;
2264 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2265 permutation |= SHADERPERMUTATION_REFLECTION;
2266 if (rsurface.texture->reflectmasktexture)
2267 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2268 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2269 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2270 // when using alphatocoverage, we don't need alphakill
2271 if (vid.allowalphatocoverage)
2273 if (r_transparent_alphatocoverage.integer)
2275 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2276 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2279 GL_AlphaToCoverage(false);
2282 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2284 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2286 switch(rsurface.texture->offsetmapping)
2288 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2289 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2290 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2291 case OFFSETMAPPING_OFF: break;
2294 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2295 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2296 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2297 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2298 // directional model lighting
2299 mode = SHADERMODE_LIGHTDIRECTION;
2300 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2301 permutation |= SHADERPERMUTATION_GLOW;
2302 permutation |= SHADERPERMUTATION_DIFFUSE;
2303 if (specularscale > 0)
2304 permutation |= SHADERPERMUTATION_SPECULAR;
2305 if (r_refdef.fogenabled)
2306 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2307 if (rsurface.texture->colormapping)
2308 permutation |= SHADERPERMUTATION_COLORMAPPING;
2309 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2311 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2312 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2314 if (r_shadow_shadowmap2ddepthbuffer)
2315 permutation |= SHADERPERMUTATION_DEPTHRGB;
2317 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2318 permutation |= SHADERPERMUTATION_REFLECTION;
2319 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2320 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2321 if (rsurface.texture->reflectmasktexture)
2322 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2323 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2325 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2326 if (r_shadow_bouncegriddirectional)
2327 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2329 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2330 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2331 // when using alphatocoverage, we don't need alphakill
2332 if (vid.allowalphatocoverage)
2334 if (r_transparent_alphatocoverage.integer)
2336 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2337 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2340 GL_AlphaToCoverage(false);
2343 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2345 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2347 switch(rsurface.texture->offsetmapping)
2349 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2350 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2351 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2352 case OFFSETMAPPING_OFF: break;
2355 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2356 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2357 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2358 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2359 // ambient model lighting
2360 mode = SHADERMODE_LIGHTDIRECTION;
2361 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2362 permutation |= SHADERPERMUTATION_GLOW;
2363 if (r_refdef.fogenabled)
2364 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2365 if (rsurface.texture->colormapping)
2366 permutation |= SHADERPERMUTATION_COLORMAPPING;
2367 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2369 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2370 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2372 if (r_shadow_shadowmap2ddepthbuffer)
2373 permutation |= SHADERPERMUTATION_DEPTHRGB;
2375 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2376 permutation |= SHADERPERMUTATION_REFLECTION;
2377 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2378 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2379 if (rsurface.texture->reflectmasktexture)
2380 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2381 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2383 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2384 if (r_shadow_bouncegriddirectional)
2385 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2387 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2388 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2389 // when using alphatocoverage, we don't need alphakill
2390 if (vid.allowalphatocoverage)
2392 if (r_transparent_alphatocoverage.integer)
2394 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2395 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2398 GL_AlphaToCoverage(false);
2403 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2405 switch(rsurface.texture->offsetmapping)
2407 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2408 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2409 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2410 case OFFSETMAPPING_OFF: break;
2413 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2414 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2415 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2416 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2418 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2419 permutation |= SHADERPERMUTATION_GLOW;
2420 if (r_refdef.fogenabled)
2421 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2422 if (rsurface.texture->colormapping)
2423 permutation |= SHADERPERMUTATION_COLORMAPPING;
2424 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2426 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2427 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2429 if (r_shadow_shadowmap2ddepthbuffer)
2430 permutation |= SHADERPERMUTATION_DEPTHRGB;
2432 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2433 permutation |= SHADERPERMUTATION_REFLECTION;
2434 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2435 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2436 if (rsurface.texture->reflectmasktexture)
2437 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2438 if (FAKELIGHT_ENABLED)
2440 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2441 mode = SHADERMODE_FAKELIGHT;
2442 permutation |= SHADERPERMUTATION_DIFFUSE;
2443 if (specularscale > 0)
2444 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2446 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2448 // deluxemapping (light direction texture)
2449 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2450 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2452 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2453 permutation |= SHADERPERMUTATION_DIFFUSE;
2454 if (specularscale > 0)
2455 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2457 else if (r_glsl_deluxemapping.integer >= 2)
2459 // fake deluxemapping (uniform light direction in tangentspace)
2460 if (rsurface.uselightmaptexture)
2461 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2463 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2464 permutation |= SHADERPERMUTATION_DIFFUSE;
2465 if (specularscale > 0)
2466 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2468 else if (rsurface.uselightmaptexture)
2470 // ordinary lightmapping (q1bsp, q3bsp)
2471 mode = SHADERMODE_LIGHTMAP;
2475 // ordinary vertex coloring (q3bsp)
2476 mode = SHADERMODE_VERTEXCOLOR;
2478 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2480 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2481 if (r_shadow_bouncegriddirectional)
2482 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2484 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2485 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2486 // when using alphatocoverage, we don't need alphakill
2487 if (vid.allowalphatocoverage)
2489 if (r_transparent_alphatocoverage.integer)
2491 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2492 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2495 GL_AlphaToCoverage(false);
2498 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2499 colormod = dummy_colormod;
2500 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2501 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2502 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2503 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2504 switch(vid.renderpath)
2506 case RENDERPATH_D3D9:
2508 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2509 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2510 R_SetupShader_SetPermutationHLSL(mode, permutation);
2511 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2512 if (mode == SHADERMODE_LIGHTSOURCE)
2514 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2515 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2519 if (mode == SHADERMODE_LIGHTDIRECTION)
2521 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2524 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2525 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2526 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2527 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2528 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2530 if (mode == SHADERMODE_LIGHTSOURCE)
2532 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2533 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2534 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2535 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2536 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2538 // additive passes are only darkened by fog, not tinted
2539 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2540 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2544 if (mode == SHADERMODE_FLATCOLOR)
2546 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2548 else if (mode == SHADERMODE_LIGHTDIRECTION)
2550 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]);
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2552 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);
2553 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2554 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2555 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2556 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2562 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);
2563 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2564 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2566 // additive passes are only darkened by fog, not tinted
2567 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2568 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2570 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2571 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);
2572 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2573 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2574 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2575 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2576 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2577 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2578 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2579 if (mode == SHADERMODE_WATER)
2580 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2582 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2583 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2584 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2585 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2586 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2587 if (rsurface.texture->pantstexture)
2588 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2591 if (rsurface.texture->shirttexture)
2592 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2594 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2595 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2596 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2597 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2598 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2599 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2600 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2601 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2602 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2603 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2605 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2606 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2607 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2608 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2610 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2611 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2612 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2613 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2614 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2615 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2616 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2617 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2618 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2619 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2620 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2621 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2622 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2623 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2624 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2625 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2626 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2627 if (rsurfacepass == RSURFPASS_BACKGROUND)
2629 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2630 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2631 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2635 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2637 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2638 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2639 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2640 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2642 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2643 if (rsurface.rtlight)
2645 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2646 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2651 case RENDERPATH_D3D10:
2652 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2654 case RENDERPATH_D3D11:
2655 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2657 case RENDERPATH_GL20:
2658 case RENDERPATH_GLES2:
2659 if (!vid.useinterleavedarrays)
2661 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2662 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2663 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2664 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2665 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2666 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2667 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2668 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2669 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2670 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2671 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2675 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2676 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2678 // this has to be after RSurf_PrepareVerticesForBatch
2679 if (rsurface.batchskeletaltransform3x4)
2680 permutation |= SHADERPERMUTATION_SKELETAL;
2681 R_SetupShader_SetPermutationGLSL(mode, permutation);
2682 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2683 if (mode == SHADERMODE_LIGHTSOURCE)
2685 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2686 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2687 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2688 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2689 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2690 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);
2692 // additive passes are only darkened by fog, not tinted
2693 if (r_glsl_permutation->loc_FogColor >= 0)
2694 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2695 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);
2699 if (mode == SHADERMODE_FLATCOLOR)
2701 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2703 else if (mode == SHADERMODE_LIGHTDIRECTION)
2705 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]);
2706 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]);
2707 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);
2708 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2709 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2710 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]);
2711 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]);
2715 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]);
2716 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]);
2717 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);
2718 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2719 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2721 // additive passes are only darkened by fog, not tinted
2722 if (r_glsl_permutation->loc_FogColor >= 0)
2724 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2725 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2727 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2729 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);
2730 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2731 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2732 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]);
2733 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]);
2734 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2735 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2736 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);
2737 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]);
2739 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2740 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2741 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2742 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]);
2743 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]);
2745 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2746 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2747 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2748 if (r_glsl_permutation->loc_Color_Pants >= 0)
2750 if (rsurface.texture->pantstexture)
2751 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2753 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2755 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2757 if (rsurface.texture->shirttexture)
2758 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2760 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2762 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]);
2763 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2764 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2765 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2766 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2767 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2768 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2769 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2770 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2772 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2773 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2774 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]);
2775 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2776 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);}
2777 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2779 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2780 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2781 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2782 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2783 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2784 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2785 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2786 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2787 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2788 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2789 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2790 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2791 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2792 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2793 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);
2794 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2795 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2796 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2797 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2798 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2799 if (rsurfacepass == RSURFPASS_BACKGROUND)
2801 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);
2802 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);
2803 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);
2807 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);
2809 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2810 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2811 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2812 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2814 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2815 if (rsurface.rtlight)
2817 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2818 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2821 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2822 if (r_glsl_permutation->loc_Skeletal_Transform12 >= 0 && rsurface.batchskeletalnumtransforms > 0)
2823 qglUniform4fv(r_glsl_permutation->loc_Skeletal_Transform12, rsurface.batchskeletalnumtransforms*3, rsurface.batchskeletaltransform3x4);
2826 case RENDERPATH_GL11:
2827 case RENDERPATH_GL13:
2828 case RENDERPATH_GLES1:
2830 case RENDERPATH_SOFT:
2831 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2832 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2833 R_SetupShader_SetPermutationSoft(mode, permutation);
2834 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2835 if (mode == SHADERMODE_LIGHTSOURCE)
2837 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2838 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2839 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2840 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2841 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2842 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2844 // additive passes are only darkened by fog, not tinted
2845 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2846 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2850 if (mode == SHADERMODE_FLATCOLOR)
2852 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2854 else if (mode == SHADERMODE_LIGHTDIRECTION)
2856 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]);
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2858 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);
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2861 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]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2868 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);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2872 // additive passes are only darkened by fog, not tinted
2873 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2877 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);
2878 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2879 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2880 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]);
2881 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]);
2882 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2883 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2884 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2885 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2887 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2888 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2889 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2890 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2891 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]);
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2894 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2895 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2896 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2898 if (rsurface.texture->pantstexture)
2899 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2901 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2903 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2905 if (rsurface.texture->shirttexture)
2906 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2908 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2910 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2911 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2912 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2913 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2914 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2915 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2916 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2917 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2918 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2920 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2921 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2922 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2923 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2925 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2926 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2927 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2928 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2929 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2930 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2931 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2932 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2933 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2934 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2935 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2936 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2937 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2938 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2939 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2940 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2941 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2942 if (rsurfacepass == RSURFPASS_BACKGROUND)
2944 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2945 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2946 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2950 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2952 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2953 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2954 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2955 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2957 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2958 if (rsurface.rtlight)
2960 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2961 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2968 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2970 // select a permutation of the lighting shader appropriate to this
2971 // combination of texture, entity, light source, and fogging, only use the
2972 // minimum features necessary to avoid wasting rendering time in the
2973 // fragment shader on features that are not being used
2974 unsigned int permutation = 0;
2975 unsigned int mode = 0;
2976 const float *lightcolorbase = rtlight->currentcolor;
2977 float ambientscale = rtlight->ambientscale;
2978 float diffusescale = rtlight->diffusescale;
2979 float specularscale = rtlight->specularscale;
2980 // this is the location of the light in view space
2981 vec3_t viewlightorigin;
2982 // this transforms from view space (camera) to light space (cubemap)
2983 matrix4x4_t viewtolight;
2984 matrix4x4_t lighttoview;
2985 float viewtolight16f[16];
2987 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2988 if (rtlight->currentcubemap != r_texture_whitecube)
2989 permutation |= SHADERPERMUTATION_CUBEFILTER;
2990 if (diffusescale > 0)
2991 permutation |= SHADERPERMUTATION_DIFFUSE;
2992 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2993 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2994 if (r_shadow_usingshadowmap2d)
2996 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2997 if (r_shadow_shadowmapvsdct)
2998 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3000 if (r_shadow_shadowmap2ddepthbuffer)
3001 permutation |= SHADERPERMUTATION_DEPTHRGB;
3003 if (vid.allowalphatocoverage)
3004 GL_AlphaToCoverage(false);
3005 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3006 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3007 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3008 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3009 switch(vid.renderpath)
3011 case RENDERPATH_D3D9:
3013 R_SetupShader_SetPermutationHLSL(mode, permutation);
3014 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3015 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3016 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3017 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3018 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3019 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3020 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3021 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);
3022 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3023 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3025 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3026 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3027 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3028 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3029 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3032 case RENDERPATH_D3D10:
3033 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3035 case RENDERPATH_D3D11:
3036 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3038 case RENDERPATH_GL20:
3039 case RENDERPATH_GLES2:
3040 R_SetupShader_SetPermutationGLSL(mode, permutation);
3041 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3042 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3043 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3044 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3045 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3046 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]);
3047 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]);
3048 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);
3049 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]);
3050 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3052 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3053 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3054 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3055 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3056 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3058 case RENDERPATH_GL11:
3059 case RENDERPATH_GL13:
3060 case RENDERPATH_GLES1:
3062 case RENDERPATH_SOFT:
3063 R_SetupShader_SetPermutationGLSL(mode, permutation);
3064 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3065 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3066 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3067 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3068 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3069 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3070 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]);
3071 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);
3072 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3073 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3075 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3076 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3077 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3078 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3079 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3084 #define SKINFRAME_HASH 1024
3088 int loadsequence; // incremented each level change
3089 memexpandablearray_t array;
3090 skinframe_t *hash[SKINFRAME_HASH];
3093 r_skinframe_t r_skinframe;
3095 void R_SkinFrame_PrepareForPurge(void)
3097 r_skinframe.loadsequence++;
3098 // wrap it without hitting zero
3099 if (r_skinframe.loadsequence >= 200)
3100 r_skinframe.loadsequence = 1;
3103 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3107 // mark the skinframe as used for the purging code
3108 skinframe->loadsequence = r_skinframe.loadsequence;
3111 void R_SkinFrame_Purge(void)
3115 for (i = 0;i < SKINFRAME_HASH;i++)
3117 for (s = r_skinframe.hash[i];s;s = s->next)
3119 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3121 if (s->merged == s->base)
3123 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3124 R_PurgeTexture(s->stain );s->stain = NULL;
3125 R_PurgeTexture(s->merged);s->merged = NULL;
3126 R_PurgeTexture(s->base );s->base = NULL;
3127 R_PurgeTexture(s->pants );s->pants = NULL;
3128 R_PurgeTexture(s->shirt );s->shirt = NULL;
3129 R_PurgeTexture(s->nmap );s->nmap = NULL;
3130 R_PurgeTexture(s->gloss );s->gloss = NULL;
3131 R_PurgeTexture(s->glow );s->glow = NULL;
3132 R_PurgeTexture(s->fog );s->fog = NULL;
3133 R_PurgeTexture(s->reflect);s->reflect = NULL;
3134 s->loadsequence = 0;
3140 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3142 char basename[MAX_QPATH];
3144 Image_StripImageExtension(name, basename, sizeof(basename));
3146 if( last == NULL ) {
3148 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3149 item = r_skinframe.hash[hashindex];
3154 // linearly search through the hash bucket
3155 for( ; item ; item = item->next ) {
3156 if( !strcmp( item->basename, basename ) ) {
3163 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3167 char basename[MAX_QPATH];
3169 Image_StripImageExtension(name, basename, sizeof(basename));
3171 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3172 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3173 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3177 rtexture_t *dyntexture;
3178 // check whether its a dynamic texture
3179 dyntexture = CL_GetDynTexture( basename );
3180 if (!add && !dyntexture)
3182 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3183 memset(item, 0, sizeof(*item));
3184 strlcpy(item->basename, basename, sizeof(item->basename));
3185 item->base = dyntexture; // either NULL or dyntexture handle
3186 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3187 item->comparewidth = comparewidth;
3188 item->compareheight = compareheight;
3189 item->comparecrc = comparecrc;
3190 item->next = r_skinframe.hash[hashindex];
3191 r_skinframe.hash[hashindex] = item;
3193 else if (textureflags & TEXF_FORCE_RELOAD)
3195 rtexture_t *dyntexture;
3196 // check whether its a dynamic texture
3197 dyntexture = CL_GetDynTexture( basename );
3198 if (!add && !dyntexture)
3200 if (item->merged == item->base)
3201 item->merged = NULL;
3202 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3203 R_PurgeTexture(item->stain );item->stain = NULL;
3204 R_PurgeTexture(item->merged);item->merged = NULL;
3205 R_PurgeTexture(item->base );item->base = NULL;
3206 R_PurgeTexture(item->pants );item->pants = NULL;
3207 R_PurgeTexture(item->shirt );item->shirt = NULL;
3208 R_PurgeTexture(item->nmap );item->nmap = NULL;
3209 R_PurgeTexture(item->gloss );item->gloss = NULL;
3210 R_PurgeTexture(item->glow );item->glow = NULL;
3211 R_PurgeTexture(item->fog );item->fog = NULL;
3212 R_PurgeTexture(item->reflect);item->reflect = NULL;
3213 item->loadsequence = 0;
3215 else if( item->base == NULL )
3217 rtexture_t *dyntexture;
3218 // check whether its a dynamic texture
3219 // 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]
3220 dyntexture = CL_GetDynTexture( basename );
3221 item->base = dyntexture; // either NULL or dyntexture handle
3224 R_SkinFrame_MarkUsed(item);
3228 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3230 unsigned long long avgcolor[5], wsum; \
3238 for(pix = 0; pix < cnt; ++pix) \
3241 for(comp = 0; comp < 3; ++comp) \
3243 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3246 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3248 for(comp = 0; comp < 3; ++comp) \
3249 avgcolor[comp] += getpixel * w; \
3252 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3253 avgcolor[4] += getpixel; \
3255 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3257 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3258 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3259 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3260 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3263 extern cvar_t gl_picmip;
3264 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3267 unsigned char *pixels;
3268 unsigned char *bumppixels;
3269 unsigned char *basepixels = NULL;
3270 int basepixels_width = 0;
3271 int basepixels_height = 0;
3272 skinframe_t *skinframe;
3273 rtexture_t *ddsbase = NULL;
3274 qboolean ddshasalpha = false;
3275 float ddsavgcolor[4];
3276 char basename[MAX_QPATH];
3277 int miplevel = R_PicmipForFlags(textureflags);
3278 int savemiplevel = miplevel;
3282 if (cls.state == ca_dedicated)
3285 // return an existing skinframe if already loaded
3286 // if loading of the first image fails, don't make a new skinframe as it
3287 // would cause all future lookups of this to be missing
3288 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3289 if (skinframe && skinframe->base)
3292 Image_StripImageExtension(name, basename, sizeof(basename));
3294 // check for DDS texture file first
3295 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3297 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3298 if (basepixels == NULL)
3302 // FIXME handle miplevel
3304 if (developer_loading.integer)
3305 Con_Printf("loading skin \"%s\"\n", name);
3307 // we've got some pixels to store, so really allocate this new texture now
3309 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3310 textureflags &= ~TEXF_FORCE_RELOAD;
3311 skinframe->stain = NULL;
3312 skinframe->merged = NULL;
3313 skinframe->base = NULL;
3314 skinframe->pants = NULL;
3315 skinframe->shirt = NULL;
3316 skinframe->nmap = NULL;
3317 skinframe->gloss = NULL;
3318 skinframe->glow = NULL;
3319 skinframe->fog = NULL;
3320 skinframe->reflect = NULL;
3321 skinframe->hasalpha = false;
3325 skinframe->base = ddsbase;
3326 skinframe->hasalpha = ddshasalpha;
3327 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3328 if (r_loadfog && skinframe->hasalpha)
3329 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3330 //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]);
3334 basepixels_width = image_width;
3335 basepixels_height = image_height;
3336 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);
3337 if (textureflags & TEXF_ALPHA)
3339 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3341 if (basepixels[j] < 255)
3343 skinframe->hasalpha = true;
3347 if (r_loadfog && skinframe->hasalpha)
3349 // has transparent pixels
3350 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3351 for (j = 0;j < image_width * image_height * 4;j += 4)
3356 pixels[j+3] = basepixels[j+3];
3358 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3362 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3364 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3365 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3366 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3367 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3368 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3374 mymiplevel = savemiplevel;
3375 if (r_loadnormalmap)
3376 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3377 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3379 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3380 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3381 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3382 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3385 // _norm is the name used by tenebrae and has been adopted as standard
3386 if (r_loadnormalmap && skinframe->nmap == NULL)
3388 mymiplevel = savemiplevel;
3389 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3391 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3395 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3397 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3398 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3399 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3401 Mem_Free(bumppixels);
3403 else if (r_shadow_bumpscale_basetexture.value > 0)
3405 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3406 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3407 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3411 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3412 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3416 // _luma is supported only for tenebrae compatibility
3417 // _glow is the preferred name
3418 mymiplevel = savemiplevel;
3419 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3421 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3423 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3424 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3426 Mem_Free(pixels);pixels = NULL;
3429 mymiplevel = savemiplevel;
3430 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3432 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3434 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3435 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3441 mymiplevel = savemiplevel;
3442 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3444 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3446 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3447 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3453 mymiplevel = savemiplevel;
3454 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3456 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3458 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3459 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3465 mymiplevel = savemiplevel;
3466 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3468 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3470 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3471 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3478 Mem_Free(basepixels);
3483 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3484 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3487 unsigned char *temp1, *temp2;
3488 skinframe_t *skinframe;
3491 if (cls.state == ca_dedicated)
3494 // if already loaded just return it, otherwise make a new skinframe
3495 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3496 if (skinframe->base)
3498 textureflags &= ~TEXF_FORCE_RELOAD;
3500 skinframe->stain = NULL;
3501 skinframe->merged = NULL;
3502 skinframe->base = NULL;
3503 skinframe->pants = NULL;
3504 skinframe->shirt = NULL;
3505 skinframe->nmap = NULL;
3506 skinframe->gloss = NULL;
3507 skinframe->glow = NULL;
3508 skinframe->fog = NULL;
3509 skinframe->reflect = NULL;
3510 skinframe->hasalpha = false;
3512 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3516 if (developer_loading.integer)
3517 Con_Printf("loading 32bit skin \"%s\"\n", name);
3519 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3521 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3522 temp2 = temp1 + width * height * 4;
3523 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3524 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3527 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3528 if (textureflags & TEXF_ALPHA)
3530 for (i = 3;i < width * height * 4;i += 4)
3532 if (skindata[i] < 255)
3534 skinframe->hasalpha = true;
3538 if (r_loadfog && skinframe->hasalpha)
3540 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3541 memcpy(fogpixels, skindata, width * height * 4);
3542 for (i = 0;i < width * height * 4;i += 4)
3543 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3544 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3545 Mem_Free(fogpixels);
3549 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3550 //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]);
3555 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3559 skinframe_t *skinframe;
3561 if (cls.state == ca_dedicated)
3564 // if already loaded just return it, otherwise make a new skinframe
3565 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3566 if (skinframe->base)
3568 //textureflags &= ~TEXF_FORCE_RELOAD;
3570 skinframe->stain = NULL;
3571 skinframe->merged = NULL;
3572 skinframe->base = NULL;
3573 skinframe->pants = NULL;
3574 skinframe->shirt = NULL;
3575 skinframe->nmap = NULL;
3576 skinframe->gloss = NULL;
3577 skinframe->glow = NULL;
3578 skinframe->fog = NULL;
3579 skinframe->reflect = NULL;
3580 skinframe->hasalpha = false;
3582 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3586 if (developer_loading.integer)
3587 Con_Printf("loading quake skin \"%s\"\n", name);
3589 // 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)
3590 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3591 memcpy(skinframe->qpixels, skindata, width*height);
3592 skinframe->qwidth = width;
3593 skinframe->qheight = height;
3596 for (i = 0;i < width * height;i++)
3597 featuresmask |= palette_featureflags[skindata[i]];
3599 skinframe->hasalpha = false;
3600 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3601 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3602 skinframe->qgeneratemerged = true;
3603 skinframe->qgeneratebase = skinframe->qhascolormapping;
3604 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3606 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3607 //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]);
3612 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3616 unsigned char *skindata;
3619 if (!skinframe->qpixels)
3622 if (!skinframe->qhascolormapping)
3623 colormapped = false;
3627 if (!skinframe->qgeneratebase)
3632 if (!skinframe->qgeneratemerged)
3636 width = skinframe->qwidth;
3637 height = skinframe->qheight;
3638 skindata = skinframe->qpixels;
3640 if (skinframe->qgeneratenmap)
3642 unsigned char *temp1, *temp2;
3643 skinframe->qgeneratenmap = false;
3644 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3645 temp2 = temp1 + width * height * 4;
3646 // use either a custom palette or the quake palette
3647 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3648 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3649 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3653 if (skinframe->qgenerateglow)
3655 skinframe->qgenerateglow = false;
3656 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3661 skinframe->qgeneratebase = false;
3662 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3663 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3664 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3668 skinframe->qgeneratemerged = false;
3669 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);
3672 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3674 Mem_Free(skinframe->qpixels);
3675 skinframe->qpixels = NULL;
3679 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)
3682 skinframe_t *skinframe;
3685 if (cls.state == ca_dedicated)
3688 // if already loaded just return it, otherwise make a new skinframe
3689 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3690 if (skinframe->base)
3692 textureflags &= ~TEXF_FORCE_RELOAD;
3694 skinframe->stain = NULL;
3695 skinframe->merged = NULL;
3696 skinframe->base = NULL;
3697 skinframe->pants = NULL;
3698 skinframe->shirt = NULL;
3699 skinframe->nmap = NULL;
3700 skinframe->gloss = NULL;
3701 skinframe->glow = NULL;
3702 skinframe->fog = NULL;
3703 skinframe->reflect = NULL;
3704 skinframe->hasalpha = false;
3706 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3710 if (developer_loading.integer)
3711 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3713 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3714 if (textureflags & TEXF_ALPHA)
3716 for (i = 0;i < width * height;i++)
3718 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3720 skinframe->hasalpha = true;
3724 if (r_loadfog && skinframe->hasalpha)
3725 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3728 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3729 //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]);
3734 skinframe_t *R_SkinFrame_LoadMissing(void)
3736 skinframe_t *skinframe;
3738 if (cls.state == ca_dedicated)
3741 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3742 skinframe->stain = NULL;
3743 skinframe->merged = NULL;
3744 skinframe->base = NULL;
3745 skinframe->pants = NULL;
3746 skinframe->shirt = NULL;
3747 skinframe->nmap = NULL;
3748 skinframe->gloss = NULL;
3749 skinframe->glow = NULL;
3750 skinframe->fog = NULL;
3751 skinframe->reflect = NULL;
3752 skinframe->hasalpha = false;
3754 skinframe->avgcolor[0] = rand() / RAND_MAX;
3755 skinframe->avgcolor[1] = rand() / RAND_MAX;
3756 skinframe->avgcolor[2] = rand() / RAND_MAX;
3757 skinframe->avgcolor[3] = 1;
3762 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3763 typedef struct suffixinfo_s
3766 qboolean flipx, flipy, flipdiagonal;
3769 static suffixinfo_t suffix[3][6] =
3772 {"px", false, false, false},
3773 {"nx", false, false, false},
3774 {"py", false, false, false},
3775 {"ny", false, false, false},
3776 {"pz", false, false, false},
3777 {"nz", false, false, false}
3780 {"posx", false, false, false},
3781 {"negx", false, false, false},
3782 {"posy", false, false, false},
3783 {"negy", false, false, false},
3784 {"posz", false, false, false},
3785 {"negz", false, false, false}
3788 {"rt", true, false, true},
3789 {"lf", false, true, true},
3790 {"ft", true, true, false},
3791 {"bk", false, false, false},
3792 {"up", true, false, true},
3793 {"dn", true, false, true}
3797 static int componentorder[4] = {0, 1, 2, 3};
3799 static rtexture_t *R_LoadCubemap(const char *basename)
3801 int i, j, cubemapsize;
3802 unsigned char *cubemappixels, *image_buffer;
3803 rtexture_t *cubemaptexture;
3805 // must start 0 so the first loadimagepixels has no requested width/height
3807 cubemappixels = NULL;
3808 cubemaptexture = NULL;
3809 // keep trying different suffix groups (posx, px, rt) until one loads
3810 for (j = 0;j < 3 && !cubemappixels;j++)
3812 // load the 6 images in the suffix group
3813 for (i = 0;i < 6;i++)
3815 // generate an image name based on the base and and suffix
3816 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3818 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3820 // an image loaded, make sure width and height are equal
3821 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3823 // if this is the first image to load successfully, allocate the cubemap memory
3824 if (!cubemappixels && image_width >= 1)
3826 cubemapsize = image_width;
3827 // note this clears to black, so unavailable sides are black
3828 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3830 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3832 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);
3835 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3837 Mem_Free(image_buffer);
3841 // if a cubemap loaded, upload it
3844 if (developer_loading.integer)
3845 Con_Printf("loading cubemap \"%s\"\n", basename);
3847 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);
3848 Mem_Free(cubemappixels);
3852 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3853 if (developer_loading.integer)
3855 Con_Printf("(tried tried images ");
3856 for (j = 0;j < 3;j++)
3857 for (i = 0;i < 6;i++)
3858 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3859 Con_Print(" and was unable to find any of them).\n");
3862 return cubemaptexture;
3865 rtexture_t *R_GetCubemap(const char *basename)
3868 for (i = 0;i < r_texture_numcubemaps;i++)
3869 if (r_texture_cubemaps[i] != NULL)
3870 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3871 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3872 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3873 return r_texture_whitecube;
3874 r_texture_numcubemaps++;
3875 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3876 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3877 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3878 return r_texture_cubemaps[i]->texture;
3881 static void R_Main_FreeViewCache(void)
3883 if (r_refdef.viewcache.entityvisible)
3884 Mem_Free(r_refdef.viewcache.entityvisible);
3885 if (r_refdef.viewcache.world_pvsbits)
3886 Mem_Free(r_refdef.viewcache.world_pvsbits);
3887 if (r_refdef.viewcache.world_leafvisible)
3888 Mem_Free(r_refdef.viewcache.world_leafvisible);
3889 if (r_refdef.viewcache.world_surfacevisible)
3890 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3891 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3894 static void R_Main_ResizeViewCache(void)
3896 int numentities = r_refdef.scene.numentities;
3897 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3898 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3899 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3900 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3901 if (r_refdef.viewcache.maxentities < numentities)
3903 r_refdef.viewcache.maxentities = numentities;
3904 if (r_refdef.viewcache.entityvisible)
3905 Mem_Free(r_refdef.viewcache.entityvisible);
3906 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3908 if (r_refdef.viewcache.world_numclusters != numclusters)
3910 r_refdef.viewcache.world_numclusters = numclusters;
3911 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3912 if (r_refdef.viewcache.world_pvsbits)
3913 Mem_Free(r_refdef.viewcache.world_pvsbits);
3914 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3916 if (r_refdef.viewcache.world_numleafs != numleafs)
3918 r_refdef.viewcache.world_numleafs = numleafs;
3919 if (r_refdef.viewcache.world_leafvisible)
3920 Mem_Free(r_refdef.viewcache.world_leafvisible);
3921 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3923 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3925 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3926 if (r_refdef.viewcache.world_surfacevisible)
3927 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3928 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3932 extern rtexture_t *loadingscreentexture;
3933 static void gl_main_start(void)
3935 loadingscreentexture = NULL;
3936 r_texture_blanknormalmap = NULL;
3937 r_texture_white = NULL;
3938 r_texture_grey128 = NULL;
3939 r_texture_black = NULL;
3940 r_texture_whitecube = NULL;
3941 r_texture_normalizationcube = NULL;
3942 r_texture_fogattenuation = NULL;
3943 r_texture_fogheighttexture = NULL;
3944 r_texture_gammaramps = NULL;
3945 r_texture_numcubemaps = 0;
3947 r_loaddds = r_texture_dds_load.integer != 0;
3948 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3950 switch(vid.renderpath)
3952 case RENDERPATH_GL20:
3953 case RENDERPATH_D3D9:
3954 case RENDERPATH_D3D10:
3955 case RENDERPATH_D3D11:
3956 case RENDERPATH_SOFT:
3957 case RENDERPATH_GLES2:
3958 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3959 Cvar_SetValueQuick(&gl_combine, 1);
3960 Cvar_SetValueQuick(&r_glsl, 1);
3961 r_loadnormalmap = true;
3965 case RENDERPATH_GL13:
3966 case RENDERPATH_GLES1:
3967 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3968 Cvar_SetValueQuick(&gl_combine, 1);
3969 Cvar_SetValueQuick(&r_glsl, 0);
3970 r_loadnormalmap = false;
3971 r_loadgloss = false;
3974 case RENDERPATH_GL11:
3975 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3976 Cvar_SetValueQuick(&gl_combine, 0);
3977 Cvar_SetValueQuick(&r_glsl, 0);
3978 r_loadnormalmap = false;
3979 r_loadgloss = false;
3985 R_FrameData_Reset();
3989 memset(r_queries, 0, sizeof(r_queries));
3991 r_qwskincache = NULL;
3992 r_qwskincache_size = 0;
3994 // due to caching of texture_t references, the collision cache must be reset
3995 Collision_Cache_Reset(true);
3997 // set up r_skinframe loading system for textures
3998 memset(&r_skinframe, 0, sizeof(r_skinframe));
3999 r_skinframe.loadsequence = 1;
4000 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4002 r_main_texturepool = R_AllocTexturePool();
4003 R_BuildBlankTextures();
4005 if (vid.support.arb_texture_cube_map)
4008 R_BuildNormalizationCube();
4010 r_texture_fogattenuation = NULL;
4011 r_texture_fogheighttexture = NULL;
4012 r_texture_gammaramps = NULL;
4013 //r_texture_fogintensity = NULL;
4014 memset(&r_fb, 0, sizeof(r_fb));
4015 r_glsl_permutation = NULL;
4016 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4017 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4018 glslshaderstring = NULL;
4020 r_hlsl_permutation = NULL;
4021 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4022 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4024 hlslshaderstring = NULL;
4025 memset(&r_svbsp, 0, sizeof (r_svbsp));
4027 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4028 r_texture_numcubemaps = 0;
4030 r_refdef.fogmasktable_density = 0;
4033 static void gl_main_shutdown(void)
4036 R_FrameData_Reset();
4038 R_Main_FreeViewCache();
4040 switch(vid.renderpath)
4042 case RENDERPATH_GL11:
4043 case RENDERPATH_GL13:
4044 case RENDERPATH_GL20:
4045 case RENDERPATH_GLES1:
4046 case RENDERPATH_GLES2:
4047 #ifdef GL_SAMPLES_PASSED_ARB
4049 qglDeleteQueriesARB(r_maxqueries, r_queries);
4052 case RENDERPATH_D3D9:
4053 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4055 case RENDERPATH_D3D10:
4056 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4058 case RENDERPATH_D3D11:
4059 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4061 case RENDERPATH_SOFT:
4067 memset(r_queries, 0, sizeof(r_queries));
4069 r_qwskincache = NULL;
4070 r_qwskincache_size = 0;
4072 // clear out the r_skinframe state
4073 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4074 memset(&r_skinframe, 0, sizeof(r_skinframe));
4077 Mem_Free(r_svbsp.nodes);
4078 memset(&r_svbsp, 0, sizeof (r_svbsp));
4079 R_FreeTexturePool(&r_main_texturepool);
4080 loadingscreentexture = NULL;
4081 r_texture_blanknormalmap = NULL;
4082 r_texture_white = NULL;
4083 r_texture_grey128 = NULL;
4084 r_texture_black = NULL;
4085 r_texture_whitecube = NULL;
4086 r_texture_normalizationcube = NULL;
4087 r_texture_fogattenuation = NULL;
4088 r_texture_fogheighttexture = NULL;
4089 r_texture_gammaramps = NULL;
4090 r_texture_numcubemaps = 0;
4091 //r_texture_fogintensity = NULL;
4092 memset(&r_fb, 0, sizeof(r_fb));
4095 r_glsl_permutation = NULL;
4096 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4097 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4098 glslshaderstring = NULL;
4100 r_hlsl_permutation = NULL;
4101 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4102 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4104 hlslshaderstring = NULL;
4107 static void gl_main_newmap(void)
4109 // FIXME: move this code to client
4110 char *entities, entname[MAX_QPATH];
4112 Mem_Free(r_qwskincache);
4113 r_qwskincache = NULL;
4114 r_qwskincache_size = 0;
4117 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4118 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4120 CL_ParseEntityLump(entities);
4124 if (cl.worldmodel->brush.entities)
4125 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4127 R_Main_FreeViewCache();
4129 R_FrameData_Reset();
4132 void GL_Main_Init(void)
4134 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4136 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4137 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4138 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4139 if (gamemode == GAME_NEHAHRA)
4141 Cvar_RegisterVariable (&gl_fogenable);
4142 Cvar_RegisterVariable (&gl_fogdensity);
4143 Cvar_RegisterVariable (&gl_fogred);
4144 Cvar_RegisterVariable (&gl_foggreen);
4145 Cvar_RegisterVariable (&gl_fogblue);
4146 Cvar_RegisterVariable (&gl_fogstart);
4147 Cvar_RegisterVariable (&gl_fogend);
4148 Cvar_RegisterVariable (&gl_skyclip);
4150 Cvar_RegisterVariable(&r_motionblur);
4151 Cvar_RegisterVariable(&r_damageblur);
4152 Cvar_RegisterVariable(&r_motionblur_averaging);
4153 Cvar_RegisterVariable(&r_motionblur_randomize);
4154 Cvar_RegisterVariable(&r_motionblur_minblur);
4155 Cvar_RegisterVariable(&r_motionblur_maxblur);
4156 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4157 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4158 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4159 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4160 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4161 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4162 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4163 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4164 Cvar_RegisterVariable(&r_equalize_entities_by);
4165 Cvar_RegisterVariable(&r_equalize_entities_to);
4166 Cvar_RegisterVariable(&r_depthfirst);
4167 Cvar_RegisterVariable(&r_useinfinitefarclip);
4168 Cvar_RegisterVariable(&r_farclip_base);
4169 Cvar_RegisterVariable(&r_farclip_world);
4170 Cvar_RegisterVariable(&r_nearclip);
4171 Cvar_RegisterVariable(&r_deformvertexes);
4172 Cvar_RegisterVariable(&r_transparent);
4173 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4174 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4175 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4176 Cvar_RegisterVariable(&r_showoverdraw);
4177 Cvar_RegisterVariable(&r_showbboxes);
4178 Cvar_RegisterVariable(&r_showsurfaces);
4179 Cvar_RegisterVariable(&r_showtris);
4180 Cvar_RegisterVariable(&r_shownormals);
4181 Cvar_RegisterVariable(&r_showlighting);
4182 Cvar_RegisterVariable(&r_showshadowvolumes);
4183 Cvar_RegisterVariable(&r_showcollisionbrushes);
4184 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4185 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4186 Cvar_RegisterVariable(&r_showdisabledepthtest);
4187 Cvar_RegisterVariable(&r_drawportals);
4188 Cvar_RegisterVariable(&r_drawentities);
4189 Cvar_RegisterVariable(&r_draw2d);
4190 Cvar_RegisterVariable(&r_drawworld);
4191 Cvar_RegisterVariable(&r_cullentities_trace);
4192 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4193 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4194 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4195 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4196 Cvar_RegisterVariable(&r_sortentities);
4197 Cvar_RegisterVariable(&r_drawviewmodel);
4198 Cvar_RegisterVariable(&r_drawexteriormodel);
4199 Cvar_RegisterVariable(&r_speeds);
4200 Cvar_RegisterVariable(&r_fullbrights);
4201 Cvar_RegisterVariable(&r_wateralpha);
4202 Cvar_RegisterVariable(&r_dynamic);
4203 Cvar_RegisterVariable(&r_fakelight);
4204 Cvar_RegisterVariable(&r_fakelight_intensity);
4205 Cvar_RegisterVariable(&r_fullbright);
4206 Cvar_RegisterVariable(&r_shadows);
4207 Cvar_RegisterVariable(&r_shadows_darken);
4208 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4209 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4210 Cvar_RegisterVariable(&r_shadows_throwdistance);
4211 Cvar_RegisterVariable(&r_shadows_throwdirection);
4212 Cvar_RegisterVariable(&r_shadows_focus);
4213 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4214 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4215 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4216 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4217 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4218 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4219 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4220 Cvar_RegisterVariable(&r_fog_exp2);
4221 Cvar_RegisterVariable(&r_fog_clear);
4222 Cvar_RegisterVariable(&r_drawfog);
4223 Cvar_RegisterVariable(&r_transparentdepthmasking);
4224 Cvar_RegisterVariable(&r_transparent_sortmindist);
4225 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4226 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4227 Cvar_RegisterVariable(&r_texture_dds_load);
4228 Cvar_RegisterVariable(&r_texture_dds_save);
4229 Cvar_RegisterVariable(&r_textureunits);
4230 Cvar_RegisterVariable(&gl_combine);
4231 Cvar_RegisterVariable(&r_usedepthtextures);
4232 Cvar_RegisterVariable(&r_viewfbo);
4233 Cvar_RegisterVariable(&r_viewscale);
4234 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4235 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4236 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4237 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4238 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4239 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4240 Cvar_RegisterVariable(&r_glsl);
4241 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4242 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4243 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4244 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4245 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4246 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4247 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4248 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4249 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4250 Cvar_RegisterVariable(&r_glsl_postprocess);
4251 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4252 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4253 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4254 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4255 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4256 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4257 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4258 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4259 Cvar_RegisterVariable(&r_celshading);
4260 Cvar_RegisterVariable(&r_celoutlines);
4262 Cvar_RegisterVariable(&r_water);
4263 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4264 Cvar_RegisterVariable(&r_water_clippingplanebias);
4265 Cvar_RegisterVariable(&r_water_refractdistort);
4266 Cvar_RegisterVariable(&r_water_reflectdistort);
4267 Cvar_RegisterVariable(&r_water_scissormode);
4268 Cvar_RegisterVariable(&r_water_lowquality);
4269 Cvar_RegisterVariable(&r_water_hideplayer);
4270 Cvar_RegisterVariable(&r_water_fbo);
4272 Cvar_RegisterVariable(&r_lerpsprites);
4273 Cvar_RegisterVariable(&r_lerpmodels);
4274 Cvar_RegisterVariable(&r_lerplightstyles);
4275 Cvar_RegisterVariable(&r_waterscroll);
4276 Cvar_RegisterVariable(&r_bloom);
4277 Cvar_RegisterVariable(&r_bloom_colorscale);
4278 Cvar_RegisterVariable(&r_bloom_brighten);
4279 Cvar_RegisterVariable(&r_bloom_blur);
4280 Cvar_RegisterVariable(&r_bloom_resolution);
4281 Cvar_RegisterVariable(&r_bloom_colorexponent);
4282 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4283 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4284 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4285 Cvar_RegisterVariable(&r_hdr_glowintensity);
4286 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4287 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4288 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4289 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4290 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4291 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4292 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4293 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4294 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4295 Cvar_RegisterVariable(&developer_texturelogging);
4296 Cvar_RegisterVariable(&gl_lightmaps);
4297 Cvar_RegisterVariable(&r_test);
4298 Cvar_RegisterVariable(&r_batch_multidraw);
4299 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4300 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4301 Cvar_RegisterVariable(&r_glsl_skeletal);
4302 Cvar_RegisterVariable(&r_glsl_saturation);
4303 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4304 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4305 Cvar_RegisterVariable(&r_framedatasize);
4306 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4307 Cvar_SetValue("r_fullbrights", 0);
4308 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4311 void Render_Init(void)
4324 R_LightningBeams_Init();
4334 extern char *ENGINE_EXTENSIONS;
4337 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4338 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4339 gl_version = (const char *)qglGetString(GL_VERSION);
4340 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4344 if (!gl_platformextensions)
4345 gl_platformextensions = "";
4347 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4348 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4349 Con_Printf("GL_VERSION: %s\n", gl_version);
4350 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4351 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4353 VID_CheckExtensions();
4355 // LordHavoc: report supported extensions
4356 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4358 // clear to black (loading plaque will be seen over this)
4359 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4363 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4367 if (r_trippy.integer)
4369 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4371 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4374 p = r_refdef.view.frustum + i;
4379 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4383 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4387 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4391 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4395 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4399 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4403 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4407 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4415 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4419 if (r_trippy.integer)
4421 for (i = 0;i < numplanes;i++)
4428 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4432 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4436 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4440 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4444 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4448 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4452 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4456 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4464 //==================================================================================
4466 // LordHavoc: this stores temporary data used within the same frame
4468 typedef struct r_framedata_mem_s
4470 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4471 size_t size; // how much usable space
4472 size_t current; // how much space in use
4473 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4474 size_t wantedsize; // how much space was allocated
4475 unsigned char *data; // start of real data (16byte aligned)
4479 static r_framedata_mem_t *r_framedata_mem;
4481 void R_FrameData_Reset(void)
4483 while (r_framedata_mem)
4485 r_framedata_mem_t *next = r_framedata_mem->purge;
4486 Mem_Free(r_framedata_mem);
4487 r_framedata_mem = next;
4491 static void R_FrameData_Resize(void)
4494 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4495 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4496 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4498 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4499 newmem->wantedsize = wantedsize;
4500 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4501 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4502 newmem->current = 0;
4504 newmem->purge = r_framedata_mem;
4505 r_framedata_mem = newmem;
4509 void R_FrameData_NewFrame(void)
4511 R_FrameData_Resize();
4512 if (!r_framedata_mem)
4514 // if we ran out of space on the last frame, free the old memory now
4515 while (r_framedata_mem->purge)
4517 // repeatedly remove the second item in the list, leaving only head
4518 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4519 Mem_Free(r_framedata_mem->purge);
4520 r_framedata_mem->purge = next;
4522 // reset the current mem pointer
4523 r_framedata_mem->current = 0;
4524 r_framedata_mem->mark = 0;
4527 void *R_FrameData_Alloc(size_t size)
4531 // align to 16 byte boundary - the data pointer is already aligned, so we
4532 // only need to ensure the size of every allocation is also aligned
4533 size = (size + 15) & ~15;
4535 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4537 // emergency - we ran out of space, allocate more memory
4538 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4539 R_FrameData_Resize();
4542 data = r_framedata_mem->data + r_framedata_mem->current;
4543 r_framedata_mem->current += size;
4545 // count the usage for stats
4546 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4547 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4549 return (void *)data;
4552 void *R_FrameData_Store(size_t size, void *data)
4554 void *d = R_FrameData_Alloc(size);
4556 memcpy(d, data, size);
4560 void R_FrameData_SetMark(void)
4562 if (!r_framedata_mem)
4564 r_framedata_mem->mark = r_framedata_mem->current;
4567 void R_FrameData_ReturnToMark(void)
4569 if (!r_framedata_mem)
4571 r_framedata_mem->current = r_framedata_mem->mark;
4574 //==================================================================================
4576 // LordHavoc: animcache originally written by Echon, rewritten since then
4579 * Animation cache prevents re-generating mesh data for an animated model
4580 * multiple times in one frame for lighting, shadowing, reflections, etc.
4583 void R_AnimCache_Free(void)
4587 void R_AnimCache_ClearCache(void)
4590 entity_render_t *ent;
4592 for (i = 0;i < r_refdef.scene.numentities;i++)
4594 ent = r_refdef.scene.entities[i];
4595 ent->animcache_vertex3f = NULL;
4596 ent->animcache_normal3f = NULL;
4597 ent->animcache_svector3f = NULL;
4598 ent->animcache_tvector3f = NULL;
4599 ent->animcache_vertexmesh = NULL;
4600 ent->animcache_vertex3fbuffer = NULL;
4601 ent->animcache_vertexmeshbuffer = NULL;
4602 ent->animcache_skeletaltransform3x4 = NULL;
4606 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4610 // check if we need the meshbuffers
4611 if (!vid.useinterleavedarrays)
4614 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4615 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4616 // TODO: upload vertex3f buffer?
4617 if (ent->animcache_vertexmesh)
4619 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4620 for (i = 0;i < numvertices;i++)
4621 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4622 if (ent->animcache_svector3f)
4623 for (i = 0;i < numvertices;i++)
4624 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4625 if (ent->animcache_tvector3f)
4626 for (i = 0;i < numvertices;i++)
4627 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4628 if (ent->animcache_normal3f)
4629 for (i = 0;i < numvertices;i++)
4630 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4631 // TODO: upload vertexmeshbuffer?
4635 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4637 dp_model_t *model = ent->model;
4640 // cache skeletal animation data first (primarily for gpu-skinning)
4641 if (!ent->animcache_skeletaltransform3x4 && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4645 const skeleton_t *skeleton = ent->skeleton;
4646 const frameblend_t *frameblend = ent->frameblend;
4647 float *boneposerelative;
4649 static float bonepose[256][12];
4650 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4651 boneposerelative = ent->animcache_skeletaltransform3x4;
4652 if (skeleton && !skeleton->relativetransforms)
4654 // resolve hierarchy and make relative transforms (deforms) which the shader wants
4657 for (i = 0;i < model->num_bones;i++)
4659 Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
4660 if (model->data_bones[i].parent >= 0)
4661 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4663 memcpy(bonepose[i], m, sizeof(m));
4665 // create a relative deformation matrix to describe displacement
4666 // from the base mesh, which is used by the actual weighting
4667 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4672 for (i = 0;i < model->num_bones;i++)
4674 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
4675 float lerp = frameblend[0].lerp,
4676 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4677 rx = pose7s[3] * lerp,
4678 ry = pose7s[4] * lerp,
4679 rz = pose7s[5] * lerp,
4680 rw = pose7s[6] * lerp,
4681 dx = tx*rw + ty*rz - tz*ry,
4682 dy = -tx*rz + ty*rw + tz*rx,
4683 dz = tx*ry - ty*rx + tz*rw,
4684 dw = -tx*rx - ty*ry - tz*rz,
4685 scale, sx, sy, sz, sw;
4686 for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
4688 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
4689 float lerp = frameblend[blends].lerp,
4690 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4691 qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
4692 if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
4701 dx += tx*qw + ty*qz - tz*qy;
4702 dy += -tx*qz + ty*qw + tz*qx;
4703 dz += tx*qy - ty*qx + tz*qw;
4704 dw += -tx*qx - ty*qy - tz*qz;
4706 scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
4711 m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
4712 m[1] = 2*(sx*ry - sw*rz);
4713 m[2] = 2*(sx*rz + sw*ry);
4714 m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
4715 m[4] = 2*(sx*ry + sw*rz);
4716 m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
4717 m[6] = 2*(sy*rz - sw*rx);
4718 m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
4719 m[8] = 2*(sx*rz - sw*ry);
4720 m[9] = 2*(sy*rz + sw*rx);
4721 m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
4722 m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
4723 if (i == r_skeletal_debugbone.integer)
4724 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
4725 m[3] *= r_skeletal_debugtranslatex.value;
4726 m[7] *= r_skeletal_debugtranslatey.value;
4727 m[11] *= r_skeletal_debugtranslatez.value;
4728 if (model->data_bones[i].parent >= 0)
4729 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4731 memcpy(bonepose[i], m, sizeof(m));
4732 // create a relative deformation matrix to describe displacement
4733 // from the base mesh, which is used by the actual weighting
4734 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4739 // see if it's already cached this frame
4740 if (ent->animcache_vertex3f)
4742 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4743 if (wantnormals || wanttangents)
4745 if (ent->animcache_normal3f)
4746 wantnormals = false;
4747 if (ent->animcache_svector3f)
4748 wanttangents = false;
4749 if (wantnormals || wanttangents)
4751 numvertices = model->surfmesh.num_vertices;
4753 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4756 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4757 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4759 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4760 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4766 // see if this ent is worth caching
4767 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4769 // skip entity if the shader backend has a cheaper way
4770 if (model->surfmesh.data_skeletalindex4ub && r_glsl_skeletal.integer && !r_showsurfaces.integer) // FIXME add r_showsurfaces support to GLSL skeletal!
4772 switch (vid.renderpath)
4774 case RENDERPATH_GL20:
4776 case RENDERPATH_GL11:
4777 case RENDERPATH_GL13:
4778 case RENDERPATH_GLES1:
4779 case RENDERPATH_GLES2:
4780 case RENDERPATH_D3D9:
4781 case RENDERPATH_D3D10:
4782 case RENDERPATH_D3D11:
4783 case RENDERPATH_SOFT:
4787 // get some memory for this entity and generate mesh data
4788 numvertices = model->surfmesh.num_vertices;
4789 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4791 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4794 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4795 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4797 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4798 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4803 void R_AnimCache_CacheVisibleEntities(void)
4806 qboolean wantnormals = true;
4807 qboolean wanttangents = !r_showsurfaces.integer;
4809 switch(vid.renderpath)
4811 case RENDERPATH_GL20:
4812 case RENDERPATH_D3D9:
4813 case RENDERPATH_D3D10:
4814 case RENDERPATH_D3D11:
4815 case RENDERPATH_GLES2:
4817 case RENDERPATH_GL11:
4818 case RENDERPATH_GL13:
4819 case RENDERPATH_GLES1:
4820 wanttangents = false;
4822 case RENDERPATH_SOFT:
4826 if (r_shownormals.integer)
4827 wanttangents = wantnormals = true;
4829 // TODO: thread this
4830 // NOTE: R_PrepareRTLights() also caches entities
4832 for (i = 0;i < r_refdef.scene.numentities;i++)
4833 if (r_refdef.viewcache.entityvisible[i])
4834 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4837 //==================================================================================
4839 extern cvar_t r_overheadsprites_pushback;
4841 static void R_View_UpdateEntityLighting (void)
4844 entity_render_t *ent;
4845 vec3_t tempdiffusenormal, avg;
4846 vec_t f, fa, fd, fdd;
4847 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4849 for (i = 0;i < r_refdef.scene.numentities;i++)
4851 ent = r_refdef.scene.entities[i];
4853 // skip unseen models
4854 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4858 if (ent->model && ent->model == cl.worldmodel)
4860 // TODO: use modellight for r_ambient settings on world?
4861 VectorSet(ent->modellight_ambient, 0, 0, 0);
4862 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4863 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4867 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4869 // aleady updated by CSQC
4870 // TODO: force modellight on BSP models in this case?
4871 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4875 // fetch the lighting from the worldmodel data
4876 VectorClear(ent->modellight_ambient);
4877 VectorClear(ent->modellight_diffuse);
4878 VectorClear(tempdiffusenormal);
4879 if (ent->flags & RENDER_LIGHT)
4882 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4884 // complete lightning for lit sprites
4885 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4886 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4888 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4889 org[2] = org[2] + r_overheadsprites_pushback.value;
4890 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4893 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4895 if(ent->flags & RENDER_EQUALIZE)
4897 // first fix up ambient lighting...
4898 if(r_equalize_entities_minambient.value > 0)
4900 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4903 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4904 if(fa < r_equalize_entities_minambient.value * fd)
4907 // fa'/fd' = minambient
4908 // fa'+0.25*fd' = fa+0.25*fd
4910 // fa' = fd' * minambient
4911 // fd'*(0.25+minambient) = fa+0.25*fd
4913 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4914 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4916 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4917 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
4918 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4919 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4924 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4926 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4927 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4931 // adjust brightness and saturation to target
4932 avg[0] = avg[1] = avg[2] = fa / f;
4933 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4934 avg[0] = avg[1] = avg[2] = fd / f;
4935 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4941 VectorSet(ent->modellight_ambient, 1, 1, 1);
4944 // move the light direction into modelspace coordinates for lighting code
4945 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4946 if(VectorLength2(ent->modellight_lightdir) == 0)
4947 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4948 VectorNormalize(ent->modellight_lightdir);
4952 #define MAX_LINEOFSIGHTTRACES 64
4954 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4957 vec3_t boxmins, boxmaxs;
4960 dp_model_t *model = r_refdef.scene.worldmodel;
4962 if (!model || !model->brush.TraceLineOfSight)
4965 // expand the box a little
4966 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4967 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4968 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4969 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4970 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4971 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4973 // return true if eye is inside enlarged box
4974 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4978 VectorCopy(eye, start);
4979 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4980 if (model->brush.TraceLineOfSight(model, start, end))
4983 // try various random positions
4984 for (i = 0;i < numsamples;i++)
4986 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4987 if (model->brush.TraceLineOfSight(model, start, end))
4995 static void R_View_UpdateEntityVisible (void)
5000 entity_render_t *ent;
5002 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5003 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5004 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
5005 : RENDER_EXTERIORMODEL;
5006 if (!r_drawviewmodel.integer)
5007 renderimask |= RENDER_VIEWMODEL;
5008 if (!r_drawexteriormodel.integer)
5009 renderimask |= RENDER_EXTERIORMODEL;
5010 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5012 // worldmodel can check visibility
5013 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5014 for (i = 0;i < r_refdef.scene.numentities;i++)
5016 ent = r_refdef.scene.entities[i];
5017 if (!(ent->flags & renderimask))
5018 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)))
5019 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))
5020 r_refdef.viewcache.entityvisible[i] = true;
5025 // no worldmodel or it can't check visibility
5026 for (i = 0;i < r_refdef.scene.numentities;i++)
5028 ent = r_refdef.scene.entities[i];
5029 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));
5032 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5033 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5035 for (i = 0;i < r_refdef.scene.numentities;i++)
5037 if (!r_refdef.viewcache.entityvisible[i])
5039 ent = r_refdef.scene.entities[i];
5040 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5042 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5044 continue; // temp entities do pvs only
5045 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5046 ent->last_trace_visibility = realtime;
5047 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5048 r_refdef.viewcache.entityvisible[i] = 0;
5054 /// only used if skyrendermasked, and normally returns false
5055 static int R_DrawBrushModelsSky (void)
5058 entity_render_t *ent;
5061 for (i = 0;i < r_refdef.scene.numentities;i++)
5063 if (!r_refdef.viewcache.entityvisible[i])
5065 ent = r_refdef.scene.entities[i];
5066 if (!ent->model || !ent->model->DrawSky)
5068 ent->model->DrawSky(ent);
5074 static void R_DrawNoModel(entity_render_t *ent);
5075 static void R_DrawModels(void)
5078 entity_render_t *ent;
5080 for (i = 0;i < r_refdef.scene.numentities;i++)
5082 if (!r_refdef.viewcache.entityvisible[i])
5084 ent = r_refdef.scene.entities[i];
5085 r_refdef.stats.entities++;
5087 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5090 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5091 Con_Printf("R_DrawModels\n");
5092 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]);
5093 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);
5094 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);
5097 if (ent->model && ent->model->Draw != NULL)
5098 ent->model->Draw(ent);
5104 static void R_DrawModelsDepth(void)
5107 entity_render_t *ent;
5109 for (i = 0;i < r_refdef.scene.numentities;i++)
5111 if (!r_refdef.viewcache.entityvisible[i])
5113 ent = r_refdef.scene.entities[i];
5114 if (ent->model && ent->model->DrawDepth != NULL)
5115 ent->model->DrawDepth(ent);
5119 static void R_DrawModelsDebug(void)
5122 entity_render_t *ent;
5124 for (i = 0;i < r_refdef.scene.numentities;i++)
5126 if (!r_refdef.viewcache.entityvisible[i])
5128 ent = r_refdef.scene.entities[i];
5129 if (ent->model && ent->model->DrawDebug != NULL)
5130 ent->model->DrawDebug(ent);
5134 static void R_DrawModelsAddWaterPlanes(void)
5137 entity_render_t *ent;
5139 for (i = 0;i < r_refdef.scene.numentities;i++)
5141 if (!r_refdef.viewcache.entityvisible[i])
5143 ent = r_refdef.scene.entities[i];
5144 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5145 ent->model->DrawAddWaterPlanes(ent);
5149 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}};
5151 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5153 if (r_hdr_irisadaptation.integer)
5158 vec3_t diffusenormal;
5160 vec_t brightness = 0.0f;
5165 VectorCopy(r_refdef.view.forward, forward);
5166 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5168 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5169 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5170 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5171 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5172 d = DotProduct(forward, diffusenormal);
5173 brightness += VectorLength(ambient);
5175 brightness += d * VectorLength(diffuse);
5177 brightness *= 1.0f / c;
5178 brightness += 0.00001f; // make sure it's never zero
5179 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5180 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5181 current = r_hdr_irisadaptation_value.value;
5183 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5184 else if (current > goal)
5185 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5186 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5187 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5189 else if (r_hdr_irisadaptation_value.value != 1.0f)
5190 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5193 static void R_View_SetFrustum(const int *scissor)
5196 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5197 vec3_t forward, left, up, origin, v;
5201 // flipped x coordinates (because x points left here)
5202 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5203 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5205 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5206 switch(vid.renderpath)
5208 case RENDERPATH_D3D9:
5209 case RENDERPATH_D3D10:
5210 case RENDERPATH_D3D11:
5211 // non-flipped y coordinates
5212 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5213 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5215 case RENDERPATH_SOFT:
5216 case RENDERPATH_GL11:
5217 case RENDERPATH_GL13:
5218 case RENDERPATH_GL20:
5219 case RENDERPATH_GLES1:
5220 case RENDERPATH_GLES2:
5221 // non-flipped y coordinates
5222 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5223 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5228 // we can't trust r_refdef.view.forward and friends in reflected scenes
5229 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5232 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5233 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5234 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5235 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5236 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5237 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5238 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5239 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5240 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5241 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5242 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5243 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5247 zNear = r_refdef.nearclip;
5248 nudge = 1.0 - 1.0 / (1<<23);
5249 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5250 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5251 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5252 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5253 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5254 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5255 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5256 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5262 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5263 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5264 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5265 r_refdef.view.frustum[0].dist = m[15] - m[12];
5267 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5268 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5269 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5270 r_refdef.view.frustum[1].dist = m[15] + m[12];
5272 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5273 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5274 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5275 r_refdef.view.frustum[2].dist = m[15] - m[13];
5277 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5278 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5279 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5280 r_refdef.view.frustum[3].dist = m[15] + m[13];
5282 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5283 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5284 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5285 r_refdef.view.frustum[4].dist = m[15] - m[14];
5287 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5288 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5289 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5290 r_refdef.view.frustum[5].dist = m[15] + m[14];
5293 if (r_refdef.view.useperspective)
5295 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5296 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]);
5297 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]);
5298 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]);
5299 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]);
5301 // then the normals from the corners relative to origin
5302 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5303 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5304 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5305 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5307 // in a NORMAL view, forward cross left == up
5308 // in a REFLECTED view, forward cross left == down
5309 // so our cross products above need to be adjusted for a left handed coordinate system
5310 CrossProduct(forward, left, v);
5311 if(DotProduct(v, up) < 0)
5313 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5314 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5315 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5316 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5319 // Leaving those out was a mistake, those were in the old code, and they
5320 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5321 // I couldn't reproduce it after adding those normalizations. --blub
5322 VectorNormalize(r_refdef.view.frustum[0].normal);
5323 VectorNormalize(r_refdef.view.frustum[1].normal);
5324 VectorNormalize(r_refdef.view.frustum[2].normal);
5325 VectorNormalize(r_refdef.view.frustum[3].normal);
5327 // make the corners absolute
5328 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5329 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5330 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5331 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5334 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5336 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5337 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5338 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5339 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5340 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5344 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5345 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5346 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5347 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5348 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5349 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5350 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5351 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5352 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5353 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5355 r_refdef.view.numfrustumplanes = 5;
5357 if (r_refdef.view.useclipplane)
5359 r_refdef.view.numfrustumplanes = 6;
5360 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5363 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5364 PlaneClassify(r_refdef.view.frustum + i);
5366 // LordHavoc: note to all quake engine coders, Quake had a special case
5367 // for 90 degrees which assumed a square view (wrong), so I removed it,
5368 // Quake2 has it disabled as well.
5370 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5371 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5372 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5373 //PlaneClassify(&frustum[0]);
5375 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5376 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5377 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5378 //PlaneClassify(&frustum[1]);
5380 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5381 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5382 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5383 //PlaneClassify(&frustum[2]);
5385 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5386 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5387 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5388 //PlaneClassify(&frustum[3]);
5391 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5392 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5393 //PlaneClassify(&frustum[4]);
5396 static void R_View_UpdateWithScissor(const int *myscissor)
5398 R_Main_ResizeViewCache();
5399 R_View_SetFrustum(myscissor);
5400 R_View_WorldVisibility(r_refdef.view.useclipplane);
5401 R_View_UpdateEntityVisible();
5402 R_View_UpdateEntityLighting();
5405 static void R_View_Update(void)
5407 R_Main_ResizeViewCache();
5408 R_View_SetFrustum(NULL);
5409 R_View_WorldVisibility(r_refdef.view.useclipplane);
5410 R_View_UpdateEntityVisible();
5411 R_View_UpdateEntityLighting();
5414 float viewscalefpsadjusted = 1.0f;
5416 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5418 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5419 scale = bound(0.03125f, scale, 1.0f);
5420 *outwidth = (int)ceil(width * scale);
5421 *outheight = (int)ceil(height * scale);
5424 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5426 const float *customclipplane = NULL;
5428 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5429 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5431 // LordHavoc: couldn't figure out how to make this approach the
5432 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5433 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5434 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5435 dist = r_refdef.view.clipplane.dist;
5436 plane[0] = r_refdef.view.clipplane.normal[0];
5437 plane[1] = r_refdef.view.clipplane.normal[1];
5438 plane[2] = r_refdef.view.clipplane.normal[2];
5440 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5443 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5444 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5446 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5447 if (!r_refdef.view.useperspective)
5448 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5449 else if (vid.stencil && r_useinfinitefarclip.integer)
5450 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5452 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5453 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5454 R_SetViewport(&r_refdef.view.viewport);
5455 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5457 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5458 float screenplane[4];
5459 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5460 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5461 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5462 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5463 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5467 void R_EntityMatrix(const matrix4x4_t *matrix)
5469 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5471 gl_modelmatrixchanged = false;
5472 gl_modelmatrix = *matrix;
5473 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5474 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5475 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5476 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5478 switch(vid.renderpath)
5480 case RENDERPATH_D3D9:
5482 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5483 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5486 case RENDERPATH_D3D10:
5487 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5489 case RENDERPATH_D3D11:
5490 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5492 case RENDERPATH_GL11:
5493 case RENDERPATH_GL13:
5494 case RENDERPATH_GLES1:
5495 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5497 case RENDERPATH_SOFT:
5498 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5499 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5501 case RENDERPATH_GL20:
5502 case RENDERPATH_GLES2:
5503 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5504 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5510 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5512 r_viewport_t viewport;
5516 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5517 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5518 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5519 R_SetViewport(&viewport);
5520 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5521 GL_Color(1, 1, 1, 1);
5522 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5523 GL_BlendFunc(GL_ONE, GL_ZERO);
5524 GL_ScissorTest(false);
5525 GL_DepthMask(false);
5526 GL_DepthRange(0, 1);
5527 GL_DepthTest(false);
5528 GL_DepthFunc(GL_LEQUAL);
5529 R_EntityMatrix(&identitymatrix);
5530 R_Mesh_ResetTextureState();
5531 GL_PolygonOffset(0, 0);
5532 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5533 switch(vid.renderpath)
5535 case RENDERPATH_GL11:
5536 case RENDERPATH_GL13:
5537 case RENDERPATH_GL20:
5538 case RENDERPATH_GLES1:
5539 case RENDERPATH_GLES2:
5540 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5542 case RENDERPATH_D3D9:
5543 case RENDERPATH_D3D10:
5544 case RENDERPATH_D3D11:
5545 case RENDERPATH_SOFT:
5548 GL_CullFace(GL_NONE);
5553 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5557 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5560 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5564 R_SetupView(true, fbo, depthtexture, colortexture);
5565 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5566 GL_Color(1, 1, 1, 1);
5567 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5568 GL_BlendFunc(GL_ONE, GL_ZERO);
5569 GL_ScissorTest(true);
5571 GL_DepthRange(0, 1);
5573 GL_DepthFunc(GL_LEQUAL);
5574 R_EntityMatrix(&identitymatrix);
5575 R_Mesh_ResetTextureState();
5576 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5577 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5578 switch(vid.renderpath)
5580 case RENDERPATH_GL11:
5581 case RENDERPATH_GL13:
5582 case RENDERPATH_GL20:
5583 case RENDERPATH_GLES1:
5584 case RENDERPATH_GLES2:
5585 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5587 case RENDERPATH_D3D9:
5588 case RENDERPATH_D3D10:
5589 case RENDERPATH_D3D11:
5590 case RENDERPATH_SOFT:
5593 GL_CullFace(r_refdef.view.cullface_back);
5598 R_RenderView_UpdateViewVectors
5601 void R_RenderView_UpdateViewVectors(void)
5603 // break apart the view matrix into vectors for various purposes
5604 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5605 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5606 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5607 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5608 // make an inverted copy of the view matrix for tracking sprites
5609 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5612 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5613 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5615 static void R_Water_StartFrame(void)
5618 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5619 r_waterstate_waterplane_t *p;
5620 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5622 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5625 switch(vid.renderpath)
5627 case RENDERPATH_GL20:
5628 case RENDERPATH_D3D9:
5629 case RENDERPATH_D3D10:
5630 case RENDERPATH_D3D11:
5631 case RENDERPATH_SOFT:
5632 case RENDERPATH_GLES2:
5634 case RENDERPATH_GL11:
5635 case RENDERPATH_GL13:
5636 case RENDERPATH_GLES1:
5640 // set waterwidth and waterheight to the water resolution that will be
5641 // used (often less than the screen resolution for faster rendering)
5642 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5644 // calculate desired texture sizes
5645 // can't use water if the card does not support the texture size
5646 if (!r_water.integer || r_showsurfaces.integer)
5647 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5648 else if (vid.support.arb_texture_non_power_of_two)
5650 texturewidth = waterwidth;
5651 textureheight = waterheight;
5652 camerawidth = waterwidth;
5653 cameraheight = waterheight;
5657 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5658 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5659 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5660 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5663 // allocate textures as needed
5664 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5666 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5667 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5669 if (p->texture_refraction)
5670 R_FreeTexture(p->texture_refraction);
5671 p->texture_refraction = NULL;
5672 if (p->fbo_refraction)
5673 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5674 p->fbo_refraction = 0;
5675 if (p->texture_reflection)
5676 R_FreeTexture(p->texture_reflection);
5677 p->texture_reflection = NULL;
5678 if (p->fbo_reflection)
5679 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5680 p->fbo_reflection = 0;
5681 if (p->texture_camera)
5682 R_FreeTexture(p->texture_camera);
5683 p->texture_camera = NULL;
5685 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5688 memset(&r_fb.water, 0, sizeof(r_fb.water));
5689 r_fb.water.texturewidth = texturewidth;
5690 r_fb.water.textureheight = textureheight;
5691 r_fb.water.camerawidth = camerawidth;
5692 r_fb.water.cameraheight = cameraheight;
5695 if (r_fb.water.texturewidth)
5697 int scaledwidth, scaledheight;
5699 r_fb.water.enabled = true;
5701 // water resolution is usually reduced
5702 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5703 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5704 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5706 // set up variables that will be used in shader setup
5707 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5708 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5709 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5710 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5713 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5714 r_fb.water.numwaterplanes = 0;
5717 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5719 int planeindex, bestplaneindex, vertexindex;
5720 vec3_t mins, maxs, normal, center, v, n;
5721 vec_t planescore, bestplanescore;
5723 r_waterstate_waterplane_t *p;
5724 texture_t *t = R_GetCurrentTexture(surface->texture);
5726 rsurface.texture = t;
5727 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5728 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5729 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5731 // average the vertex normals, find the surface bounds (after deformvertexes)
5732 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5733 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5734 VectorCopy(n, normal);
5735 VectorCopy(v, mins);
5736 VectorCopy(v, maxs);
5737 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5739 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5740 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5741 VectorAdd(normal, n, normal);
5742 mins[0] = min(mins[0], v[0]);
5743 mins[1] = min(mins[1], v[1]);
5744 mins[2] = min(mins[2], v[2]);
5745 maxs[0] = max(maxs[0], v[0]);
5746 maxs[1] = max(maxs[1], v[1]);
5747 maxs[2] = max(maxs[2], v[2]);
5749 VectorNormalize(normal);
5750 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5752 VectorCopy(normal, plane.normal);
5753 VectorNormalize(plane.normal);
5754 plane.dist = DotProduct(center, plane.normal);
5755 PlaneClassify(&plane);
5756 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5758 // skip backfaces (except if nocullface is set)
5759 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5761 VectorNegate(plane.normal, plane.normal);
5763 PlaneClassify(&plane);
5767 // find a matching plane if there is one
5768 bestplaneindex = -1;
5769 bestplanescore = 1048576.0f;
5770 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5772 if(p->camera_entity == t->camera_entity)
5774 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5775 if (bestplaneindex < 0 || bestplanescore > planescore)
5777 bestplaneindex = planeindex;
5778 bestplanescore = planescore;
5782 planeindex = bestplaneindex;
5783 p = r_fb.water.waterplanes + planeindex;
5785 // if this surface does not fit any known plane rendered this frame, add one
5786 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5788 // store the new plane
5789 planeindex = r_fb.water.numwaterplanes++;
5790 p = r_fb.water.waterplanes + planeindex;
5792 // clear materialflags and pvs
5793 p->materialflags = 0;
5794 p->pvsvalid = false;
5795 p->camera_entity = t->camera_entity;
5796 VectorCopy(mins, p->mins);
5797 VectorCopy(maxs, p->maxs);
5801 // merge mins/maxs when we're adding this surface to the plane
5802 p->mins[0] = min(p->mins[0], mins[0]);
5803 p->mins[1] = min(p->mins[1], mins[1]);
5804 p->mins[2] = min(p->mins[2], mins[2]);
5805 p->maxs[0] = max(p->maxs[0], maxs[0]);
5806 p->maxs[1] = max(p->maxs[1], maxs[1]);
5807 p->maxs[2] = max(p->maxs[2], maxs[2]);
5809 // merge this surface's materialflags into the waterplane
5810 p->materialflags |= t->currentmaterialflags;
5811 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5813 // merge this surface's PVS into the waterplane
5814 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5815 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5817 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5823 extern cvar_t r_drawparticles;
5824 extern cvar_t r_drawdecals;
5826 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5829 r_refdef_view_t originalview;
5830 r_refdef_view_t myview;
5831 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;
5832 r_waterstate_waterplane_t *p;
5834 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5837 originalview = r_refdef.view;
5839 // lowquality hack, temporarily shut down some cvars and restore afterwards
5840 qualityreduction = r_water_lowquality.integer;
5841 if (qualityreduction > 0)
5843 if (qualityreduction >= 1)
5845 old_r_shadows = r_shadows.integer;
5846 old_r_worldrtlight = r_shadow_realtime_world.integer;
5847 old_r_dlight = r_shadow_realtime_dlight.integer;
5848 Cvar_SetValueQuick(&r_shadows, 0);
5849 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5850 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5852 if (qualityreduction >= 2)
5854 old_r_dynamic = r_dynamic.integer;
5855 old_r_particles = r_drawparticles.integer;
5856 old_r_decals = r_drawdecals.integer;
5857 Cvar_SetValueQuick(&r_dynamic, 0);
5858 Cvar_SetValueQuick(&r_drawparticles, 0);
5859 Cvar_SetValueQuick(&r_drawdecals, 0);
5863 // make sure enough textures are allocated
5864 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5866 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5868 if (!p->texture_refraction)
5869 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5870 if (!p->texture_refraction)
5874 if (r_fb.water.depthtexture == NULL)
5875 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5876 if (p->fbo_refraction == 0)
5877 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5880 else if (p->materialflags & MATERIALFLAG_CAMERA)
5882 if (!p->texture_camera)
5883 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5884 if (!p->texture_camera)
5888 if (r_fb.water.depthtexture == NULL)
5889 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5890 if (p->fbo_camera == 0)
5891 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5895 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5897 if (!p->texture_reflection)
5898 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5899 if (!p->texture_reflection)
5903 if (r_fb.water.depthtexture == NULL)
5904 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5905 if (p->fbo_reflection == 0)
5906 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5912 r_refdef.view = originalview;
5913 r_refdef.view.showdebug = false;
5914 r_refdef.view.width = r_fb.water.waterwidth;
5915 r_refdef.view.height = r_fb.water.waterheight;
5916 r_refdef.view.useclipplane = true;
5917 myview = r_refdef.view;
5918 r_fb.water.renderingscene = true;
5919 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5921 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5923 r_refdef.view = myview;
5924 if(r_water_scissormode.integer)
5926 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5927 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5928 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5931 // render reflected scene and copy into texture
5932 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5933 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5934 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5935 r_refdef.view.clipplane = p->plane;
5936 // reverse the cullface settings for this render
5937 r_refdef.view.cullface_front = GL_FRONT;
5938 r_refdef.view.cullface_back = GL_BACK;
5939 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5941 r_refdef.view.usecustompvs = true;
5943 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5945 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5948 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5949 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5950 R_ClearScreen(r_refdef.fogenabled);
5951 if(r_water_scissormode.integer & 2)
5952 R_View_UpdateWithScissor(myscissor);
5955 R_AnimCache_CacheVisibleEntities();
5956 if(r_water_scissormode.integer & 1)
5957 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5958 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5960 if (!p->fbo_reflection)
5961 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);
5962 r_fb.water.hideplayer = false;
5965 // render the normal view scene and copy into texture
5966 // (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)
5967 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5969 r_refdef.view = myview;
5970 if(r_water_scissormode.integer)
5972 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5973 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5974 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5977 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5979 r_refdef.view.clipplane = p->plane;
5980 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5981 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5983 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5985 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5986 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5987 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5988 R_RenderView_UpdateViewVectors();
5989 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5991 r_refdef.view.usecustompvs = true;
5992 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);
5996 PlaneClassify(&r_refdef.view.clipplane);
5998 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5999 R_ClearScreen(r_refdef.fogenabled);
6000 if(r_water_scissormode.integer & 2)
6001 R_View_UpdateWithScissor(myscissor);
6004 R_AnimCache_CacheVisibleEntities();
6005 if(r_water_scissormode.integer & 1)
6006 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6007 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6009 if (!p->fbo_refraction)
6010 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);
6011 r_fb.water.hideplayer = false;
6013 else if (p->materialflags & MATERIALFLAG_CAMERA)
6015 r_refdef.view = myview;
6017 r_refdef.view.clipplane = p->plane;
6018 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6019 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6021 r_refdef.view.width = r_fb.water.camerawidth;
6022 r_refdef.view.height = r_fb.water.cameraheight;
6023 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6024 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6025 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6026 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6028 if(p->camera_entity)
6030 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6031 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6034 // note: all of the view is used for displaying... so
6035 // there is no use in scissoring
6037 // reverse the cullface settings for this render
6038 r_refdef.view.cullface_front = GL_FRONT;
6039 r_refdef.view.cullface_back = GL_BACK;
6040 // also reverse the view matrix
6041 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
6042 R_RenderView_UpdateViewVectors();
6043 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6045 r_refdef.view.usecustompvs = true;
6046 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);
6049 // camera needs no clipplane
6050 r_refdef.view.useclipplane = false;
6052 PlaneClassify(&r_refdef.view.clipplane);
6054 r_fb.water.hideplayer = false;
6056 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6057 R_ClearScreen(r_refdef.fogenabled);
6059 R_AnimCache_CacheVisibleEntities();
6060 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6063 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);
6064 r_fb.water.hideplayer = false;
6068 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6069 r_fb.water.renderingscene = false;
6070 r_refdef.view = originalview;
6071 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6072 if (!r_fb.water.depthtexture)
6073 R_ClearScreen(r_refdef.fogenabled);
6075 R_AnimCache_CacheVisibleEntities();
6078 r_refdef.view = originalview;
6079 r_fb.water.renderingscene = false;
6080 Cvar_SetValueQuick(&r_water, 0);
6081 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6083 // lowquality hack, restore cvars
6084 if (qualityreduction > 0)
6086 if (qualityreduction >= 1)
6088 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6089 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6090 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6092 if (qualityreduction >= 2)
6094 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6095 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6096 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6101 static void R_Bloom_StartFrame(void)
6104 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6105 int viewwidth, viewheight;
6106 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6107 textype_t textype = TEXTYPE_COLORBUFFER;
6109 switch (vid.renderpath)
6111 case RENDERPATH_GL20:
6112 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6113 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6115 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6116 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6119 case RENDERPATH_GL11:
6120 case RENDERPATH_GL13:
6121 case RENDERPATH_GLES1:
6122 case RENDERPATH_GLES2:
6123 case RENDERPATH_D3D9:
6124 case RENDERPATH_D3D10:
6125 case RENDERPATH_D3D11:
6126 r_fb.usedepthtextures = false;
6128 case RENDERPATH_SOFT:
6129 r_fb.usedepthtextures = true;
6133 if (r_viewscale_fpsscaling.integer)
6135 double actualframetime;
6136 double targetframetime;
6138 actualframetime = r_refdef.lastdrawscreentime;
6139 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6140 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6141 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6142 if (r_viewscale_fpsscaling_stepsize.value > 0)
6143 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6144 viewscalefpsadjusted += adjust;
6145 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6148 viewscalefpsadjusted = 1.0f;
6150 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6152 switch(vid.renderpath)
6154 case RENDERPATH_GL20:
6155 case RENDERPATH_D3D9:
6156 case RENDERPATH_D3D10:
6157 case RENDERPATH_D3D11:
6158 case RENDERPATH_SOFT:
6159 case RENDERPATH_GLES2:
6161 case RENDERPATH_GL11:
6162 case RENDERPATH_GL13:
6163 case RENDERPATH_GLES1:
6167 // set bloomwidth and bloomheight to the bloom resolution that will be
6168 // used (often less than the screen resolution for faster rendering)
6169 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6170 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6171 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6172 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6173 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6175 // calculate desired texture sizes
6176 if (vid.support.arb_texture_non_power_of_two)
6178 screentexturewidth = vid.width;
6179 screentextureheight = vid.height;
6180 bloomtexturewidth = r_fb.bloomwidth;
6181 bloomtextureheight = r_fb.bloomheight;
6185 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6186 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6187 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6188 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6191 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6193 Cvar_SetValueQuick(&r_bloom, 0);
6194 Cvar_SetValueQuick(&r_motionblur, 0);
6195 Cvar_SetValueQuick(&r_damageblur, 0);
6198 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6200 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6202 && r_viewscale.value == 1.0f
6203 && !r_viewscale_fpsscaling.integer)
6204 screentexturewidth = screentextureheight = 0;
6205 if (!r_bloom.integer)
6206 bloomtexturewidth = bloomtextureheight = 0;
6208 // allocate textures as needed
6209 if (r_fb.screentexturewidth != screentexturewidth
6210 || r_fb.screentextureheight != screentextureheight
6211 || r_fb.bloomtexturewidth != bloomtexturewidth
6212 || r_fb.bloomtextureheight != bloomtextureheight
6213 || r_fb.textype != textype
6214 || useviewfbo != (r_fb.fbo != 0))
6216 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6218 if (r_fb.bloomtexture[i])
6219 R_FreeTexture(r_fb.bloomtexture[i]);
6220 r_fb.bloomtexture[i] = NULL;
6222 if (r_fb.bloomfbo[i])
6223 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6224 r_fb.bloomfbo[i] = 0;
6228 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6231 if (r_fb.colortexture)
6232 R_FreeTexture(r_fb.colortexture);
6233 r_fb.colortexture = NULL;
6235 if (r_fb.depthtexture)
6236 R_FreeTexture(r_fb.depthtexture);
6237 r_fb.depthtexture = NULL;
6239 if (r_fb.ghosttexture)
6240 R_FreeTexture(r_fb.ghosttexture);
6241 r_fb.ghosttexture = NULL;
6243 r_fb.screentexturewidth = screentexturewidth;
6244 r_fb.screentextureheight = screentextureheight;
6245 r_fb.bloomtexturewidth = bloomtexturewidth;
6246 r_fb.bloomtextureheight = bloomtextureheight;
6247 r_fb.textype = textype;
6249 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6251 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6252 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6253 r_fb.ghosttexture_valid = false;
6254 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6257 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6258 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6259 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6263 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6265 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6267 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6269 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6274 // bloom texture is a different resolution
6275 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6276 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6277 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6278 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6279 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6281 // set up a texcoord array for the full resolution screen image
6282 // (we have to keep this around to copy back during final render)
6283 r_fb.screentexcoord2f[0] = 0;
6284 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6285 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6286 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6287 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6288 r_fb.screentexcoord2f[5] = 0;
6289 r_fb.screentexcoord2f[6] = 0;
6290 r_fb.screentexcoord2f[7] = 0;
6294 for (i = 1;i < 8;i += 2)
6296 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6300 // set up a texcoord array for the reduced resolution bloom image
6301 // (which will be additive blended over the screen image)
6302 r_fb.bloomtexcoord2f[0] = 0;
6303 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6304 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6305 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6306 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6307 r_fb.bloomtexcoord2f[5] = 0;
6308 r_fb.bloomtexcoord2f[6] = 0;
6309 r_fb.bloomtexcoord2f[7] = 0;
6311 switch(vid.renderpath)
6313 case RENDERPATH_GL11:
6314 case RENDERPATH_GL13:
6315 case RENDERPATH_GL20:
6316 case RENDERPATH_SOFT:
6317 case RENDERPATH_GLES1:
6318 case RENDERPATH_GLES2:
6320 case RENDERPATH_D3D9:
6321 case RENDERPATH_D3D10:
6322 case RENDERPATH_D3D11:
6323 for (i = 0;i < 4;i++)
6325 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6326 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6327 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6328 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6333 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6336 r_refdef.view.clear = true;
6339 static void R_Bloom_MakeTexture(void)
6342 float xoffset, yoffset, r, brighten;
6344 float colorscale = r_bloom_colorscale.value;
6346 r_refdef.stats.bloom++;
6349 // this copy is unnecessary since it happens in R_BlendView already
6352 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6353 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6357 // scale down screen texture to the bloom texture size
6359 r_fb.bloomindex = 0;
6360 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6361 R_SetViewport(&r_fb.bloomviewport);
6362 GL_DepthTest(false);
6363 GL_BlendFunc(GL_ONE, GL_ZERO);
6364 GL_Color(colorscale, colorscale, colorscale, 1);
6365 // 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...
6366 switch(vid.renderpath)
6368 case RENDERPATH_GL11:
6369 case RENDERPATH_GL13:
6370 case RENDERPATH_GL20:
6371 case RENDERPATH_GLES1:
6372 case RENDERPATH_GLES2:
6373 case RENDERPATH_SOFT:
6374 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6376 case RENDERPATH_D3D9:
6377 case RENDERPATH_D3D10:
6378 case RENDERPATH_D3D11:
6379 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6382 // TODO: do boxfilter scale-down in shader?
6383 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6384 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6385 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6387 // we now have a properly scaled bloom image
6388 if (!r_fb.bloomfbo[r_fb.bloomindex])
6390 // copy it into the bloom texture
6391 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6392 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6395 // multiply bloom image by itself as many times as desired
6396 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6398 intex = r_fb.bloomtexture[r_fb.bloomindex];
6399 r_fb.bloomindex ^= 1;
6400 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6402 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6403 if (!r_fb.bloomfbo[r_fb.bloomindex])
6405 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6406 GL_Color(r,r,r,1); // apply fix factor
6411 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6412 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6413 GL_Color(1,1,1,1); // no fix factor supported here
6415 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6416 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6417 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6418 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6420 if (!r_fb.bloomfbo[r_fb.bloomindex])
6422 // copy the darkened image to a texture
6423 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6424 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6428 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6429 brighten = r_bloom_brighten.value;
6430 brighten = sqrt(brighten);
6432 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6434 for (dir = 0;dir < 2;dir++)
6436 intex = r_fb.bloomtexture[r_fb.bloomindex];
6437 r_fb.bloomindex ^= 1;
6438 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6439 // blend on at multiple vertical offsets to achieve a vertical blur
6440 // TODO: do offset blends using GLSL
6441 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6442 GL_BlendFunc(GL_ONE, GL_ZERO);
6443 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6444 for (x = -range;x <= range;x++)
6446 if (!dir){xoffset = 0;yoffset = x;}
6447 else {xoffset = x;yoffset = 0;}
6448 xoffset /= (float)r_fb.bloomtexturewidth;
6449 yoffset /= (float)r_fb.bloomtextureheight;
6450 // compute a texcoord array with the specified x and y offset
6451 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6452 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6453 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6454 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6455 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6456 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6457 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6458 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6459 // this r value looks like a 'dot' particle, fading sharply to
6460 // black at the edges
6461 // (probably not realistic but looks good enough)
6462 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6463 //r = brighten/(range*2+1);
6464 r = brighten / (range * 2 + 1);
6466 r *= (1 - x*x/(float)(range*range));
6467 GL_Color(r, r, r, 1);
6468 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6469 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6470 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6471 GL_BlendFunc(GL_ONE, GL_ONE);
6474 if (!r_fb.bloomfbo[r_fb.bloomindex])
6476 // copy the vertically or horizontally blurred bloom view to a texture
6477 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6478 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6483 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6485 unsigned int permutation;
6486 float uservecs[4][4];
6488 R_EntityMatrix(&identitymatrix);
6490 switch (vid.renderpath)
6492 case RENDERPATH_GL20:
6493 case RENDERPATH_D3D9:
6494 case RENDERPATH_D3D10:
6495 case RENDERPATH_D3D11:
6496 case RENDERPATH_SOFT:
6497 case RENDERPATH_GLES2:
6499 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6500 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6501 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6502 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6503 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6505 if (r_fb.colortexture)
6509 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6510 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6513 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6515 // declare variables
6516 float blur_factor, blur_mouseaccel, blur_velocity;
6517 static float blur_average;
6518 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6520 // set a goal for the factoring
6521 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6522 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6523 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6524 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6525 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6526 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6528 // from the goal, pick an averaged value between goal and last value
6529 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6530 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6532 // enforce minimum amount of blur
6533 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6535 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6537 // calculate values into a standard alpha
6538 cl.motionbluralpha = 1 - exp(-
6540 (r_motionblur.value * blur_factor / 80)
6542 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6545 max(0.0001, cl.time - cl.oldtime) // fps independent
6548 // randomization for the blur value to combat persistent ghosting
6549 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6550 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6553 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6554 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6556 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6557 GL_Color(1, 1, 1, cl.motionbluralpha);
6558 switch(vid.renderpath)
6560 case RENDERPATH_GL11:
6561 case RENDERPATH_GL13:
6562 case RENDERPATH_GL20:
6563 case RENDERPATH_GLES1:
6564 case RENDERPATH_GLES2:
6565 case RENDERPATH_SOFT:
6566 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6568 case RENDERPATH_D3D9:
6569 case RENDERPATH_D3D10:
6570 case RENDERPATH_D3D11:
6571 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6574 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6575 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6576 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6579 // updates old view angles for next pass
6580 VectorCopy(cl.viewangles, blur_oldangles);
6582 // copy view into the ghost texture
6583 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6584 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6585 r_fb.ghosttexture_valid = true;
6590 // no r_fb.colortexture means we're rendering to the real fb
6591 // we may still have to do view tint...
6592 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6594 // apply a color tint to the whole view
6595 R_ResetViewRendering2D(0, NULL, NULL);
6596 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6597 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6598 R_SetupShader_Generic_NoTexture(false, true);
6599 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6600 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6602 break; // no screen processing, no bloom, skip it
6605 if (r_fb.bloomtexture[0])
6607 // make the bloom texture
6608 R_Bloom_MakeTexture();
6611 #if _MSC_VER >= 1400
6612 #define sscanf sscanf_s
6614 memset(uservecs, 0, sizeof(uservecs));
6615 if (r_glsl_postprocess_uservec1_enable.integer)
6616 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6617 if (r_glsl_postprocess_uservec2_enable.integer)
6618 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6619 if (r_glsl_postprocess_uservec3_enable.integer)
6620 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6621 if (r_glsl_postprocess_uservec4_enable.integer)
6622 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6624 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6625 GL_Color(1, 1, 1, 1);
6626 GL_BlendFunc(GL_ONE, GL_ZERO);
6628 switch(vid.renderpath)
6630 case RENDERPATH_GL20:
6631 case RENDERPATH_GLES2:
6632 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6633 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6634 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6635 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6636 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6637 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]);
6638 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6639 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]);
6640 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]);
6641 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]);
6642 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]);
6643 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6644 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6645 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);
6647 case RENDERPATH_D3D9:
6649 // 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...
6650 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6651 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6652 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6653 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6654 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6655 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6656 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6657 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6658 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6659 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6660 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6661 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6662 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6663 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6666 case RENDERPATH_D3D10:
6667 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6669 case RENDERPATH_D3D11:
6670 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6672 case RENDERPATH_SOFT:
6673 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6674 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6675 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6676 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6677 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6678 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6679 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6680 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6681 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6682 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6683 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6684 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6685 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6686 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6691 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6692 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6694 case RENDERPATH_GL11:
6695 case RENDERPATH_GL13:
6696 case RENDERPATH_GLES1:
6697 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6699 // apply a color tint to the whole view
6700 R_ResetViewRendering2D(0, NULL, NULL);
6701 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6702 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6703 R_SetupShader_Generic_NoTexture(false, true);
6704 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6705 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6711 matrix4x4_t r_waterscrollmatrix;
6713 void R_UpdateFog(void)
6716 if (gamemode == GAME_NEHAHRA)
6718 if (gl_fogenable.integer)
6720 r_refdef.oldgl_fogenable = true;
6721 r_refdef.fog_density = gl_fogdensity.value;
6722 r_refdef.fog_red = gl_fogred.value;
6723 r_refdef.fog_green = gl_foggreen.value;
6724 r_refdef.fog_blue = gl_fogblue.value;
6725 r_refdef.fog_alpha = 1;
6726 r_refdef.fog_start = 0;
6727 r_refdef.fog_end = gl_skyclip.value;
6728 r_refdef.fog_height = 1<<30;
6729 r_refdef.fog_fadedepth = 128;
6731 else if (r_refdef.oldgl_fogenable)
6733 r_refdef.oldgl_fogenable = false;
6734 r_refdef.fog_density = 0;
6735 r_refdef.fog_red = 0;
6736 r_refdef.fog_green = 0;
6737 r_refdef.fog_blue = 0;
6738 r_refdef.fog_alpha = 0;
6739 r_refdef.fog_start = 0;
6740 r_refdef.fog_end = 0;
6741 r_refdef.fog_height = 1<<30;
6742 r_refdef.fog_fadedepth = 128;
6747 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6748 r_refdef.fog_start = max(0, r_refdef.fog_start);
6749 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6751 if (r_refdef.fog_density && r_drawfog.integer)
6753 r_refdef.fogenabled = true;
6754 // this is the point where the fog reaches 0.9986 alpha, which we
6755 // consider a good enough cutoff point for the texture
6756 // (0.9986 * 256 == 255.6)
6757 if (r_fog_exp2.integer)
6758 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6760 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6761 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6762 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6763 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6764 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6765 R_BuildFogHeightTexture();
6766 // fog color was already set
6767 // update the fog texture
6768 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)
6769 R_BuildFogTexture();
6770 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6771 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6774 r_refdef.fogenabled = false;
6777 if (r_refdef.fog_density)
6779 r_refdef.fogcolor[0] = r_refdef.fog_red;
6780 r_refdef.fogcolor[1] = r_refdef.fog_green;
6781 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6783 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6784 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6785 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6786 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6790 VectorCopy(r_refdef.fogcolor, fogvec);
6791 // color.rgb *= ContrastBoost * SceneBrightness;
6792 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6793 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6794 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6795 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6800 void R_UpdateVariables(void)
6804 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6806 r_refdef.farclip = r_farclip_base.value;
6807 if (r_refdef.scene.worldmodel)
6808 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6809 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6811 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6812 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6813 r_refdef.polygonfactor = 0;
6814 r_refdef.polygonoffset = 0;
6815 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6816 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6818 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6819 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6820 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6821 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6822 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6823 if (FAKELIGHT_ENABLED)
6825 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6827 else if (r_refdef.scene.worldmodel)
6829 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6831 if (r_showsurfaces.integer)
6833 r_refdef.scene.rtworld = false;
6834 r_refdef.scene.rtworldshadows = false;
6835 r_refdef.scene.rtdlight = false;
6836 r_refdef.scene.rtdlightshadows = false;
6837 r_refdef.lightmapintensity = 0;
6840 switch(vid.renderpath)
6842 case RENDERPATH_GL20:
6843 case RENDERPATH_D3D9:
6844 case RENDERPATH_D3D10:
6845 case RENDERPATH_D3D11:
6846 case RENDERPATH_SOFT:
6847 case RENDERPATH_GLES2:
6848 if(v_glslgamma.integer && !vid_gammatables_trivial)
6850 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6852 // build GLSL gamma texture
6853 #define RAMPWIDTH 256
6854 unsigned short ramp[RAMPWIDTH * 3];
6855 unsigned char rampbgr[RAMPWIDTH][4];
6858 r_texture_gammaramps_serial = vid_gammatables_serial;
6860 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6861 for(i = 0; i < RAMPWIDTH; ++i)
6863 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6864 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6865 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6868 if (r_texture_gammaramps)
6870 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6874 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6880 // remove GLSL gamma texture
6883 case RENDERPATH_GL11:
6884 case RENDERPATH_GL13:
6885 case RENDERPATH_GLES1:
6890 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6891 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6897 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6898 if( scenetype != r_currentscenetype ) {
6899 // store the old scenetype
6900 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6901 r_currentscenetype = scenetype;
6902 // move in the new scene
6903 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6912 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6914 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6915 if( scenetype == r_currentscenetype ) {
6916 return &r_refdef.scene;
6918 return &r_scenes_store[ scenetype ];
6922 static int R_SortEntities_Compare(const void *ap, const void *bp)
6924 const entity_render_t *a = *(const entity_render_t **)ap;
6925 const entity_render_t *b = *(const entity_render_t **)bp;
6928 if(a->model < b->model)
6930 if(a->model > b->model)
6934 // TODO possibly calculate the REAL skinnum here first using
6936 if(a->skinnum < b->skinnum)
6938 if(a->skinnum > b->skinnum)
6941 // everything we compared is equal
6944 static void R_SortEntities(void)
6946 // below or equal 2 ents, sorting never gains anything
6947 if(r_refdef.scene.numentities <= 2)
6950 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6958 int dpsoftrast_test;
6959 extern cvar_t r_shadow_bouncegrid;
6960 void R_RenderView(void)
6962 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6964 rtexture_t *depthtexture;
6965 rtexture_t *colortexture;
6967 dpsoftrast_test = r_test.integer;
6969 if (r_timereport_active)
6970 R_TimeReport("start");
6971 r_textureframe++; // used only by R_GetCurrentTexture
6972 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6974 if(R_CompileShader_CheckStaticParms())
6977 if (!r_drawentities.integer)
6978 r_refdef.scene.numentities = 0;
6979 else if (r_sortentities.integer)
6982 R_AnimCache_ClearCache();
6983 R_FrameData_NewFrame();
6985 /* adjust for stereo display */
6986 if(R_Stereo_Active())
6988 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);
6989 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6992 if (r_refdef.view.isoverlay)
6994 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6995 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6996 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6997 R_TimeReport("depthclear");
6999 r_refdef.view.showdebug = false;
7001 r_fb.water.enabled = false;
7002 r_fb.water.numwaterplanes = 0;
7004 R_RenderScene(0, NULL, NULL);
7006 r_refdef.view.matrix = originalmatrix;
7012 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7014 r_refdef.view.matrix = originalmatrix;
7018 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7020 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7021 // in sRGB fallback, behave similar to true sRGB: convert this
7022 // value from linear to sRGB
7023 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7025 R_RenderView_UpdateViewVectors();
7027 R_Shadow_UpdateWorldLightSelection();
7029 R_Bloom_StartFrame();
7031 // apply bloom brightness offset
7032 if(r_fb.bloomtexture[0])
7033 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7035 R_Water_StartFrame();
7037 // now we probably have an fbo to render into
7039 depthtexture = r_fb.depthtexture;
7040 colortexture = r_fb.colortexture;
7043 if (r_timereport_active)
7044 R_TimeReport("viewsetup");
7046 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7048 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7050 R_ClearScreen(r_refdef.fogenabled);
7051 if (r_timereport_active)
7052 R_TimeReport("viewclear");
7054 r_refdef.view.clear = true;
7056 r_refdef.view.showdebug = true;
7059 if (r_timereport_active)
7060 R_TimeReport("visibility");
7062 R_AnimCache_CacheVisibleEntities();
7063 if (r_timereport_active)
7064 R_TimeReport("animcache");
7066 R_Shadow_UpdateBounceGridTexture();
7067 if (r_timereport_active && r_shadow_bouncegrid.integer)
7068 R_TimeReport("bouncegrid");
7070 r_fb.water.numwaterplanes = 0;
7071 if (r_fb.water.enabled)
7072 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7074 R_RenderScene(fbo, depthtexture, colortexture);
7075 r_fb.water.numwaterplanes = 0;
7077 R_BlendView(fbo, depthtexture, colortexture);
7078 if (r_timereport_active)
7079 R_TimeReport("blendview");
7081 GL_Scissor(0, 0, vid.width, vid.height);
7082 GL_ScissorTest(false);
7084 r_refdef.view.matrix = originalmatrix;
7089 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7091 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7093 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7094 if (r_timereport_active)
7095 R_TimeReport("waterworld");
7098 // don't let sound skip if going slow
7099 if (r_refdef.scene.extraupdate)
7102 R_DrawModelsAddWaterPlanes();
7103 if (r_timereport_active)
7104 R_TimeReport("watermodels");
7106 if (r_fb.water.numwaterplanes)
7108 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7109 if (r_timereport_active)
7110 R_TimeReport("waterscenes");
7114 extern cvar_t cl_locs_show;
7115 static void R_DrawLocs(void);
7116 static void R_DrawEntityBBoxes(void);
7117 static void R_DrawModelDecals(void);
7118 extern cvar_t cl_decals_newsystem;
7119 extern qboolean r_shadow_usingdeferredprepass;
7120 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7122 qboolean shadowmapping = false;
7124 if (r_timereport_active)
7125 R_TimeReport("beginscene");
7127 r_refdef.stats.renders++;
7131 // don't let sound skip if going slow
7132 if (r_refdef.scene.extraupdate)
7135 R_MeshQueue_BeginScene();
7139 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);
7141 if (r_timereport_active)
7142 R_TimeReport("skystartframe");
7144 if (cl.csqc_vidvars.drawworld)
7146 // don't let sound skip if going slow
7147 if (r_refdef.scene.extraupdate)
7150 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7152 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7153 if (r_timereport_active)
7154 R_TimeReport("worldsky");
7157 if (R_DrawBrushModelsSky() && r_timereport_active)
7158 R_TimeReport("bmodelsky");
7160 if (skyrendermasked && skyrenderlater)
7162 // we have to force off the water clipping plane while rendering sky
7163 R_SetupView(false, fbo, depthtexture, colortexture);
7165 R_SetupView(true, fbo, depthtexture, colortexture);
7166 if (r_timereport_active)
7167 R_TimeReport("sky");
7171 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7172 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7173 R_Shadow_PrepareModelShadows();
7174 if (r_timereport_active)
7175 R_TimeReport("preparelights");
7177 if (R_Shadow_ShadowMappingEnabled())
7178 shadowmapping = true;
7180 if (r_shadow_usingdeferredprepass)
7181 R_Shadow_DrawPrepass();
7183 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7185 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7186 if (r_timereport_active)
7187 R_TimeReport("worlddepth");
7189 if (r_depthfirst.integer >= 2)
7191 R_DrawModelsDepth();
7192 if (r_timereport_active)
7193 R_TimeReport("modeldepth");
7196 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7198 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7199 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7200 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7201 // don't let sound skip if going slow
7202 if (r_refdef.scene.extraupdate)
7206 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7208 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7209 if (r_timereport_active)
7210 R_TimeReport("world");
7213 // don't let sound skip if going slow
7214 if (r_refdef.scene.extraupdate)
7218 if (r_timereport_active)
7219 R_TimeReport("models");
7221 // don't let sound skip if going slow
7222 if (r_refdef.scene.extraupdate)
7225 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7227 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7228 R_DrawModelShadows(fbo, depthtexture, colortexture);
7229 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7230 // don't let sound skip if going slow
7231 if (r_refdef.scene.extraupdate)
7235 if (!r_shadow_usingdeferredprepass)
7237 R_Shadow_DrawLights();
7238 if (r_timereport_active)
7239 R_TimeReport("rtlights");
7242 // don't let sound skip if going slow
7243 if (r_refdef.scene.extraupdate)
7246 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7248 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7249 R_DrawModelShadows(fbo, depthtexture, colortexture);
7250 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7251 // don't let sound skip if going slow
7252 if (r_refdef.scene.extraupdate)
7256 if (cl.csqc_vidvars.drawworld)
7258 if (cl_decals_newsystem.integer)
7260 R_DrawModelDecals();
7261 if (r_timereport_active)
7262 R_TimeReport("modeldecals");
7267 if (r_timereport_active)
7268 R_TimeReport("decals");
7272 if (r_timereport_active)
7273 R_TimeReport("particles");
7276 if (r_timereport_active)
7277 R_TimeReport("explosions");
7279 R_DrawLightningBeams();
7280 if (r_timereport_active)
7281 R_TimeReport("lightning");
7285 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7287 if (r_refdef.view.showdebug)
7289 if (cl_locs_show.integer)
7292 if (r_timereport_active)
7293 R_TimeReport("showlocs");
7296 if (r_drawportals.integer)
7299 if (r_timereport_active)
7300 R_TimeReport("portals");
7303 if (r_showbboxes.value > 0)
7305 R_DrawEntityBBoxes();
7306 if (r_timereport_active)
7307 R_TimeReport("bboxes");
7311 if (r_transparent.integer)
7313 R_MeshQueue_RenderTransparent();
7314 if (r_timereport_active)
7315 R_TimeReport("drawtrans");
7318 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))
7320 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7321 if (r_timereport_active)
7322 R_TimeReport("worlddebug");
7323 R_DrawModelsDebug();
7324 if (r_timereport_active)
7325 R_TimeReport("modeldebug");
7328 if (cl.csqc_vidvars.drawworld)
7330 R_Shadow_DrawCoronas();
7331 if (r_timereport_active)
7332 R_TimeReport("coronas");
7337 GL_DepthTest(false);
7338 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7339 GL_Color(1, 1, 1, 1);
7340 qglBegin(GL_POLYGON);
7341 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7342 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7343 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7344 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7346 qglBegin(GL_POLYGON);
7347 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]);
7348 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]);
7349 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]);
7350 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]);
7352 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7356 // don't let sound skip if going slow
7357 if (r_refdef.scene.extraupdate)
7361 static const unsigned short bboxelements[36] =
7371 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7374 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7376 RSurf_ActiveWorldEntity();
7378 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7379 GL_DepthMask(false);
7380 GL_DepthRange(0, 1);
7381 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7382 // R_Mesh_ResetTextureState();
7384 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7385 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7386 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7387 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7388 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7389 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7390 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7391 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7392 R_FillColors(color4f, 8, cr, cg, cb, ca);
7393 if (r_refdef.fogenabled)
7395 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7397 f1 = RSurf_FogVertex(v);
7399 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7400 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7401 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7404 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7405 R_Mesh_ResetTextureState();
7406 R_SetupShader_Generic_NoTexture(false, false);
7407 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7410 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7412 prvm_prog_t *prog = SVVM_prog;
7415 prvm_edict_t *edict;
7417 // this function draws bounding boxes of server entities
7421 GL_CullFace(GL_NONE);
7422 R_SetupShader_Generic_NoTexture(false, false);
7424 for (i = 0;i < numsurfaces;i++)
7426 edict = PRVM_EDICT_NUM(surfacelist[i]);
7427 switch ((int)PRVM_serveredictfloat(edict, solid))
7429 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7430 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7431 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7432 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7433 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7434 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7435 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7437 color[3] *= r_showbboxes.value;
7438 color[3] = bound(0, color[3], 1);
7439 GL_DepthTest(!r_showdisabledepthtest.integer);
7440 GL_CullFace(r_refdef.view.cullface_front);
7441 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7445 static void R_DrawEntityBBoxes(void)
7448 prvm_edict_t *edict;
7450 prvm_prog_t *prog = SVVM_prog;
7452 // this function draws bounding boxes of server entities
7456 for (i = 0;i < prog->num_edicts;i++)
7458 edict = PRVM_EDICT_NUM(i);
7459 if (edict->priv.server->free)
7461 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7462 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7464 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7466 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7467 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7471 static const int nomodelelement3i[24] =
7483 static const unsigned short nomodelelement3s[24] =
7495 static const float nomodelvertex3f[6*3] =
7505 static const float nomodelcolor4f[6*4] =
7507 0.0f, 0.0f, 0.5f, 1.0f,
7508 0.0f, 0.0f, 0.5f, 1.0f,
7509 0.0f, 0.5f, 0.0f, 1.0f,
7510 0.0f, 0.5f, 0.0f, 1.0f,
7511 0.5f, 0.0f, 0.0f, 1.0f,
7512 0.5f, 0.0f, 0.0f, 1.0f
7515 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7521 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);
7523 // this is only called once per entity so numsurfaces is always 1, and
7524 // surfacelist is always {0}, so this code does not handle batches
7526 if (rsurface.ent_flags & RENDER_ADDITIVE)
7528 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7529 GL_DepthMask(false);
7531 else if (rsurface.colormod[3] < 1)
7533 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7534 GL_DepthMask(false);
7538 GL_BlendFunc(GL_ONE, GL_ZERO);
7541 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7542 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7543 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7544 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7545 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7546 for (i = 0, c = color4f;i < 6;i++, c += 4)
7548 c[0] *= rsurface.colormod[0];
7549 c[1] *= rsurface.colormod[1];
7550 c[2] *= rsurface.colormod[2];
7551 c[3] *= rsurface.colormod[3];
7553 if (r_refdef.fogenabled)
7555 for (i = 0, c = color4f;i < 6;i++, c += 4)
7557 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7559 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7560 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7561 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7564 // R_Mesh_ResetTextureState();
7565 R_SetupShader_Generic_NoTexture(false, false);
7566 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7567 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7570 void R_DrawNoModel(entity_render_t *ent)
7573 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7574 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7575 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7577 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7580 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7582 vec3_t right1, right2, diff, normal;
7584 VectorSubtract (org2, org1, normal);
7586 // calculate 'right' vector for start
7587 VectorSubtract (r_refdef.view.origin, org1, diff);
7588 CrossProduct (normal, diff, right1);
7589 VectorNormalize (right1);
7591 // calculate 'right' vector for end
7592 VectorSubtract (r_refdef.view.origin, org2, diff);
7593 CrossProduct (normal, diff, right2);
7594 VectorNormalize (right2);
7596 vert[ 0] = org1[0] + width * right1[0];
7597 vert[ 1] = org1[1] + width * right1[1];
7598 vert[ 2] = org1[2] + width * right1[2];
7599 vert[ 3] = org1[0] - width * right1[0];
7600 vert[ 4] = org1[1] - width * right1[1];
7601 vert[ 5] = org1[2] - width * right1[2];
7602 vert[ 6] = org2[0] - width * right2[0];
7603 vert[ 7] = org2[1] - width * right2[1];
7604 vert[ 8] = org2[2] - width * right2[2];
7605 vert[ 9] = org2[0] + width * right2[0];
7606 vert[10] = org2[1] + width * right2[1];
7607 vert[11] = org2[2] + width * right2[2];
7610 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)
7612 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7613 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7614 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7615 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7616 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7617 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7618 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7619 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7620 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7621 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7622 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7623 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7626 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7631 VectorSet(v, x, y, z);
7632 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7633 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7635 if (i == mesh->numvertices)
7637 if (mesh->numvertices < mesh->maxvertices)
7639 VectorCopy(v, vertex3f);
7640 mesh->numvertices++;
7642 return mesh->numvertices;
7648 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7652 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7653 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7654 e = mesh->element3i + mesh->numtriangles * 3;
7655 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7657 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7658 if (mesh->numtriangles < mesh->maxtriangles)
7663 mesh->numtriangles++;
7665 element[1] = element[2];
7669 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7673 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7674 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7675 e = mesh->element3i + mesh->numtriangles * 3;
7676 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7678 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7679 if (mesh->numtriangles < mesh->maxtriangles)
7684 mesh->numtriangles++;
7686 element[1] = element[2];
7690 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7691 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7693 int planenum, planenum2;
7696 mplane_t *plane, *plane2;
7698 double temppoints[2][256*3];
7699 // figure out how large a bounding box we need to properly compute this brush
7701 for (w = 0;w < numplanes;w++)
7702 maxdist = max(maxdist, fabs(planes[w].dist));
7703 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7704 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7705 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7709 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7710 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7712 if (planenum2 == planenum)
7714 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);
7717 if (tempnumpoints < 3)
7719 // generate elements forming a triangle fan for this polygon
7720 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7724 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)
7726 texturelayer_t *layer;
7727 layer = t->currentlayers + t->currentnumlayers++;
7729 layer->depthmask = depthmask;
7730 layer->blendfunc1 = blendfunc1;
7731 layer->blendfunc2 = blendfunc2;
7732 layer->texture = texture;
7733 layer->texmatrix = *matrix;
7734 layer->color[0] = r;
7735 layer->color[1] = g;
7736 layer->color[2] = b;
7737 layer->color[3] = a;
7740 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7742 if(parms[0] == 0 && parms[1] == 0)
7744 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7745 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7750 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7753 index = parms[2] + rsurface.shadertime * parms[3];
7754 index -= floor(index);
7755 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7758 case Q3WAVEFUNC_NONE:
7759 case Q3WAVEFUNC_NOISE:
7760 case Q3WAVEFUNC_COUNT:
7763 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7764 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7765 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7766 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7767 case Q3WAVEFUNC_TRIANGLE:
7769 f = index - floor(index);
7782 f = parms[0] + parms[1] * f;
7783 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7784 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7788 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7794 matrix4x4_t matrix, temp;
7795 switch(tcmod->tcmod)
7799 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7800 matrix = r_waterscrollmatrix;
7802 matrix = identitymatrix;
7804 case Q3TCMOD_ENTITYTRANSLATE:
7805 // this is used in Q3 to allow the gamecode to control texcoord
7806 // scrolling on the entity, which is not supported in darkplaces yet.
7807 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7809 case Q3TCMOD_ROTATE:
7810 f = tcmod->parms[0] * rsurface.shadertime;
7811 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7812 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7813 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7816 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7818 case Q3TCMOD_SCROLL:
7819 // extra care is needed because of precision breakdown with large values of time
7820 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7821 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7822 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7824 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7825 w = (int) tcmod->parms[0];
7826 h = (int) tcmod->parms[1];
7827 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7829 idx = (int) floor(f * w * h);
7830 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7832 case Q3TCMOD_STRETCH:
7833 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7834 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7836 case Q3TCMOD_TRANSFORM:
7837 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7838 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7839 VectorSet(tcmat + 6, 0 , 0 , 1);
7840 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7841 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7843 case Q3TCMOD_TURBULENT:
7844 // this is handled in the RSurf_PrepareVertices function
7845 matrix = identitymatrix;
7849 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7852 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7854 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7855 char name[MAX_QPATH];
7856 skinframe_t *skinframe;
7857 unsigned char pixels[296*194];
7858 strlcpy(cache->name, skinname, sizeof(cache->name));
7859 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7860 if (developer_loading.integer)
7861 Con_Printf("loading %s\n", name);
7862 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7863 if (!skinframe || !skinframe->base)
7866 fs_offset_t filesize;
7868 f = FS_LoadFile(name, tempmempool, true, &filesize);
7871 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7872 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7876 cache->skinframe = skinframe;
7879 texture_t *R_GetCurrentTexture(texture_t *t)
7882 const entity_render_t *ent = rsurface.entity;
7883 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
7884 q3shaderinfo_layer_tcmod_t *tcmod;
7886 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7887 return t->currentframe;
7888 t->update_lastrenderframe = r_textureframe;
7889 t->update_lastrenderentity = (void *)ent;
7891 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7892 t->camera_entity = ent->entitynumber;
7894 t->camera_entity = 0;
7896 // switch to an alternate material if this is a q1bsp animated material
7898 texture_t *texture = t;
7899 int s = rsurface.ent_skinnum;
7900 if ((unsigned int)s >= (unsigned int)model->numskins)
7902 if (model->skinscenes)
7904 if (model->skinscenes[s].framecount > 1)
7905 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7907 s = model->skinscenes[s].firstframe;
7910 t = t + s * model->num_surfaces;
7913 // use an alternate animation if the entity's frame is not 0,
7914 // and only if the texture has an alternate animation
7915 if (rsurface.ent_alttextures && t->anim_total[1])
7916 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7918 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7920 texture->currentframe = t;
7923 // update currentskinframe to be a qw skin or animation frame
7924 if (rsurface.ent_qwskin >= 0)
7926 i = rsurface.ent_qwskin;
7927 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7929 r_qwskincache_size = cl.maxclients;
7931 Mem_Free(r_qwskincache);
7932 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7934 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7935 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7936 t->currentskinframe = r_qwskincache[i].skinframe;
7937 if (t->currentskinframe == NULL)
7938 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7940 else if (t->numskinframes >= 2)
7941 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7942 if (t->backgroundnumskinframes >= 2)
7943 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7945 t->currentmaterialflags = t->basematerialflags;
7946 t->currentalpha = rsurface.colormod[3];
7947 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7948 t->currentalpha *= r_wateralpha.value;
7949 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7950 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7951 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7952 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7953 if (!(rsurface.ent_flags & RENDER_LIGHT))
7954 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7955 else if (FAKELIGHT_ENABLED)
7957 // no modellight if using fakelight for the map
7959 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7961 // pick a model lighting mode
7962 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7963 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7965 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7967 if (rsurface.ent_flags & RENDER_ADDITIVE)
7968 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7969 else if (t->currentalpha < 1)
7970 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7971 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7972 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7973 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7974 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7975 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7976 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7977 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7978 if (t->backgroundnumskinframes)
7979 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7980 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7982 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7983 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7986 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7987 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7989 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7990 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7992 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7993 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7995 // there is no tcmod
7996 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7998 t->currenttexmatrix = r_waterscrollmatrix;
7999 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8001 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8003 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8004 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8007 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8008 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8009 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8010 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8012 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8013 if (t->currentskinframe->qpixels)
8014 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8015 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8016 if (!t->basetexture)
8017 t->basetexture = r_texture_notexture;
8018 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8019 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8020 t->nmaptexture = t->currentskinframe->nmap;
8021 if (!t->nmaptexture)
8022 t->nmaptexture = r_texture_blanknormalmap;
8023 t->glosstexture = r_texture_black;
8024 t->glowtexture = t->currentskinframe->glow;
8025 t->fogtexture = t->currentskinframe->fog;
8026 t->reflectmasktexture = t->currentskinframe->reflect;
8027 if (t->backgroundnumskinframes)
8029 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8030 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8031 t->backgroundglosstexture = r_texture_black;
8032 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8033 if (!t->backgroundnmaptexture)
8034 t->backgroundnmaptexture = r_texture_blanknormalmap;
8035 // make sure that if glow is going to be used, both textures are not NULL
8036 if (!t->backgroundglowtexture && t->glowtexture)
8037 t->backgroundglowtexture = r_texture_black;
8038 if (!t->glowtexture && t->backgroundglowtexture)
8039 t->glowtexture = r_texture_black;
8043 t->backgroundbasetexture = r_texture_white;
8044 t->backgroundnmaptexture = r_texture_blanknormalmap;
8045 t->backgroundglosstexture = r_texture_black;
8046 t->backgroundglowtexture = NULL;
8048 t->specularpower = r_shadow_glossexponent.value;
8049 // TODO: store reference values for these in the texture?
8050 t->specularscale = 0;
8051 if (r_shadow_gloss.integer > 0)
8053 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8055 if (r_shadow_glossintensity.value > 0)
8057 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8058 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8059 t->specularscale = r_shadow_glossintensity.value;
8062 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8064 t->glosstexture = r_texture_white;
8065 t->backgroundglosstexture = r_texture_white;
8066 t->specularscale = r_shadow_gloss2intensity.value;
8067 t->specularpower = r_shadow_gloss2exponent.value;
8070 t->specularscale *= t->specularscalemod;
8071 t->specularpower *= t->specularpowermod;
8072 t->rtlightambient = 0;
8074 // lightmaps mode looks bad with dlights using actual texturing, so turn
8075 // off the colormap and glossmap, but leave the normalmap on as it still
8076 // accurately represents the shading involved
8077 if (gl_lightmaps.integer)
8079 t->basetexture = r_texture_grey128;
8080 t->pantstexture = r_texture_black;
8081 t->shirttexture = r_texture_black;
8082 if (gl_lightmaps.integer < 2)
8083 t->nmaptexture = r_texture_blanknormalmap;
8084 t->glosstexture = r_texture_black;
8085 t->glowtexture = NULL;
8086 t->fogtexture = NULL;
8087 t->reflectmasktexture = NULL;
8088 t->backgroundbasetexture = NULL;
8089 if (gl_lightmaps.integer < 2)
8090 t->backgroundnmaptexture = r_texture_blanknormalmap;
8091 t->backgroundglosstexture = r_texture_black;
8092 t->backgroundglowtexture = NULL;
8093 t->specularscale = 0;
8094 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8097 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8098 VectorClear(t->dlightcolor);
8099 t->currentnumlayers = 0;
8100 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8102 int blendfunc1, blendfunc2;
8104 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8106 blendfunc1 = GL_SRC_ALPHA;
8107 blendfunc2 = GL_ONE;
8109 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8111 blendfunc1 = GL_SRC_ALPHA;
8112 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8114 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8116 blendfunc1 = t->customblendfunc[0];
8117 blendfunc2 = t->customblendfunc[1];
8121 blendfunc1 = GL_ONE;
8122 blendfunc2 = GL_ZERO;
8124 // don't colormod evilblend textures
8125 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8126 VectorSet(t->lightmapcolor, 1, 1, 1);
8127 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8128 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8130 // fullbright is not affected by r_refdef.lightmapintensity
8131 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]);
8132 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8133 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]);
8134 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8135 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]);
8139 vec3_t ambientcolor;
8141 // set the color tint used for lights affecting this surface
8142 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8144 // q3bsp has no lightmap updates, so the lightstylevalue that
8145 // would normally be baked into the lightmap must be
8146 // applied to the color
8147 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8148 if (model->type == mod_brushq3)
8149 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8150 colorscale *= r_refdef.lightmapintensity;
8151 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8152 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8153 // basic lit geometry
8154 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]);
8155 // add pants/shirt if needed
8156 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8157 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]);
8158 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8159 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]);
8160 // now add ambient passes if needed
8161 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8163 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]);
8164 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8165 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]);
8166 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8167 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]);
8170 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8171 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]);
8172 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8174 // if this is opaque use alpha blend which will darken the earlier
8177 // if this is an alpha blended material, all the earlier passes
8178 // were darkened by fog already, so we only need to add the fog
8179 // color ontop through the fog mask texture
8181 // if this is an additive blended material, all the earlier passes
8182 // were darkened by fog already, and we should not add fog color
8183 // (because the background was not darkened, there is no fog color
8184 // that was lost behind it).
8185 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]);
8189 return t->currentframe;
8192 rsurfacestate_t rsurface;
8194 void RSurf_ActiveWorldEntity(void)
8196 dp_model_t *model = r_refdef.scene.worldmodel;
8197 //if (rsurface.entity == r_refdef.scene.worldentity)
8199 rsurface.entity = r_refdef.scene.worldentity;
8200 rsurface.skeleton = NULL;
8201 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8202 rsurface.ent_skinnum = 0;
8203 rsurface.ent_qwskin = -1;
8204 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8205 rsurface.shadertime = r_refdef.scene.time;
8206 rsurface.matrix = identitymatrix;
8207 rsurface.inversematrix = identitymatrix;
8208 rsurface.matrixscale = 1;
8209 rsurface.inversematrixscale = 1;
8210 R_EntityMatrix(&identitymatrix);
8211 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8212 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8213 rsurface.fograngerecip = r_refdef.fograngerecip;
8214 rsurface.fogheightfade = r_refdef.fogheightfade;
8215 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8216 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8217 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8218 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8219 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8220 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8221 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8222 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8223 rsurface.colormod[3] = 1;
8224 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);
8225 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8226 rsurface.frameblend[0].lerp = 1;
8227 rsurface.ent_alttextures = false;
8228 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8229 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8230 rsurface.entityskeletaltransform3x4 = NULL;
8231 rsurface.entityskeletalnumtransforms = 0;
8232 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8233 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8234 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8235 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8236 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8237 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8238 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8239 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8240 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8241 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8242 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8243 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8244 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8245 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8246 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8247 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8248 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8249 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8250 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8251 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8252 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8253 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8254 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8255 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8256 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8257 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8258 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8259 rsurface.modelelement3i = model->surfmesh.data_element3i;
8260 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8261 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8262 rsurface.modelelement3s = model->surfmesh.data_element3s;
8263 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8264 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8265 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8266 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8267 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8268 rsurface.modelsurfaces = model->data_surfaces;
8269 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8270 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8271 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8272 rsurface.modelgeneratedvertex = false;
8273 rsurface.batchgeneratedvertex = false;
8274 rsurface.batchfirstvertex = 0;
8275 rsurface.batchnumvertices = 0;
8276 rsurface.batchfirsttriangle = 0;
8277 rsurface.batchnumtriangles = 0;
8278 rsurface.batchvertex3f = NULL;
8279 rsurface.batchvertex3f_vertexbuffer = NULL;
8280 rsurface.batchvertex3f_bufferoffset = 0;
8281 rsurface.batchsvector3f = NULL;
8282 rsurface.batchsvector3f_vertexbuffer = NULL;
8283 rsurface.batchsvector3f_bufferoffset = 0;
8284 rsurface.batchtvector3f = NULL;
8285 rsurface.batchtvector3f_vertexbuffer = NULL;
8286 rsurface.batchtvector3f_bufferoffset = 0;
8287 rsurface.batchnormal3f = NULL;
8288 rsurface.batchnormal3f_vertexbuffer = NULL;
8289 rsurface.batchnormal3f_bufferoffset = 0;
8290 rsurface.batchlightmapcolor4f = NULL;
8291 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8292 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8293 rsurface.batchtexcoordtexture2f = NULL;
8294 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8295 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8296 rsurface.batchtexcoordlightmap2f = NULL;
8297 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8298 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8299 rsurface.batchskeletalindex4ub = NULL;
8300 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8301 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8302 rsurface.batchskeletalweight4ub = NULL;
8303 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8304 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8305 rsurface.batchvertexmesh = NULL;
8306 rsurface.batchvertexmeshbuffer = NULL;
8307 rsurface.batchvertex3fbuffer = NULL;
8308 rsurface.batchelement3i = NULL;
8309 rsurface.batchelement3i_indexbuffer = NULL;
8310 rsurface.batchelement3i_bufferoffset = 0;
8311 rsurface.batchelement3s = NULL;
8312 rsurface.batchelement3s_indexbuffer = NULL;
8313 rsurface.batchelement3s_bufferoffset = 0;
8314 rsurface.passcolor4f = NULL;
8315 rsurface.passcolor4f_vertexbuffer = NULL;
8316 rsurface.passcolor4f_bufferoffset = 0;
8317 rsurface.forcecurrenttextureupdate = false;
8320 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8322 dp_model_t *model = ent->model;
8323 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8325 rsurface.entity = (entity_render_t *)ent;
8326 rsurface.skeleton = ent->skeleton;
8327 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8328 rsurface.ent_skinnum = ent->skinnum;
8329 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;
8330 rsurface.ent_flags = ent->flags;
8331 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8332 rsurface.matrix = ent->matrix;
8333 rsurface.inversematrix = ent->inversematrix;
8334 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8335 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8336 R_EntityMatrix(&rsurface.matrix);
8337 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8338 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8339 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8340 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8341 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8342 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8343 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8344 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8345 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8346 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8347 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8348 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8349 rsurface.colormod[3] = ent->alpha;
8350 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8351 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8352 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8353 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8354 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8355 if (ent->model->brush.submodel && !prepass)
8357 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8358 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8360 // if the animcache code decided it should use the shader path, skip the deform step
8361 rsurface.entityskeletaltransform3x4 = ent->animcache_vertex3f ? NULL : ent->animcache_skeletaltransform3x4;
8362 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8363 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8365 if (ent->animcache_vertex3f)
8367 rsurface.modelvertex3f = ent->animcache_vertex3f;
8368 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8369 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8370 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8371 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8372 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8373 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8375 else if (wanttangents)
8377 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8378 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8379 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8380 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8381 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8382 rsurface.modelvertexmesh = NULL;
8383 rsurface.modelvertexmeshbuffer = NULL;
8384 rsurface.modelvertex3fbuffer = NULL;
8386 else if (wantnormals)
8388 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8389 rsurface.modelsvector3f = NULL;
8390 rsurface.modeltvector3f = NULL;
8391 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8392 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8393 rsurface.modelvertexmesh = NULL;
8394 rsurface.modelvertexmeshbuffer = NULL;
8395 rsurface.modelvertex3fbuffer = NULL;
8399 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8400 rsurface.modelsvector3f = NULL;
8401 rsurface.modeltvector3f = NULL;
8402 rsurface.modelnormal3f = NULL;
8403 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8404 rsurface.modelvertexmesh = NULL;
8405 rsurface.modelvertexmeshbuffer = NULL;
8406 rsurface.modelvertex3fbuffer = NULL;
8408 rsurface.modelvertex3f_vertexbuffer = 0;
8409 rsurface.modelvertex3f_bufferoffset = 0;
8410 rsurface.modelsvector3f_vertexbuffer = 0;
8411 rsurface.modelsvector3f_bufferoffset = 0;
8412 rsurface.modeltvector3f_vertexbuffer = 0;
8413 rsurface.modeltvector3f_bufferoffset = 0;
8414 rsurface.modelnormal3f_vertexbuffer = 0;
8415 rsurface.modelnormal3f_bufferoffset = 0;
8416 rsurface.modelgeneratedvertex = true;
8420 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8421 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8422 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8423 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8424 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8425 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8426 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8427 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8428 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8429 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8430 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8431 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8432 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8433 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8434 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8435 rsurface.modelgeneratedvertex = false;
8437 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8438 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8439 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8440 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8441 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8442 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8443 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8444 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8445 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8446 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8447 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8448 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8449 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8450 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8451 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8452 rsurface.modelelement3i = model->surfmesh.data_element3i;
8453 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8454 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8455 rsurface.modelelement3s = model->surfmesh.data_element3s;
8456 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8457 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8458 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8459 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8460 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8461 rsurface.modelsurfaces = model->data_surfaces;
8462 rsurface.batchgeneratedvertex = false;
8463 rsurface.batchfirstvertex = 0;
8464 rsurface.batchnumvertices = 0;
8465 rsurface.batchfirsttriangle = 0;
8466 rsurface.batchnumtriangles = 0;
8467 rsurface.batchvertex3f = NULL;
8468 rsurface.batchvertex3f_vertexbuffer = NULL;
8469 rsurface.batchvertex3f_bufferoffset = 0;
8470 rsurface.batchsvector3f = NULL;
8471 rsurface.batchsvector3f_vertexbuffer = NULL;
8472 rsurface.batchsvector3f_bufferoffset = 0;
8473 rsurface.batchtvector3f = NULL;
8474 rsurface.batchtvector3f_vertexbuffer = NULL;
8475 rsurface.batchtvector3f_bufferoffset = 0;
8476 rsurface.batchnormal3f = NULL;
8477 rsurface.batchnormal3f_vertexbuffer = NULL;
8478 rsurface.batchnormal3f_bufferoffset = 0;
8479 rsurface.batchlightmapcolor4f = NULL;
8480 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8481 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8482 rsurface.batchtexcoordtexture2f = NULL;
8483 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8484 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8485 rsurface.batchtexcoordlightmap2f = NULL;
8486 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8487 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8488 rsurface.batchskeletalindex4ub = NULL;
8489 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8490 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8491 rsurface.batchskeletalweight4ub = NULL;
8492 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8493 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8494 rsurface.batchvertexmesh = NULL;
8495 rsurface.batchvertexmeshbuffer = NULL;
8496 rsurface.batchvertex3fbuffer = NULL;
8497 rsurface.batchelement3i = NULL;
8498 rsurface.batchelement3i_indexbuffer = NULL;
8499 rsurface.batchelement3i_bufferoffset = 0;
8500 rsurface.batchelement3s = NULL;
8501 rsurface.batchelement3s_indexbuffer = NULL;
8502 rsurface.batchelement3s_bufferoffset = 0;
8503 rsurface.passcolor4f = NULL;
8504 rsurface.passcolor4f_vertexbuffer = NULL;
8505 rsurface.passcolor4f_bufferoffset = 0;
8506 rsurface.forcecurrenttextureupdate = false;
8509 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)
8511 rsurface.entity = r_refdef.scene.worldentity;
8512 rsurface.skeleton = NULL;
8513 rsurface.ent_skinnum = 0;
8514 rsurface.ent_qwskin = -1;
8515 rsurface.ent_flags = entflags;
8516 rsurface.shadertime = r_refdef.scene.time - shadertime;
8517 rsurface.modelnumvertices = numvertices;
8518 rsurface.modelnumtriangles = numtriangles;
8519 rsurface.matrix = *matrix;
8520 rsurface.inversematrix = *inversematrix;
8521 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8522 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8523 R_EntityMatrix(&rsurface.matrix);
8524 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8525 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8526 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8527 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8528 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8529 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8530 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8531 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8532 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8533 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8534 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8535 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8536 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);
8537 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8538 rsurface.frameblend[0].lerp = 1;
8539 rsurface.ent_alttextures = false;
8540 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8541 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8542 rsurface.entityskeletaltransform3x4 = NULL;
8543 rsurface.entityskeletalnumtransforms = 0;
8546 rsurface.modelvertex3f = (float *)vertex3f;
8547 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8548 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8549 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8551 else if (wantnormals)
8553 rsurface.modelvertex3f = (float *)vertex3f;
8554 rsurface.modelsvector3f = NULL;
8555 rsurface.modeltvector3f = NULL;
8556 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8560 rsurface.modelvertex3f = (float *)vertex3f;
8561 rsurface.modelsvector3f = NULL;
8562 rsurface.modeltvector3f = NULL;
8563 rsurface.modelnormal3f = NULL;
8565 rsurface.modelvertexmesh = NULL;
8566 rsurface.modelvertexmeshbuffer = NULL;
8567 rsurface.modelvertex3fbuffer = NULL;
8568 rsurface.modelvertex3f_vertexbuffer = 0;
8569 rsurface.modelvertex3f_bufferoffset = 0;
8570 rsurface.modelsvector3f_vertexbuffer = 0;
8571 rsurface.modelsvector3f_bufferoffset = 0;
8572 rsurface.modeltvector3f_vertexbuffer = 0;
8573 rsurface.modeltvector3f_bufferoffset = 0;
8574 rsurface.modelnormal3f_vertexbuffer = 0;
8575 rsurface.modelnormal3f_bufferoffset = 0;
8576 rsurface.modelgeneratedvertex = true;
8577 rsurface.modellightmapcolor4f = (float *)color4f;
8578 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8579 rsurface.modellightmapcolor4f_bufferoffset = 0;
8580 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8581 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8582 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8583 rsurface.modeltexcoordlightmap2f = NULL;
8584 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8585 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8586 rsurface.modelskeletalindex4ub = NULL;
8587 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8588 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8589 rsurface.modelskeletalweight4ub = NULL;
8590 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8591 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8592 rsurface.modelelement3i = (int *)element3i;
8593 rsurface.modelelement3i_indexbuffer = NULL;
8594 rsurface.modelelement3i_bufferoffset = 0;
8595 rsurface.modelelement3s = (unsigned short *)element3s;
8596 rsurface.modelelement3s_indexbuffer = NULL;
8597 rsurface.modelelement3s_bufferoffset = 0;
8598 rsurface.modellightmapoffsets = NULL;
8599 rsurface.modelsurfaces = NULL;
8600 rsurface.batchgeneratedvertex = false;
8601 rsurface.batchfirstvertex = 0;
8602 rsurface.batchnumvertices = 0;
8603 rsurface.batchfirsttriangle = 0;
8604 rsurface.batchnumtriangles = 0;
8605 rsurface.batchvertex3f = NULL;
8606 rsurface.batchvertex3f_vertexbuffer = NULL;
8607 rsurface.batchvertex3f_bufferoffset = 0;
8608 rsurface.batchsvector3f = NULL;
8609 rsurface.batchsvector3f_vertexbuffer = NULL;
8610 rsurface.batchsvector3f_bufferoffset = 0;
8611 rsurface.batchtvector3f = NULL;
8612 rsurface.batchtvector3f_vertexbuffer = NULL;
8613 rsurface.batchtvector3f_bufferoffset = 0;
8614 rsurface.batchnormal3f = NULL;
8615 rsurface.batchnormal3f_vertexbuffer = NULL;
8616 rsurface.batchnormal3f_bufferoffset = 0;
8617 rsurface.batchlightmapcolor4f = NULL;
8618 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8619 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8620 rsurface.batchtexcoordtexture2f = NULL;
8621 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8622 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8623 rsurface.batchtexcoordlightmap2f = NULL;
8624 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8625 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8626 rsurface.batchskeletalindex4ub = NULL;
8627 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8628 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8629 rsurface.batchskeletalweight4ub = NULL;
8630 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8631 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8632 rsurface.batchvertexmesh = NULL;
8633 rsurface.batchvertexmeshbuffer = NULL;
8634 rsurface.batchvertex3fbuffer = NULL;
8635 rsurface.batchelement3i = NULL;
8636 rsurface.batchelement3i_indexbuffer = NULL;
8637 rsurface.batchelement3i_bufferoffset = 0;
8638 rsurface.batchelement3s = NULL;
8639 rsurface.batchelement3s_indexbuffer = NULL;
8640 rsurface.batchelement3s_bufferoffset = 0;
8641 rsurface.passcolor4f = NULL;
8642 rsurface.passcolor4f_vertexbuffer = NULL;
8643 rsurface.passcolor4f_bufferoffset = 0;
8644 rsurface.forcecurrenttextureupdate = true;
8646 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8648 if ((wantnormals || wanttangents) && !normal3f)
8650 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8651 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8653 if (wanttangents && !svector3f)
8655 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8656 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8657 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8662 float RSurf_FogPoint(const float *v)
8664 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8665 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8666 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8667 float FogHeightFade = r_refdef.fogheightfade;
8669 unsigned int fogmasktableindex;
8670 if (r_refdef.fogplaneviewabove)
8671 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8673 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8674 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8675 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8678 float RSurf_FogVertex(const float *v)
8680 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8681 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8682 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8683 float FogHeightFade = rsurface.fogheightfade;
8685 unsigned int fogmasktableindex;
8686 if (r_refdef.fogplaneviewabove)
8687 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8689 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8690 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8691 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8694 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8697 for (i = 0;i < numelements;i++)
8698 outelement3i[i] = inelement3i[i] + adjust;
8701 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8702 extern cvar_t gl_vbo;
8703 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8711 int surfacefirsttriangle;
8712 int surfacenumtriangles;
8713 int surfacefirstvertex;
8714 int surfaceendvertex;
8715 int surfacenumvertices;
8716 int batchnumvertices;
8717 int batchnumtriangles;
8721 qboolean dynamicvertex;
8725 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8728 q3shaderinfo_deform_t *deform;
8729 const msurface_t *surface, *firstsurface;
8730 r_vertexmesh_t *vertexmesh;
8731 if (!texturenumsurfaces)
8733 // find vertex range of this surface batch
8735 firstsurface = texturesurfacelist[0];
8736 firsttriangle = firstsurface->num_firsttriangle;
8737 batchnumvertices = 0;
8738 batchnumtriangles = 0;
8739 firstvertex = endvertex = firstsurface->num_firstvertex;
8740 for (i = 0;i < texturenumsurfaces;i++)
8742 surface = texturesurfacelist[i];
8743 if (surface != firstsurface + i)
8745 surfacefirstvertex = surface->num_firstvertex;
8746 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8747 surfacenumvertices = surface->num_vertices;
8748 surfacenumtriangles = surface->num_triangles;
8749 if (firstvertex > surfacefirstvertex)
8750 firstvertex = surfacefirstvertex;
8751 if (endvertex < surfaceendvertex)
8752 endvertex = surfaceendvertex;
8753 batchnumvertices += surfacenumvertices;
8754 batchnumtriangles += surfacenumtriangles;
8757 // we now know the vertex range used, and if there are any gaps in it
8758 rsurface.batchfirstvertex = firstvertex;
8759 rsurface.batchnumvertices = endvertex - firstvertex;
8760 rsurface.batchfirsttriangle = firsttriangle;
8761 rsurface.batchnumtriangles = batchnumtriangles;
8763 // this variable holds flags for which properties have been updated that
8764 // may require regenerating vertexmesh array...
8767 // check if any dynamic vertex processing must occur
8768 dynamicvertex = false;
8770 // a cvar to force the dynamic vertex path to be taken, for debugging
8771 if (r_batch_debugdynamicvertexpath.integer)
8772 dynamicvertex = true;
8774 // if there is a chance of animated vertex colors, it's a dynamic batch
8775 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8777 dynamicvertex = true;
8778 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8781 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8783 switch (deform->deform)
8786 case Q3DEFORM_PROJECTIONSHADOW:
8787 case Q3DEFORM_TEXT0:
8788 case Q3DEFORM_TEXT1:
8789 case Q3DEFORM_TEXT2:
8790 case Q3DEFORM_TEXT3:
8791 case Q3DEFORM_TEXT4:
8792 case Q3DEFORM_TEXT5:
8793 case Q3DEFORM_TEXT6:
8794 case Q3DEFORM_TEXT7:
8797 case Q3DEFORM_AUTOSPRITE:
8798 dynamicvertex = true;
8799 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
8800 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8802 case Q3DEFORM_AUTOSPRITE2:
8803 dynamicvertex = true;
8804 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8805 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8807 case Q3DEFORM_NORMAL:
8808 dynamicvertex = true;
8809 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8810 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8813 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8814 break; // if wavefunc is a nop, ignore this transform
8815 dynamicvertex = true;
8816 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8817 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8819 case Q3DEFORM_BULGE:
8820 dynamicvertex = true;
8821 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8822 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8825 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8826 break; // if wavefunc is a nop, ignore this transform
8827 dynamicvertex = true;
8828 batchneed |= BATCHNEED_ARRAY_VERTEX;
8829 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8833 switch(rsurface.texture->tcgen.tcgen)
8836 case Q3TCGEN_TEXTURE:
8838 case Q3TCGEN_LIGHTMAP:
8839 dynamicvertex = true;
8840 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8841 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8843 case Q3TCGEN_VECTOR:
8844 dynamicvertex = true;
8845 batchneed |= BATCHNEED_ARRAY_VERTEX;
8846 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8848 case Q3TCGEN_ENVIRONMENT:
8849 dynamicvertex = true;
8850 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
8851 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8854 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8856 dynamicvertex = true;
8857 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8858 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8861 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8863 dynamicvertex = true;
8864 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8867 // when the model data has no vertex buffer (dynamic mesh), we need to
8869 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8870 batchneed |= BATCHNEED_NOGAPS;
8872 // the caller can specify BATCHNEED_NOGAPS to force a batch with
8873 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
8874 // we ensure this by treating the vertex batch as dynamic...
8875 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
8876 dynamicvertex = true;
8880 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8881 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8882 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8883 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8884 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8885 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8886 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8887 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
8890 // if needsupdate, we have to do a dynamic vertex batch for sure
8891 if (needsupdate & batchneed)
8892 dynamicvertex = true;
8894 // see if we need to build vertexmesh from arrays
8895 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8896 dynamicvertex = true;
8898 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
8899 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
8900 batchneed |= BATCHNEED_ARRAY_SKELETAL;
8902 rsurface.batchvertex3f = rsurface.modelvertex3f;
8903 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8904 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8905 rsurface.batchsvector3f = rsurface.modelsvector3f;
8906 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8907 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8908 rsurface.batchtvector3f = rsurface.modeltvector3f;
8909 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8910 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8911 rsurface.batchnormal3f = rsurface.modelnormal3f;
8912 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8913 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8914 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8915 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8916 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8917 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8918 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8919 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8920 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8921 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8922 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8923 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
8924 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
8925 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
8926 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
8927 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
8928 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
8929 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8930 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8931 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8932 rsurface.batchelement3i = rsurface.modelelement3i;
8933 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8934 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8935 rsurface.batchelement3s = rsurface.modelelement3s;
8936 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8937 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8938 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
8939 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
8941 // if any dynamic vertex processing has to occur in software, we copy the
8942 // entire surface list together before processing to rebase the vertices
8943 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8945 // if any gaps exist and we do not have a static vertex buffer, we have to
8946 // copy the surface list together to avoid wasting upload bandwidth on the
8947 // vertices in the gaps.
8949 // if gaps exist and we have a static vertex buffer, we can choose whether
8950 // to combine the index buffer ranges into one dynamic index buffer or
8951 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
8953 // in many cases the batch is reduced to one draw call.
8955 rsurface.batchmultidraw = false;
8956 rsurface.batchmultidrawnumsurfaces = 0;
8957 rsurface.batchmultidrawsurfacelist = NULL;
8961 // static vertex data, just set pointers...
8962 rsurface.batchgeneratedvertex = false;
8963 // if there are gaps, we want to build a combined index buffer,
8964 // otherwise use the original static buffer with an appropriate offset
8967 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
8969 rsurface.batchmultidraw = true;
8970 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
8971 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
8974 // build a new triangle elements array for this batch
8975 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8976 rsurface.batchfirsttriangle = 0;
8978 for (i = 0;i < texturenumsurfaces;i++)
8980 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8981 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8982 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8983 numtriangles += surfacenumtriangles;
8985 rsurface.batchelement3i_indexbuffer = NULL;
8986 rsurface.batchelement3i_bufferoffset = 0;
8987 rsurface.batchelement3s = NULL;
8988 rsurface.batchelement3s_indexbuffer = NULL;
8989 rsurface.batchelement3s_bufferoffset = 0;
8990 if (endvertex <= 65536)
8992 // make a 16bit (unsigned short) index array if possible
8993 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8994 for (i = 0;i < numtriangles*3;i++)
8995 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9001 // something needs software processing, do it for real...
9002 // we only directly handle separate array data in this case and then
9003 // generate interleaved data if needed...
9004 rsurface.batchgeneratedvertex = true;
9006 // now copy the vertex data into a combined array and make an index array
9007 // (this is what Quake3 does all the time)
9008 // we also apply any skeletal animation here that would have been done in
9009 // the vertex shader, because most of the dynamic vertex animation cases
9010 // need actual vertex positions and normals
9011 //if (dynamicvertex)
9013 rsurface.batchvertex3fbuffer = NULL;
9014 rsurface.batchvertexmesh = NULL;
9015 rsurface.batchvertexmeshbuffer = NULL;
9016 rsurface.batchvertex3f = NULL;
9017 rsurface.batchvertex3f_vertexbuffer = NULL;
9018 rsurface.batchvertex3f_bufferoffset = 0;
9019 rsurface.batchsvector3f = NULL;
9020 rsurface.batchsvector3f_vertexbuffer = NULL;
9021 rsurface.batchsvector3f_bufferoffset = 0;
9022 rsurface.batchtvector3f = NULL;
9023 rsurface.batchtvector3f_vertexbuffer = NULL;
9024 rsurface.batchtvector3f_bufferoffset = 0;
9025 rsurface.batchnormal3f = NULL;
9026 rsurface.batchnormal3f_vertexbuffer = NULL;
9027 rsurface.batchnormal3f_bufferoffset = 0;
9028 rsurface.batchlightmapcolor4f = NULL;
9029 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9030 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9031 rsurface.batchtexcoordtexture2f = NULL;
9032 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9033 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9034 rsurface.batchtexcoordlightmap2f = NULL;
9035 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9036 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9037 rsurface.batchskeletalindex4ub = NULL;
9038 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9039 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9040 rsurface.batchskeletalweight4ub = NULL;
9041 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9042 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9043 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9044 rsurface.batchelement3i_indexbuffer = NULL;
9045 rsurface.batchelement3i_bufferoffset = 0;
9046 rsurface.batchelement3s = NULL;
9047 rsurface.batchelement3s_indexbuffer = NULL;
9048 rsurface.batchelement3s_bufferoffset = 0;
9049 // we'll only be setting up certain arrays as needed
9050 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9051 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9052 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9053 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9054 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9055 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9056 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9058 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9059 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9061 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9062 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9063 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9064 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9065 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9066 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9067 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9069 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9070 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9074 for (i = 0;i < texturenumsurfaces;i++)
9076 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9077 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9078 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9079 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9080 // copy only the data requested
9081 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9082 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9083 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9085 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9087 if (rsurface.batchvertex3f)
9088 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9090 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9092 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9094 if (rsurface.modelnormal3f)
9095 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9097 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9099 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9101 if (rsurface.modelsvector3f)
9103 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9104 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9108 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9109 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9112 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9114 if (rsurface.modellightmapcolor4f)
9115 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9117 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9119 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9121 if (rsurface.modeltexcoordtexture2f)
9122 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9124 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9126 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9128 if (rsurface.modeltexcoordlightmap2f)
9129 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9131 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9133 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9135 if (rsurface.modelskeletalindex4ub)
9137 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9138 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9142 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9143 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9144 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9145 for (j = 0;j < surfacenumvertices;j++)
9150 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9151 numvertices += surfacenumvertices;
9152 numtriangles += surfacenumtriangles;
9155 // generate a 16bit index array as well if possible
9156 // (in general, dynamic batches fit)
9157 if (numvertices <= 65536)
9159 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9160 for (i = 0;i < numtriangles*3;i++)
9161 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9164 // since we've copied everything, the batch now starts at 0
9165 rsurface.batchfirstvertex = 0;
9166 rsurface.batchnumvertices = batchnumvertices;
9167 rsurface.batchfirsttriangle = 0;
9168 rsurface.batchnumtriangles = batchnumtriangles;
9171 // apply skeletal animation that would have been done in the vertex shader
9172 if (rsurface.batchskeletaltransform3x4)
9174 const unsigned char *si;
9175 const unsigned char *sw;
9177 const float *b = rsurface.batchskeletaltransform3x4;
9178 float *vp, *vs, *vt, *vn;
9180 float m[3][4], n[3][4];
9181 float tp[3], ts[3], tt[3], tn[3];
9182 si = rsurface.batchskeletalindex4ub;
9183 sw = rsurface.batchskeletalweight4ub;
9184 vp = rsurface.batchvertex3f;
9185 vs = rsurface.batchsvector3f;
9186 vt = rsurface.batchtvector3f;
9187 vn = rsurface.batchnormal3f;
9188 memset(m[0], 0, sizeof(m));
9189 memset(n[0], 0, sizeof(n));
9190 for (i = 0;i < batchnumvertices;i++)
9192 t[0] = b + si[0]*12;
9195 // common case - only one matrix
9209 else if (sw[2] + sw[3])
9212 t[1] = b + si[1]*12;
9213 t[2] = b + si[2]*12;
9214 t[3] = b + si[3]*12;
9215 w[0] = sw[0] * (1.0f / 255.0f);
9216 w[1] = sw[1] * (1.0f / 255.0f);
9217 w[2] = sw[2] * (1.0f / 255.0f);
9218 w[3] = sw[3] * (1.0f / 255.0f);
9219 // blend the matrices
9220 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9221 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9222 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9223 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9224 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9225 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9226 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9227 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9228 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9229 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9230 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9231 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9236 t[1] = b + si[1]*12;
9237 w[0] = sw[0] * (1.0f / 255.0f);
9238 w[1] = sw[1] * (1.0f / 255.0f);
9239 // blend the matrices
9240 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9241 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9242 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9243 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9244 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9245 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9246 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9247 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9248 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9249 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9250 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9251 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9255 // modify the vertex
9257 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9258 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9259 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9263 // the normal transformation matrix is a set of cross products...
9264 CrossProduct(m[1], m[2], n[0]);
9265 CrossProduct(m[2], m[0], n[1]);
9266 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9268 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9269 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9270 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9271 VectorNormalize(vn);
9276 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9277 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9278 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9279 VectorNormalize(vs);
9282 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9283 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9284 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9285 VectorNormalize(vt);
9290 rsurface.batchskeletaltransform3x4 = NULL;
9291 rsurface.batchskeletalnumtransforms = 0;
9294 // q1bsp surfaces rendered in vertex color mode have to have colors
9295 // calculated based on lightstyles
9296 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9298 // generate color arrays for the surfaces in this list
9303 const unsigned char *lm;
9304 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9305 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9306 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9308 for (i = 0;i < texturenumsurfaces;i++)
9310 surface = texturesurfacelist[i];
9311 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9312 surfacenumvertices = surface->num_vertices;
9313 if (surface->lightmapinfo->samples)
9315 for (j = 0;j < surfacenumvertices;j++)
9317 lm = surface->lightmapinfo->samples + offsets[j];
9318 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9319 VectorScale(lm, scale, c);
9320 if (surface->lightmapinfo->styles[1] != 255)
9322 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9324 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9325 VectorMA(c, scale, lm, c);
9326 if (surface->lightmapinfo->styles[2] != 255)
9329 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9330 VectorMA(c, scale, lm, c);
9331 if (surface->lightmapinfo->styles[3] != 255)
9334 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9335 VectorMA(c, scale, lm, c);
9342 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);
9348 for (j = 0;j < surfacenumvertices;j++)
9350 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9357 // if vertices are deformed (sprite flares and things in maps, possibly
9358 // water waves, bulges and other deformations), modify the copied vertices
9360 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9362 switch (deform->deform)
9365 case Q3DEFORM_PROJECTIONSHADOW:
9366 case Q3DEFORM_TEXT0:
9367 case Q3DEFORM_TEXT1:
9368 case Q3DEFORM_TEXT2:
9369 case Q3DEFORM_TEXT3:
9370 case Q3DEFORM_TEXT4:
9371 case Q3DEFORM_TEXT5:
9372 case Q3DEFORM_TEXT6:
9373 case Q3DEFORM_TEXT7:
9376 case Q3DEFORM_AUTOSPRITE:
9377 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9378 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9379 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9380 VectorNormalize(newforward);
9381 VectorNormalize(newright);
9382 VectorNormalize(newup);
9383 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9384 // rsurface.batchvertex3f_vertexbuffer = NULL;
9385 // rsurface.batchvertex3f_bufferoffset = 0;
9386 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9387 // rsurface.batchsvector3f_vertexbuffer = NULL;
9388 // rsurface.batchsvector3f_bufferoffset = 0;
9389 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9390 // rsurface.batchtvector3f_vertexbuffer = NULL;
9391 // rsurface.batchtvector3f_bufferoffset = 0;
9392 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9393 // rsurface.batchnormal3f_vertexbuffer = NULL;
9394 // rsurface.batchnormal3f_bufferoffset = 0;
9395 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9396 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9397 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9398 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9399 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);
9400 // a single autosprite surface can contain multiple sprites...
9401 for (j = 0;j < batchnumvertices - 3;j += 4)
9403 VectorClear(center);
9404 for (i = 0;i < 4;i++)
9405 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9406 VectorScale(center, 0.25f, center);
9407 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9408 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9409 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9410 for (i = 0;i < 4;i++)
9412 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9413 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9416 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9417 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9418 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);
9420 case Q3DEFORM_AUTOSPRITE2:
9421 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9422 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9423 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9424 VectorNormalize(newforward);
9425 VectorNormalize(newright);
9426 VectorNormalize(newup);
9427 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9428 // rsurface.batchvertex3f_vertexbuffer = NULL;
9429 // rsurface.batchvertex3f_bufferoffset = 0;
9431 const float *v1, *v2;
9441 memset(shortest, 0, sizeof(shortest));
9442 // a single autosprite surface can contain multiple sprites...
9443 for (j = 0;j < batchnumvertices - 3;j += 4)
9445 VectorClear(center);
9446 for (i = 0;i < 4;i++)
9447 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9448 VectorScale(center, 0.25f, center);
9449 // find the two shortest edges, then use them to define the
9450 // axis vectors for rotating around the central axis
9451 for (i = 0;i < 6;i++)
9453 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9454 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9455 l = VectorDistance2(v1, v2);
9456 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9458 l += (1.0f / 1024.0f);
9459 if (shortest[0].length2 > l || i == 0)
9461 shortest[1] = shortest[0];
9462 shortest[0].length2 = l;
9463 shortest[0].v1 = v1;
9464 shortest[0].v2 = v2;
9466 else if (shortest[1].length2 > l || i == 1)
9468 shortest[1].length2 = l;
9469 shortest[1].v1 = v1;
9470 shortest[1].v2 = v2;
9473 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9474 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9475 // this calculates the right vector from the shortest edge
9476 // and the up vector from the edge midpoints
9477 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9478 VectorNormalize(right);
9479 VectorSubtract(end, start, up);
9480 VectorNormalize(up);
9481 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9482 VectorSubtract(rsurface.localvieworigin, center, forward);
9483 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9484 VectorNegate(forward, forward);
9485 VectorReflect(forward, 0, up, forward);
9486 VectorNormalize(forward);
9487 CrossProduct(up, forward, newright);
9488 VectorNormalize(newright);
9489 // rotate the quad around the up axis vector, this is made
9490 // especially easy by the fact we know the quad is flat,
9491 // so we only have to subtract the center position and
9492 // measure distance along the right vector, and then
9493 // multiply that by the newright vector and add back the
9495 // we also need to subtract the old position to undo the
9496 // displacement from the center, which we do with a
9497 // DotProduct, the subtraction/addition of center is also
9498 // optimized into DotProducts here
9499 l = DotProduct(right, center);
9500 for (i = 0;i < 4;i++)
9502 v1 = rsurface.batchvertex3f + 3*(j+i);
9503 f = DotProduct(right, v1) - l;
9504 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9508 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9510 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9511 // rsurface.batchnormal3f_vertexbuffer = NULL;
9512 // rsurface.batchnormal3f_bufferoffset = 0;
9513 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9515 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9517 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9518 // rsurface.batchsvector3f_vertexbuffer = NULL;
9519 // rsurface.batchsvector3f_bufferoffset = 0;
9520 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9521 // rsurface.batchtvector3f_vertexbuffer = NULL;
9522 // rsurface.batchtvector3f_bufferoffset = 0;
9523 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);
9526 case Q3DEFORM_NORMAL:
9527 // deform the normals to make reflections wavey
9528 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9529 rsurface.batchnormal3f_vertexbuffer = NULL;
9530 rsurface.batchnormal3f_bufferoffset = 0;
9531 for (j = 0;j < batchnumvertices;j++)
9534 float *normal = rsurface.batchnormal3f + 3*j;
9535 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9536 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9537 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9538 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9539 VectorNormalize(normal);
9541 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9543 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9544 // rsurface.batchsvector3f_vertexbuffer = NULL;
9545 // rsurface.batchsvector3f_bufferoffset = 0;
9546 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9547 // rsurface.batchtvector3f_vertexbuffer = NULL;
9548 // rsurface.batchtvector3f_bufferoffset = 0;
9549 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);
9553 // deform vertex array to make wavey water and flags and such
9554 waveparms[0] = deform->waveparms[0];
9555 waveparms[1] = deform->waveparms[1];
9556 waveparms[2] = deform->waveparms[2];
9557 waveparms[3] = deform->waveparms[3];
9558 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9559 break; // if wavefunc is a nop, don't make a dynamic vertex array
9560 // this is how a divisor of vertex influence on deformation
9561 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9562 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9563 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9564 // rsurface.batchvertex3f_vertexbuffer = NULL;
9565 // rsurface.batchvertex3f_bufferoffset = 0;
9566 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9567 // rsurface.batchnormal3f_vertexbuffer = NULL;
9568 // rsurface.batchnormal3f_bufferoffset = 0;
9569 for (j = 0;j < batchnumvertices;j++)
9571 // if the wavefunc depends on time, evaluate it per-vertex
9574 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9575 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9577 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9579 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9580 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9581 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9583 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9584 // rsurface.batchsvector3f_vertexbuffer = NULL;
9585 // rsurface.batchsvector3f_bufferoffset = 0;
9586 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9587 // rsurface.batchtvector3f_vertexbuffer = NULL;
9588 // rsurface.batchtvector3f_bufferoffset = 0;
9589 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);
9592 case Q3DEFORM_BULGE:
9593 // deform vertex array to make the surface have moving bulges
9594 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9595 // rsurface.batchvertex3f_vertexbuffer = NULL;
9596 // rsurface.batchvertex3f_bufferoffset = 0;
9597 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9598 // rsurface.batchnormal3f_vertexbuffer = NULL;
9599 // rsurface.batchnormal3f_bufferoffset = 0;
9600 for (j = 0;j < batchnumvertices;j++)
9602 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9603 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9605 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9606 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9607 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9609 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9610 // rsurface.batchsvector3f_vertexbuffer = NULL;
9611 // rsurface.batchsvector3f_bufferoffset = 0;
9612 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9613 // rsurface.batchtvector3f_vertexbuffer = NULL;
9614 // rsurface.batchtvector3f_bufferoffset = 0;
9615 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);
9619 // deform vertex array
9620 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9621 break; // if wavefunc is a nop, don't make a dynamic vertex array
9622 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9623 VectorScale(deform->parms, scale, waveparms);
9624 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9625 // rsurface.batchvertex3f_vertexbuffer = NULL;
9626 // rsurface.batchvertex3f_bufferoffset = 0;
9627 for (j = 0;j < batchnumvertices;j++)
9628 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9633 // generate texcoords based on the chosen texcoord source
9634 switch(rsurface.texture->tcgen.tcgen)
9637 case Q3TCGEN_TEXTURE:
9639 case Q3TCGEN_LIGHTMAP:
9640 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9641 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9642 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9643 if (rsurface.batchtexcoordlightmap2f)
9644 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9646 case Q3TCGEN_VECTOR:
9647 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9648 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9649 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9650 for (j = 0;j < batchnumvertices;j++)
9652 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9653 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9656 case Q3TCGEN_ENVIRONMENT:
9657 // make environment reflections using a spheremap
9658 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9659 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9660 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9661 for (j = 0;j < batchnumvertices;j++)
9663 // identical to Q3A's method, but executed in worldspace so
9664 // carried models can be shiny too
9666 float viewer[3], d, reflected[3], worldreflected[3];
9668 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9669 // VectorNormalize(viewer);
9671 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9673 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9674 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9675 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9676 // note: this is proportinal to viewer, so we can normalize later
9678 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9679 VectorNormalize(worldreflected);
9681 // note: this sphere map only uses world x and z!
9682 // so positive and negative y will LOOK THE SAME.
9683 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9684 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9688 // the only tcmod that needs software vertex processing is turbulent, so
9689 // check for it here and apply the changes if needed
9690 // and we only support that as the first one
9691 // (handling a mixture of turbulent and other tcmods would be problematic
9692 // without punting it entirely to a software path)
9693 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9695 amplitude = rsurface.texture->tcmods[0].parms[1];
9696 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9697 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9698 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9699 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9700 for (j = 0;j < batchnumvertices;j++)
9702 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);
9703 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9707 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9709 // convert the modified arrays to vertex structs
9710 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9711 // rsurface.batchvertexmeshbuffer = NULL;
9712 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9713 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9714 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9715 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9716 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9717 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9718 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9720 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9722 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9723 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9726 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9727 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9728 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9729 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9730 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9731 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9732 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9733 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9734 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9735 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
9737 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9739 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
9740 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
9746 void RSurf_DrawBatch(void)
9748 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9749 // through the pipeline, killing it earlier in the pipeline would have
9750 // per-surface overhead rather than per-batch overhead, so it's best to
9751 // reject it here, before it hits glDraw.
9752 if (rsurface.batchnumtriangles == 0)
9755 // batch debugging code
9756 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9762 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9763 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9766 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9768 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9770 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9771 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);
9778 if (rsurface.batchmultidraw)
9780 // issue multiple draws rather than copying index data
9781 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
9782 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
9783 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
9784 for (i = 0;i < numsurfaces;)
9786 // combine consecutive surfaces as one draw
9787 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
9788 if (surfacelist[j] != surfacelist[k] + 1)
9790 firstvertex = surfacelist[i]->num_firstvertex;
9791 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
9792 firsttriangle = surfacelist[i]->num_firsttriangle;
9793 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
9794 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9800 // there is only one consecutive run of index data (may have been combined)
9801 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);
9805 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9807 // pick the closest matching water plane
9808 int planeindex, vertexindex, bestplaneindex = -1;
9812 r_waterstate_waterplane_t *p;
9813 qboolean prepared = false;
9815 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9817 if(p->camera_entity != rsurface.texture->camera_entity)
9822 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
9824 if(rsurface.batchnumvertices == 0)
9827 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9829 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9830 d += fabs(PlaneDiff(vert, &p->plane));
9832 if (bestd > d || bestplaneindex < 0)
9835 bestplaneindex = planeindex;
9838 return bestplaneindex;
9839 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9840 // this situation though, as it might be better to render single larger
9841 // batches with useless stuff (backface culled for example) than to
9842 // render multiple smaller batches
9845 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9848 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9849 rsurface.passcolor4f_vertexbuffer = 0;
9850 rsurface.passcolor4f_bufferoffset = 0;
9851 for (i = 0;i < rsurface.batchnumvertices;i++)
9852 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9855 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9862 if (rsurface.passcolor4f)
9864 // generate color arrays
9865 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9866 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9867 rsurface.passcolor4f_vertexbuffer = 0;
9868 rsurface.passcolor4f_bufferoffset = 0;
9869 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)
9871 f = RSurf_FogVertex(v);
9880 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9881 rsurface.passcolor4f_vertexbuffer = 0;
9882 rsurface.passcolor4f_bufferoffset = 0;
9883 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9885 f = RSurf_FogVertex(v);
9894 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9901 if (!rsurface.passcolor4f)
9903 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9904 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9905 rsurface.passcolor4f_vertexbuffer = 0;
9906 rsurface.passcolor4f_bufferoffset = 0;
9907 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)
9909 f = RSurf_FogVertex(v);
9910 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9911 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9912 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9917 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9922 if (!rsurface.passcolor4f)
9924 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9925 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9926 rsurface.passcolor4f_vertexbuffer = 0;
9927 rsurface.passcolor4f_bufferoffset = 0;
9928 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9937 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9942 if (!rsurface.passcolor4f)
9944 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9945 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9946 rsurface.passcolor4f_vertexbuffer = 0;
9947 rsurface.passcolor4f_bufferoffset = 0;
9948 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9950 c2[0] = c[0] + r_refdef.scene.ambient;
9951 c2[1] = c[1] + r_refdef.scene.ambient;
9952 c2[2] = c[2] + r_refdef.scene.ambient;
9957 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9960 rsurface.passcolor4f = NULL;
9961 rsurface.passcolor4f_vertexbuffer = 0;
9962 rsurface.passcolor4f_bufferoffset = 0;
9963 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9964 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9965 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9966 GL_Color(r, g, b, a);
9967 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9971 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9973 // TODO: optimize applyfog && applycolor case
9974 // just apply fog if necessary, and tint the fog color array if necessary
9975 rsurface.passcolor4f = NULL;
9976 rsurface.passcolor4f_vertexbuffer = 0;
9977 rsurface.passcolor4f_bufferoffset = 0;
9978 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9979 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9980 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9981 GL_Color(r, g, b, a);
9985 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9988 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9989 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9990 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9991 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9992 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9993 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9994 GL_Color(r, g, b, a);
9998 static void RSurf_DrawBatch_GL11_ClampColor(void)
10003 if (!rsurface.passcolor4f)
10005 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10007 c2[0] = bound(0.0f, c1[0], 1.0f);
10008 c2[1] = bound(0.0f, c1[1], 1.0f);
10009 c2[2] = bound(0.0f, c1[2], 1.0f);
10010 c2[3] = bound(0.0f, c1[3], 1.0f);
10014 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10024 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10025 rsurface.passcolor4f_vertexbuffer = 0;
10026 rsurface.passcolor4f_bufferoffset = 0;
10027 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)
10029 f = -DotProduct(r_refdef.view.forward, n);
10031 f = f * 0.85 + 0.15; // work around so stuff won't get black
10032 f *= r_refdef.lightmapintensity;
10033 Vector4Set(c, f, f, f, 1);
10037 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10039 RSurf_DrawBatch_GL11_ApplyFakeLight();
10040 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10041 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10042 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10043 GL_Color(r, g, b, a);
10047 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10055 vec3_t ambientcolor;
10056 vec3_t diffusecolor;
10060 VectorCopy(rsurface.modellight_lightdir, lightdir);
10061 f = 0.5f * r_refdef.lightmapintensity;
10062 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10063 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10064 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10065 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10066 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10067 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10069 if (VectorLength2(diffusecolor) > 0)
10071 // q3-style directional shading
10072 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10073 rsurface.passcolor4f_vertexbuffer = 0;
10074 rsurface.passcolor4f_bufferoffset = 0;
10075 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)
10077 if ((f = DotProduct(n, lightdir)) > 0)
10078 VectorMA(ambientcolor, f, diffusecolor, c);
10080 VectorCopy(ambientcolor, c);
10087 *applycolor = false;
10091 *r = ambientcolor[0];
10092 *g = ambientcolor[1];
10093 *b = ambientcolor[2];
10094 rsurface.passcolor4f = NULL;
10095 rsurface.passcolor4f_vertexbuffer = 0;
10096 rsurface.passcolor4f_bufferoffset = 0;
10100 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10102 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10103 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10104 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10105 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10106 GL_Color(r, g, b, a);
10110 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10118 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10119 rsurface.passcolor4f_vertexbuffer = 0;
10120 rsurface.passcolor4f_bufferoffset = 0;
10122 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10124 f = 1 - RSurf_FogVertex(v);
10132 void RSurf_SetupDepthAndCulling(void)
10134 // submodels are biased to avoid z-fighting with world surfaces that they
10135 // may be exactly overlapping (avoids z-fighting artifacts on certain
10136 // doors and things in Quake maps)
10137 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10138 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10139 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10140 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10143 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10145 // transparent sky would be ridiculous
10146 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10148 R_SetupShader_Generic_NoTexture(false, false);
10149 skyrenderlater = true;
10150 RSurf_SetupDepthAndCulling();
10151 GL_DepthMask(true);
10152 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10153 // skymasking on them, and Quake3 never did sky masking (unlike
10154 // software Quake and software Quake2), so disable the sky masking
10155 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10156 // and skymasking also looks very bad when noclipping outside the
10157 // level, so don't use it then either.
10158 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10160 R_Mesh_ResetTextureState();
10161 if (skyrendermasked)
10163 R_SetupShader_DepthOrShadow(false, false, false);
10164 // depth-only (masking)
10165 GL_ColorMask(0,0,0,0);
10166 // just to make sure that braindead drivers don't draw
10167 // anything despite that colormask...
10168 GL_BlendFunc(GL_ZERO, GL_ONE);
10169 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10170 if (rsurface.batchvertex3fbuffer)
10171 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10173 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10177 R_SetupShader_Generic_NoTexture(false, false);
10179 GL_BlendFunc(GL_ONE, GL_ZERO);
10180 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10181 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10182 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10185 if (skyrendermasked)
10186 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10188 R_Mesh_ResetTextureState();
10189 GL_Color(1, 1, 1, 1);
10192 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10193 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10194 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10196 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10200 // render screenspace normalmap to texture
10201 GL_DepthMask(true);
10202 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10207 // bind lightmap texture
10209 // water/refraction/reflection/camera surfaces have to be handled specially
10210 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10212 int start, end, startplaneindex;
10213 for (start = 0;start < texturenumsurfaces;start = end)
10215 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10216 if(startplaneindex < 0)
10218 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10219 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10223 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10225 // now that we have a batch using the same planeindex, render it
10226 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10228 // render water or distortion background
10229 GL_DepthMask(true);
10230 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10232 // blend surface on top
10233 GL_DepthMask(false);
10234 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10237 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10239 // render surface with reflection texture as input
10240 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10241 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10248 // render surface batch normally
10249 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10250 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);
10254 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10256 // OpenGL 1.3 path - anything not completely ancient
10257 qboolean applycolor;
10260 const texturelayer_t *layer;
10261 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);
10262 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10264 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10267 int layertexrgbscale;
10268 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10270 if (layerindex == 0)
10271 GL_AlphaTest(true);
10274 GL_AlphaTest(false);
10275 GL_DepthFunc(GL_EQUAL);
10278 GL_DepthMask(layer->depthmask && writedepth);
10279 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10280 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10282 layertexrgbscale = 4;
10283 VectorScale(layer->color, 0.25f, layercolor);
10285 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10287 layertexrgbscale = 2;
10288 VectorScale(layer->color, 0.5f, layercolor);
10292 layertexrgbscale = 1;
10293 VectorScale(layer->color, 1.0f, layercolor);
10295 layercolor[3] = layer->color[3];
10296 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10297 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10298 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10299 switch (layer->type)
10301 case TEXTURELAYERTYPE_LITTEXTURE:
10302 // single-pass lightmapped texture with 2x rgbscale
10303 R_Mesh_TexBind(0, r_texture_white);
10304 R_Mesh_TexMatrix(0, NULL);
10305 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10306 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10307 R_Mesh_TexBind(1, layer->texture);
10308 R_Mesh_TexMatrix(1, &layer->texmatrix);
10309 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10310 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10312 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10313 else if (FAKELIGHT_ENABLED)
10314 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10315 else if (rsurface.uselightmaptexture)
10316 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10318 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10320 case TEXTURELAYERTYPE_TEXTURE:
10321 // singletexture unlit texture with transparency support
10322 R_Mesh_TexBind(0, layer->texture);
10323 R_Mesh_TexMatrix(0, &layer->texmatrix);
10324 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10325 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10326 R_Mesh_TexBind(1, 0);
10327 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10328 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10330 case TEXTURELAYERTYPE_FOG:
10331 // singletexture fogging
10332 if (layer->texture)
10334 R_Mesh_TexBind(0, layer->texture);
10335 R_Mesh_TexMatrix(0, &layer->texmatrix);
10336 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10337 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10341 R_Mesh_TexBind(0, 0);
10342 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10344 R_Mesh_TexBind(1, 0);
10345 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10346 // generate a color array for the fog pass
10347 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10348 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10352 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10355 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10357 GL_DepthFunc(GL_LEQUAL);
10358 GL_AlphaTest(false);
10362 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10364 // OpenGL 1.1 - crusty old voodoo path
10367 const texturelayer_t *layer;
10368 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);
10369 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10371 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10375 if (layerindex == 0)
10376 GL_AlphaTest(true);
10379 GL_AlphaTest(false);
10380 GL_DepthFunc(GL_EQUAL);
10383 GL_DepthMask(layer->depthmask && writedepth);
10384 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10385 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10386 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10387 switch (layer->type)
10389 case TEXTURELAYERTYPE_LITTEXTURE:
10390 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10392 // two-pass lit texture with 2x rgbscale
10393 // first the lightmap pass
10394 R_Mesh_TexBind(0, r_texture_white);
10395 R_Mesh_TexMatrix(0, NULL);
10396 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10397 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10398 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10399 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10400 else if (FAKELIGHT_ENABLED)
10401 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10402 else if (rsurface.uselightmaptexture)
10403 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10405 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10406 // then apply the texture to it
10407 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10408 R_Mesh_TexBind(0, layer->texture);
10409 R_Mesh_TexMatrix(0, &layer->texmatrix);
10410 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10411 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10412 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);
10416 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10417 R_Mesh_TexBind(0, layer->texture);
10418 R_Mesh_TexMatrix(0, &layer->texmatrix);
10419 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10420 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10421 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10422 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);
10423 else if (FAKELIGHT_ENABLED)
10424 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10426 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);
10429 case TEXTURELAYERTYPE_TEXTURE:
10430 // singletexture unlit texture with transparency support
10431 R_Mesh_TexBind(0, layer->texture);
10432 R_Mesh_TexMatrix(0, &layer->texmatrix);
10433 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10434 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10435 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);
10437 case TEXTURELAYERTYPE_FOG:
10438 // singletexture fogging
10439 if (layer->texture)
10441 R_Mesh_TexBind(0, layer->texture);
10442 R_Mesh_TexMatrix(0, &layer->texmatrix);
10443 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10444 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10448 R_Mesh_TexBind(0, 0);
10449 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10451 // generate a color array for the fog pass
10452 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10453 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10457 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10460 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10462 GL_DepthFunc(GL_LEQUAL);
10463 GL_AlphaTest(false);
10467 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10471 r_vertexgeneric_t *batchvertex;
10474 // R_Mesh_ResetTextureState();
10475 R_SetupShader_Generic_NoTexture(false, false);
10477 if(rsurface.texture && rsurface.texture->currentskinframe)
10479 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10480 c[3] *= rsurface.texture->currentalpha;
10490 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10492 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10493 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10494 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10497 // brighten it up (as texture value 127 means "unlit")
10498 c[0] *= 2 * r_refdef.view.colorscale;
10499 c[1] *= 2 * r_refdef.view.colorscale;
10500 c[2] *= 2 * r_refdef.view.colorscale;
10502 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10503 c[3] *= r_wateralpha.value;
10505 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10507 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10508 GL_DepthMask(false);
10510 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10512 GL_BlendFunc(GL_ONE, GL_ONE);
10513 GL_DepthMask(false);
10515 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10517 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10518 GL_DepthMask(false);
10520 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10522 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10523 GL_DepthMask(false);
10527 GL_BlendFunc(GL_ONE, GL_ZERO);
10528 GL_DepthMask(writedepth);
10531 if (r_showsurfaces.integer == 3)
10533 rsurface.passcolor4f = NULL;
10535 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10537 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10539 rsurface.passcolor4f = NULL;
10540 rsurface.passcolor4f_vertexbuffer = 0;
10541 rsurface.passcolor4f_bufferoffset = 0;
10543 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10545 qboolean applycolor = true;
10548 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10550 r_refdef.lightmapintensity = 1;
10551 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10552 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10554 else if (FAKELIGHT_ENABLED)
10556 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10558 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10559 RSurf_DrawBatch_GL11_ApplyFakeLight();
10560 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10564 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10566 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10567 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10568 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10571 if(!rsurface.passcolor4f)
10572 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10574 RSurf_DrawBatch_GL11_ApplyAmbient();
10575 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10576 if(r_refdef.fogenabled)
10577 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10578 RSurf_DrawBatch_GL11_ClampColor();
10580 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10581 R_SetupShader_Generic_NoTexture(false, false);
10584 else if (!r_refdef.view.showdebug)
10586 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10587 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10588 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10590 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10591 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10593 R_Mesh_PrepareVertices_Generic_Unlock();
10596 else if (r_showsurfaces.integer == 4)
10598 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10599 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10600 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10602 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10603 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10604 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10606 R_Mesh_PrepareVertices_Generic_Unlock();
10609 else if (r_showsurfaces.integer == 2)
10612 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10613 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10614 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10616 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10617 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10618 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10619 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10620 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10621 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10622 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10624 R_Mesh_PrepareVertices_Generic_Unlock();
10625 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10629 int texturesurfaceindex;
10631 const msurface_t *surface;
10632 float surfacecolor4f[4];
10633 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10634 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10636 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10638 surface = texturesurfacelist[texturesurfaceindex];
10639 k = (int)(((size_t)surface) / sizeof(msurface_t));
10640 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10641 for (j = 0;j < surface->num_vertices;j++)
10643 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10644 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10648 R_Mesh_PrepareVertices_Generic_Unlock();
10653 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10656 RSurf_SetupDepthAndCulling();
10657 if (r_showsurfaces.integer)
10659 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10662 switch (vid.renderpath)
10664 case RENDERPATH_GL20:
10665 case RENDERPATH_D3D9:
10666 case RENDERPATH_D3D10:
10667 case RENDERPATH_D3D11:
10668 case RENDERPATH_SOFT:
10669 case RENDERPATH_GLES2:
10670 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10672 case RENDERPATH_GL13:
10673 case RENDERPATH_GLES1:
10674 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10676 case RENDERPATH_GL11:
10677 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10683 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10686 RSurf_SetupDepthAndCulling();
10687 if (r_showsurfaces.integer)
10689 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10692 switch (vid.renderpath)
10694 case RENDERPATH_GL20:
10695 case RENDERPATH_D3D9:
10696 case RENDERPATH_D3D10:
10697 case RENDERPATH_D3D11:
10698 case RENDERPATH_SOFT:
10699 case RENDERPATH_GLES2:
10700 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10702 case RENDERPATH_GL13:
10703 case RENDERPATH_GLES1:
10704 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10706 case RENDERPATH_GL11:
10707 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10713 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10716 int texturenumsurfaces, endsurface;
10717 texture_t *texture;
10718 const msurface_t *surface;
10719 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10721 // if the model is static it doesn't matter what value we give for
10722 // wantnormals and wanttangents, so this logic uses only rules applicable
10723 // to a model, knowing that they are meaningless otherwise
10724 if (ent == r_refdef.scene.worldentity)
10725 RSurf_ActiveWorldEntity();
10726 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10727 RSurf_ActiveModelEntity(ent, false, false, false);
10730 switch (vid.renderpath)
10732 case RENDERPATH_GL20:
10733 case RENDERPATH_D3D9:
10734 case RENDERPATH_D3D10:
10735 case RENDERPATH_D3D11:
10736 case RENDERPATH_SOFT:
10737 case RENDERPATH_GLES2:
10738 RSurf_ActiveModelEntity(ent, true, true, false);
10740 case RENDERPATH_GL11:
10741 case RENDERPATH_GL13:
10742 case RENDERPATH_GLES1:
10743 RSurf_ActiveModelEntity(ent, true, false, false);
10748 if (r_transparentdepthmasking.integer)
10750 qboolean setup = false;
10751 for (i = 0;i < numsurfaces;i = j)
10754 surface = rsurface.modelsurfaces + surfacelist[i];
10755 texture = surface->texture;
10756 rsurface.texture = R_GetCurrentTexture(texture);
10757 rsurface.lightmaptexture = NULL;
10758 rsurface.deluxemaptexture = NULL;
10759 rsurface.uselightmaptexture = false;
10760 // scan ahead until we find a different texture
10761 endsurface = min(i + 1024, numsurfaces);
10762 texturenumsurfaces = 0;
10763 texturesurfacelist[texturenumsurfaces++] = surface;
10764 for (;j < endsurface;j++)
10766 surface = rsurface.modelsurfaces + surfacelist[j];
10767 if (texture != surface->texture)
10769 texturesurfacelist[texturenumsurfaces++] = surface;
10771 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10773 // render the range of surfaces as depth
10777 GL_ColorMask(0,0,0,0);
10779 GL_DepthTest(true);
10780 GL_BlendFunc(GL_ONE, GL_ZERO);
10781 GL_DepthMask(true);
10782 // R_Mesh_ResetTextureState();
10784 RSurf_SetupDepthAndCulling();
10785 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10786 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
10787 if (rsurface.batchvertex3fbuffer)
10788 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10790 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10794 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10797 for (i = 0;i < numsurfaces;i = j)
10800 surface = rsurface.modelsurfaces + surfacelist[i];
10801 texture = surface->texture;
10802 rsurface.texture = R_GetCurrentTexture(texture);
10803 // scan ahead until we find a different texture
10804 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10805 texturenumsurfaces = 0;
10806 texturesurfacelist[texturenumsurfaces++] = surface;
10807 if(FAKELIGHT_ENABLED)
10809 rsurface.lightmaptexture = NULL;
10810 rsurface.deluxemaptexture = NULL;
10811 rsurface.uselightmaptexture = false;
10812 for (;j < endsurface;j++)
10814 surface = rsurface.modelsurfaces + surfacelist[j];
10815 if (texture != surface->texture)
10817 texturesurfacelist[texturenumsurfaces++] = surface;
10822 rsurface.lightmaptexture = surface->lightmaptexture;
10823 rsurface.deluxemaptexture = surface->deluxemaptexture;
10824 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10825 for (;j < endsurface;j++)
10827 surface = rsurface.modelsurfaces + surfacelist[j];
10828 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10830 texturesurfacelist[texturenumsurfaces++] = surface;
10833 // render the range of surfaces
10834 if (ent == r_refdef.scene.worldentity)
10835 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10837 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10839 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10842 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10844 // transparent surfaces get pushed off into the transparent queue
10845 int surfacelistindex;
10846 const msurface_t *surface;
10847 vec3_t tempcenter, center;
10848 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10850 surface = texturesurfacelist[surfacelistindex];
10851 if (r_transparent_sortsurfacesbynearest.integer)
10853 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10854 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10855 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10859 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10860 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10861 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10863 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10864 if (rsurface.entity->transparent_offset) // transparent offset
10866 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10867 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10868 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10870 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10874 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10876 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10878 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10880 RSurf_SetupDepthAndCulling();
10881 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10882 if (rsurface.batchvertex3fbuffer)
10883 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10885 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10886 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
10890 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10894 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10897 if (!rsurface.texture->currentnumlayers)
10899 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10900 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10902 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10904 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10905 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10906 else if (!rsurface.texture->currentnumlayers)
10908 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10910 // in the deferred case, transparent surfaces were queued during prepass
10911 if (!r_shadow_usingdeferredprepass)
10912 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10916 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10917 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10922 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10925 texture_t *texture;
10926 R_FrameData_SetMark();
10927 // break the surface list down into batches by texture and use of lightmapping
10928 for (i = 0;i < numsurfaces;i = j)
10931 // texture is the base texture pointer, rsurface.texture is the
10932 // current frame/skin the texture is directing us to use (for example
10933 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10934 // use skin 1 instead)
10935 texture = surfacelist[i]->texture;
10936 rsurface.texture = R_GetCurrentTexture(texture);
10937 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10939 // if this texture is not the kind we want, skip ahead to the next one
10940 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10944 if(FAKELIGHT_ENABLED || depthonly || prepass)
10946 rsurface.lightmaptexture = NULL;
10947 rsurface.deluxemaptexture = NULL;
10948 rsurface.uselightmaptexture = false;
10949 // simply scan ahead until we find a different texture or lightmap state
10950 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10955 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10956 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10957 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10958 // simply scan ahead until we find a different texture or lightmap state
10959 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10962 // render the range of surfaces
10963 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10965 R_FrameData_ReturnToMark();
10968 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10972 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10975 if (!rsurface.texture->currentnumlayers)
10977 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10978 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10980 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10982 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10983 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10984 else if (!rsurface.texture->currentnumlayers)
10986 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10988 // in the deferred case, transparent surfaces were queued during prepass
10989 if (!r_shadow_usingdeferredprepass)
10990 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10994 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10995 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11000 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11003 texture_t *texture;
11004 R_FrameData_SetMark();
11005 // break the surface list down into batches by texture and use of lightmapping
11006 for (i = 0;i < numsurfaces;i = j)
11009 // texture is the base texture pointer, rsurface.texture is the
11010 // current frame/skin the texture is directing us to use (for example
11011 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11012 // use skin 1 instead)
11013 texture = surfacelist[i]->texture;
11014 rsurface.texture = R_GetCurrentTexture(texture);
11015 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11017 // if this texture is not the kind we want, skip ahead to the next one
11018 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11022 if(FAKELIGHT_ENABLED || depthonly || prepass)
11024 rsurface.lightmaptexture = NULL;
11025 rsurface.deluxemaptexture = NULL;
11026 rsurface.uselightmaptexture = false;
11027 // simply scan ahead until we find a different texture or lightmap state
11028 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11033 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11034 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11035 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11036 // simply scan ahead until we find a different texture or lightmap state
11037 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11040 // render the range of surfaces
11041 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11043 R_FrameData_ReturnToMark();
11046 float locboxvertex3f[6*4*3] =
11048 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11049 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11050 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11051 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11052 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11053 1,0,0, 0,0,0, 0,1,0, 1,1,0
11056 unsigned short locboxelements[6*2*3] =
11061 12,13,14, 12,14,15,
11062 16,17,18, 16,18,19,
11066 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11069 cl_locnode_t *loc = (cl_locnode_t *)ent;
11071 float vertex3f[6*4*3];
11073 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11074 GL_DepthMask(false);
11075 GL_DepthRange(0, 1);
11076 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11077 GL_DepthTest(true);
11078 GL_CullFace(GL_NONE);
11079 R_EntityMatrix(&identitymatrix);
11081 // R_Mesh_ResetTextureState();
11083 i = surfacelist[0];
11084 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11085 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11086 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11087 surfacelist[0] < 0 ? 0.5f : 0.125f);
11089 if (VectorCompare(loc->mins, loc->maxs))
11091 VectorSet(size, 2, 2, 2);
11092 VectorMA(loc->mins, -0.5f, size, mins);
11096 VectorCopy(loc->mins, mins);
11097 VectorSubtract(loc->maxs, loc->mins, size);
11100 for (i = 0;i < 6*4*3;)
11101 for (j = 0;j < 3;j++, i++)
11102 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11104 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11105 R_SetupShader_Generic_NoTexture(false, false);
11106 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11109 void R_DrawLocs(void)
11112 cl_locnode_t *loc, *nearestloc;
11114 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11115 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11117 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11118 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11122 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11124 if (decalsystem->decals)
11125 Mem_Free(decalsystem->decals);
11126 memset(decalsystem, 0, sizeof(*decalsystem));
11129 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)
11132 tridecal_t *decals;
11135 // expand or initialize the system
11136 if (decalsystem->maxdecals <= decalsystem->numdecals)
11138 decalsystem_t old = *decalsystem;
11139 qboolean useshortelements;
11140 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11141 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11142 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)));
11143 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11144 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11145 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11146 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11147 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11148 if (decalsystem->numdecals)
11149 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11151 Mem_Free(old.decals);
11152 for (i = 0;i < decalsystem->maxdecals*3;i++)
11153 decalsystem->element3i[i] = i;
11154 if (useshortelements)
11155 for (i = 0;i < decalsystem->maxdecals*3;i++)
11156 decalsystem->element3s[i] = i;
11159 // grab a decal and search for another free slot for the next one
11160 decals = decalsystem->decals;
11161 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11162 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11164 decalsystem->freedecal = i;
11165 if (decalsystem->numdecals <= i)
11166 decalsystem->numdecals = i + 1;
11168 // initialize the decal
11170 decal->triangleindex = triangleindex;
11171 decal->surfaceindex = surfaceindex;
11172 decal->decalsequence = decalsequence;
11173 decal->color4f[0][0] = c0[0];
11174 decal->color4f[0][1] = c0[1];
11175 decal->color4f[0][2] = c0[2];
11176 decal->color4f[0][3] = 1;
11177 decal->color4f[1][0] = c1[0];
11178 decal->color4f[1][1] = c1[1];
11179 decal->color4f[1][2] = c1[2];
11180 decal->color4f[1][3] = 1;
11181 decal->color4f[2][0] = c2[0];
11182 decal->color4f[2][1] = c2[1];
11183 decal->color4f[2][2] = c2[2];
11184 decal->color4f[2][3] = 1;
11185 decal->vertex3f[0][0] = v0[0];
11186 decal->vertex3f[0][1] = v0[1];
11187 decal->vertex3f[0][2] = v0[2];
11188 decal->vertex3f[1][0] = v1[0];
11189 decal->vertex3f[1][1] = v1[1];
11190 decal->vertex3f[1][2] = v1[2];
11191 decal->vertex3f[2][0] = v2[0];
11192 decal->vertex3f[2][1] = v2[1];
11193 decal->vertex3f[2][2] = v2[2];
11194 decal->texcoord2f[0][0] = t0[0];
11195 decal->texcoord2f[0][1] = t0[1];
11196 decal->texcoord2f[1][0] = t1[0];
11197 decal->texcoord2f[1][1] = t1[1];
11198 decal->texcoord2f[2][0] = t2[0];
11199 decal->texcoord2f[2][1] = t2[1];
11200 TriangleNormal(v0, v1, v2, decal->plane);
11201 VectorNormalize(decal->plane);
11202 decal->plane[3] = DotProduct(v0, decal->plane);
11205 extern cvar_t cl_decals_bias;
11206 extern cvar_t cl_decals_models;
11207 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11208 // baseparms, parms, temps
11209 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)
11214 const float *vertex3f;
11215 const float *normal3f;
11217 float points[2][9][3];
11224 e = rsurface.modelelement3i + 3*triangleindex;
11226 vertex3f = rsurface.modelvertex3f;
11227 normal3f = rsurface.modelnormal3f;
11231 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11233 index = 3*e[cornerindex];
11234 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11239 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11241 index = 3*e[cornerindex];
11242 VectorCopy(vertex3f + index, v[cornerindex]);
11247 //TriangleNormal(v[0], v[1], v[2], normal);
11248 //if (DotProduct(normal, localnormal) < 0.0f)
11250 // clip by each of the box planes formed from the projection matrix
11251 // if anything survives, we emit the decal
11252 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]);
11255 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]);
11258 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]);
11261 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]);
11264 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]);
11267 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]);
11270 // some part of the triangle survived, so we have to accept it...
11273 // dynamic always uses the original triangle
11275 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11277 index = 3*e[cornerindex];
11278 VectorCopy(vertex3f + index, v[cornerindex]);
11281 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11283 // convert vertex positions to texcoords
11284 Matrix4x4_Transform(projection, v[cornerindex], temp);
11285 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11286 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11287 // calculate distance fade from the projection origin
11288 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11289 f = bound(0.0f, f, 1.0f);
11290 c[cornerindex][0] = r * f;
11291 c[cornerindex][1] = g * f;
11292 c[cornerindex][2] = b * f;
11293 c[cornerindex][3] = 1.0f;
11294 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11297 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);
11299 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11300 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);
11302 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)
11304 matrix4x4_t projection;
11305 decalsystem_t *decalsystem;
11308 const msurface_t *surface;
11309 const msurface_t *surfaces;
11310 const int *surfacelist;
11311 const texture_t *texture;
11313 int numsurfacelist;
11314 int surfacelistindex;
11317 float localorigin[3];
11318 float localnormal[3];
11319 float localmins[3];
11320 float localmaxs[3];
11323 float planes[6][4];
11326 int bih_triangles_count;
11327 int bih_triangles[256];
11328 int bih_surfaces[256];
11330 decalsystem = &ent->decalsystem;
11331 model = ent->model;
11332 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11334 R_DecalSystem_Reset(&ent->decalsystem);
11338 if (!model->brush.data_leafs && !cl_decals_models.integer)
11340 if (decalsystem->model)
11341 R_DecalSystem_Reset(decalsystem);
11345 if (decalsystem->model != model)
11346 R_DecalSystem_Reset(decalsystem);
11347 decalsystem->model = model;
11349 RSurf_ActiveModelEntity(ent, true, false, false);
11351 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11352 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11353 VectorNormalize(localnormal);
11354 localsize = worldsize*rsurface.inversematrixscale;
11355 localmins[0] = localorigin[0] - localsize;
11356 localmins[1] = localorigin[1] - localsize;
11357 localmins[2] = localorigin[2] - localsize;
11358 localmaxs[0] = localorigin[0] + localsize;
11359 localmaxs[1] = localorigin[1] + localsize;
11360 localmaxs[2] = localorigin[2] + localsize;
11362 //VectorCopy(localnormal, planes[4]);
11363 //VectorVectors(planes[4], planes[2], planes[0]);
11364 AnglesFromVectors(angles, localnormal, NULL, false);
11365 AngleVectors(angles, planes[0], planes[2], planes[4]);
11366 VectorNegate(planes[0], planes[1]);
11367 VectorNegate(planes[2], planes[3]);
11368 VectorNegate(planes[4], planes[5]);
11369 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11370 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11371 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11372 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11373 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11374 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11379 matrix4x4_t forwardprojection;
11380 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11381 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11386 float projectionvector[4][3];
11387 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11388 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11389 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11390 projectionvector[0][0] = planes[0][0] * ilocalsize;
11391 projectionvector[0][1] = planes[1][0] * ilocalsize;
11392 projectionvector[0][2] = planes[2][0] * ilocalsize;
11393 projectionvector[1][0] = planes[0][1] * ilocalsize;
11394 projectionvector[1][1] = planes[1][1] * ilocalsize;
11395 projectionvector[1][2] = planes[2][1] * ilocalsize;
11396 projectionvector[2][0] = planes[0][2] * ilocalsize;
11397 projectionvector[2][1] = planes[1][2] * ilocalsize;
11398 projectionvector[2][2] = planes[2][2] * ilocalsize;
11399 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11400 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11401 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11402 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11406 dynamic = model->surfmesh.isanimated;
11407 numsurfacelist = model->nummodelsurfaces;
11408 surfacelist = model->sortedmodelsurfaces;
11409 surfaces = model->data_surfaces;
11412 bih_triangles_count = -1;
11415 if(model->render_bih.numleafs)
11416 bih = &model->render_bih;
11417 else if(model->collision_bih.numleafs)
11418 bih = &model->collision_bih;
11421 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11422 if(bih_triangles_count == 0)
11424 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11426 if(bih_triangles_count > 0)
11428 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11430 surfaceindex = bih_surfaces[triangleindex];
11431 surface = surfaces + surfaceindex;
11432 texture = surface->texture;
11433 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11435 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11437 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11442 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11444 surfaceindex = surfacelist[surfacelistindex];
11445 surface = surfaces + surfaceindex;
11446 // check cull box first because it rejects more than any other check
11447 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11449 // skip transparent surfaces
11450 texture = surface->texture;
11451 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11453 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11455 numtriangles = surface->num_triangles;
11456 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11457 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11462 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11463 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)
11465 int renderentityindex;
11466 float worldmins[3];
11467 float worldmaxs[3];
11468 entity_render_t *ent;
11470 if (!cl_decals_newsystem.integer)
11473 worldmins[0] = worldorigin[0] - worldsize;
11474 worldmins[1] = worldorigin[1] - worldsize;
11475 worldmins[2] = worldorigin[2] - worldsize;
11476 worldmaxs[0] = worldorigin[0] + worldsize;
11477 worldmaxs[1] = worldorigin[1] + worldsize;
11478 worldmaxs[2] = worldorigin[2] + worldsize;
11480 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11482 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11484 ent = r_refdef.scene.entities[renderentityindex];
11485 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11488 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11492 typedef struct r_decalsystem_splatqueue_s
11494 vec3_t worldorigin;
11495 vec3_t worldnormal;
11501 r_decalsystem_splatqueue_t;
11503 int r_decalsystem_numqueued = 0;
11504 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11506 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)
11508 r_decalsystem_splatqueue_t *queue;
11510 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11513 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11514 VectorCopy(worldorigin, queue->worldorigin);
11515 VectorCopy(worldnormal, queue->worldnormal);
11516 Vector4Set(queue->color, r, g, b, a);
11517 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11518 queue->worldsize = worldsize;
11519 queue->decalsequence = cl.decalsequence++;
11522 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11525 r_decalsystem_splatqueue_t *queue;
11527 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11528 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);
11529 r_decalsystem_numqueued = 0;
11532 extern cvar_t cl_decals_max;
11533 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11536 decalsystem_t *decalsystem = &ent->decalsystem;
11543 if (!decalsystem->numdecals)
11546 if (r_showsurfaces.integer)
11549 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11551 R_DecalSystem_Reset(decalsystem);
11555 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11556 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11558 if (decalsystem->lastupdatetime)
11559 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11562 decalsystem->lastupdatetime = r_refdef.scene.time;
11563 numdecals = decalsystem->numdecals;
11565 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11567 if (decal->color4f[0][3])
11569 decal->lived += frametime;
11570 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11572 memset(decal, 0, sizeof(*decal));
11573 if (decalsystem->freedecal > i)
11574 decalsystem->freedecal = i;
11578 decal = decalsystem->decals;
11579 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11582 // collapse the array by shuffling the tail decals into the gaps
11585 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11586 decalsystem->freedecal++;
11587 if (decalsystem->freedecal == numdecals)
11589 decal[decalsystem->freedecal] = decal[--numdecals];
11592 decalsystem->numdecals = numdecals;
11594 if (numdecals <= 0)
11596 // if there are no decals left, reset decalsystem
11597 R_DecalSystem_Reset(decalsystem);
11601 extern skinframe_t *decalskinframe;
11602 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11605 decalsystem_t *decalsystem = &ent->decalsystem;
11614 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11617 numdecals = decalsystem->numdecals;
11621 if (r_showsurfaces.integer)
11624 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11626 R_DecalSystem_Reset(decalsystem);
11630 // if the model is static it doesn't matter what value we give for
11631 // wantnormals and wanttangents, so this logic uses only rules applicable
11632 // to a model, knowing that they are meaningless otherwise
11633 if (ent == r_refdef.scene.worldentity)
11634 RSurf_ActiveWorldEntity();
11636 RSurf_ActiveModelEntity(ent, false, false, false);
11638 decalsystem->lastupdatetime = r_refdef.scene.time;
11640 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11642 // update vertex positions for animated models
11643 v3f = decalsystem->vertex3f;
11644 c4f = decalsystem->color4f;
11645 t2f = decalsystem->texcoord2f;
11646 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11648 if (!decal->color4f[0][3])
11651 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11655 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11658 // update color values for fading decals
11659 if (decal->lived >= cl_decals_time.value)
11660 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11664 c4f[ 0] = decal->color4f[0][0] * alpha;
11665 c4f[ 1] = decal->color4f[0][1] * alpha;
11666 c4f[ 2] = decal->color4f[0][2] * alpha;
11668 c4f[ 4] = decal->color4f[1][0] * alpha;
11669 c4f[ 5] = decal->color4f[1][1] * alpha;
11670 c4f[ 6] = decal->color4f[1][2] * alpha;
11672 c4f[ 8] = decal->color4f[2][0] * alpha;
11673 c4f[ 9] = decal->color4f[2][1] * alpha;
11674 c4f[10] = decal->color4f[2][2] * alpha;
11677 t2f[0] = decal->texcoord2f[0][0];
11678 t2f[1] = decal->texcoord2f[0][1];
11679 t2f[2] = decal->texcoord2f[1][0];
11680 t2f[3] = decal->texcoord2f[1][1];
11681 t2f[4] = decal->texcoord2f[2][0];
11682 t2f[5] = decal->texcoord2f[2][1];
11684 // update vertex positions for animated models
11685 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11687 e = rsurface.modelelement3i + 3*decal->triangleindex;
11688 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11689 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11690 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11694 VectorCopy(decal->vertex3f[0], v3f);
11695 VectorCopy(decal->vertex3f[1], v3f + 3);
11696 VectorCopy(decal->vertex3f[2], v3f + 6);
11699 if (r_refdef.fogenabled)
11701 alpha = RSurf_FogVertex(v3f);
11702 VectorScale(c4f, alpha, c4f);
11703 alpha = RSurf_FogVertex(v3f + 3);
11704 VectorScale(c4f + 4, alpha, c4f + 4);
11705 alpha = RSurf_FogVertex(v3f + 6);
11706 VectorScale(c4f + 8, alpha, c4f + 8);
11717 r_refdef.stats.drawndecals += numtris;
11719 // now render the decals all at once
11720 // (this assumes they all use one particle font texture!)
11721 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);
11722 // R_Mesh_ResetTextureState();
11723 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11724 GL_DepthMask(false);
11725 GL_DepthRange(0, 1);
11726 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11727 GL_DepthTest(true);
11728 GL_CullFace(GL_NONE);
11729 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11730 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11731 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11735 static void R_DrawModelDecals(void)
11739 // fade faster when there are too many decals
11740 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11741 for (i = 0;i < r_refdef.scene.numentities;i++)
11742 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11744 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11745 for (i = 0;i < r_refdef.scene.numentities;i++)
11746 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11747 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11749 R_DecalSystem_ApplySplatEntitiesQueue();
11751 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11752 for (i = 0;i < r_refdef.scene.numentities;i++)
11753 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11755 r_refdef.stats.totaldecals += numdecals;
11757 if (r_showsurfaces.integer)
11760 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11762 for (i = 0;i < r_refdef.scene.numentities;i++)
11764 if (!r_refdef.viewcache.entityvisible[i])
11766 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11767 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11771 extern cvar_t mod_collision_bih;
11772 static void R_DrawDebugModel(void)
11774 entity_render_t *ent = rsurface.entity;
11775 int i, j, k, l, flagsmask;
11776 const msurface_t *surface;
11777 dp_model_t *model = ent->model;
11780 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11783 if (r_showoverdraw.value > 0)
11785 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11786 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11787 R_SetupShader_Generic_NoTexture(false, false);
11788 GL_DepthTest(false);
11789 GL_DepthMask(false);
11790 GL_DepthRange(0, 1);
11791 GL_BlendFunc(GL_ONE, GL_ONE);
11792 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11794 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11796 rsurface.texture = R_GetCurrentTexture(surface->texture);
11797 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11799 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11800 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11801 if (!rsurface.texture->currentlayers->depthmask)
11802 GL_Color(c, 0, 0, 1.0f);
11803 else if (ent == r_refdef.scene.worldentity)
11804 GL_Color(c, c, c, 1.0f);
11806 GL_Color(0, c, 0, 1.0f);
11807 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11811 rsurface.texture = NULL;
11814 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11816 // R_Mesh_ResetTextureState();
11817 R_SetupShader_Generic_NoTexture(false, false);
11818 GL_DepthRange(0, 1);
11819 GL_DepthTest(!r_showdisabledepthtest.integer);
11820 GL_DepthMask(false);
11821 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11823 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11827 qboolean cullbox = false;
11828 const q3mbrush_t *brush;
11829 const bih_t *bih = &model->collision_bih;
11830 const bih_leaf_t *bihleaf;
11831 float vertex3f[3][3];
11832 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11833 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11835 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11837 switch (bihleaf->type)
11840 brush = model->brush.data_brushes + bihleaf->itemindex;
11841 if (brush->colbrushf && brush->colbrushf->numtriangles)
11843 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);
11844 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11845 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11848 case BIH_COLLISIONTRIANGLE:
11849 triangleindex = bihleaf->itemindex;
11850 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11851 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11852 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11853 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);
11854 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11855 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11857 case BIH_RENDERTRIANGLE:
11858 triangleindex = bihleaf->itemindex;
11859 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11860 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11861 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11862 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);
11863 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11864 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11870 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11873 if (r_showtris.integer && qglPolygonMode)
11875 if (r_showdisabledepthtest.integer)
11877 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11878 GL_DepthMask(false);
11882 GL_BlendFunc(GL_ONE, GL_ZERO);
11883 GL_DepthMask(true);
11885 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11886 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11888 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11890 rsurface.texture = R_GetCurrentTexture(surface->texture);
11891 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11893 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11894 if (!rsurface.texture->currentlayers->depthmask)
11895 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11896 else if (ent == r_refdef.scene.worldentity)
11897 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11899 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11900 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11904 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11905 rsurface.texture = NULL;
11908 if (r_shownormals.value != 0 && qglBegin)
11910 if (r_showdisabledepthtest.integer)
11912 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11913 GL_DepthMask(false);
11917 GL_BlendFunc(GL_ONE, GL_ZERO);
11918 GL_DepthMask(true);
11920 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11922 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11924 rsurface.texture = R_GetCurrentTexture(surface->texture);
11925 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11927 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11928 qglBegin(GL_LINES);
11929 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11931 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11933 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11934 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11935 qglVertex3f(v[0], v[1], v[2]);
11936 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11937 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11938 qglVertex3f(v[0], v[1], v[2]);
11941 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11943 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11945 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11946 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11947 qglVertex3f(v[0], v[1], v[2]);
11948 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11949 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11950 qglVertex3f(v[0], v[1], v[2]);
11953 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11955 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11957 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11958 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11959 qglVertex3f(v[0], v[1], v[2]);
11960 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11961 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11962 qglVertex3f(v[0], v[1], v[2]);
11965 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11967 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11969 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11970 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11971 qglVertex3f(v[0], v[1], v[2]);
11972 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11973 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11974 qglVertex3f(v[0], v[1], v[2]);
11981 rsurface.texture = NULL;
11986 int r_maxsurfacelist = 0;
11987 const msurface_t **r_surfacelist = NULL;
11988 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11990 int i, j, endj, flagsmask;
11991 dp_model_t *model = r_refdef.scene.worldmodel;
11992 msurface_t *surfaces;
11993 unsigned char *update;
11994 int numsurfacelist = 0;
11998 if (r_maxsurfacelist < model->num_surfaces)
12000 r_maxsurfacelist = model->num_surfaces;
12002 Mem_Free((msurface_t**)r_surfacelist);
12003 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12006 RSurf_ActiveWorldEntity();
12008 surfaces = model->data_surfaces;
12009 update = model->brushq1.lightmapupdateflags;
12011 // update light styles on this submodel
12012 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12014 model_brush_lightstyleinfo_t *style;
12015 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12017 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12019 int *list = style->surfacelist;
12020 style->value = r_refdef.scene.lightstylevalue[style->style];
12021 for (j = 0;j < style->numsurfaces;j++)
12022 update[list[j]] = true;
12027 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12031 R_DrawDebugModel();
12032 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12036 rsurface.lightmaptexture = NULL;
12037 rsurface.deluxemaptexture = NULL;
12038 rsurface.uselightmaptexture = false;
12039 rsurface.texture = NULL;
12040 rsurface.rtlight = NULL;
12041 numsurfacelist = 0;
12042 // add visible surfaces to draw list
12043 for (i = 0;i < model->nummodelsurfaces;i++)
12045 j = model->sortedmodelsurfaces[i];
12046 if (r_refdef.viewcache.world_surfacevisible[j])
12047 r_surfacelist[numsurfacelist++] = surfaces + j;
12049 // update lightmaps if needed
12050 if (model->brushq1.firstrender)
12052 model->brushq1.firstrender = false;
12053 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12055 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12059 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12060 if (r_refdef.viewcache.world_surfacevisible[j])
12062 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12064 // don't do anything if there were no surfaces
12065 if (!numsurfacelist)
12067 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12070 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12072 // add to stats if desired
12073 if (r_speeds.integer && !skysurfaces && !depthonly)
12075 r_refdef.stats.world_surfaces += numsurfacelist;
12076 for (j = 0;j < numsurfacelist;j++)
12077 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12080 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12083 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12085 int i, j, endj, flagsmask;
12086 dp_model_t *model = ent->model;
12087 msurface_t *surfaces;
12088 unsigned char *update;
12089 int numsurfacelist = 0;
12093 if (r_maxsurfacelist < model->num_surfaces)
12095 r_maxsurfacelist = model->num_surfaces;
12097 Mem_Free((msurface_t **)r_surfacelist);
12098 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12101 // if the model is static it doesn't matter what value we give for
12102 // wantnormals and wanttangents, so this logic uses only rules applicable
12103 // to a model, knowing that they are meaningless otherwise
12104 if (ent == r_refdef.scene.worldentity)
12105 RSurf_ActiveWorldEntity();
12106 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12107 RSurf_ActiveModelEntity(ent, false, false, false);
12109 RSurf_ActiveModelEntity(ent, true, true, true);
12110 else if (depthonly)
12112 switch (vid.renderpath)
12114 case RENDERPATH_GL20:
12115 case RENDERPATH_D3D9:
12116 case RENDERPATH_D3D10:
12117 case RENDERPATH_D3D11:
12118 case RENDERPATH_SOFT:
12119 case RENDERPATH_GLES2:
12120 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12122 case RENDERPATH_GL11:
12123 case RENDERPATH_GL13:
12124 case RENDERPATH_GLES1:
12125 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12131 switch (vid.renderpath)
12133 case RENDERPATH_GL20:
12134 case RENDERPATH_D3D9:
12135 case RENDERPATH_D3D10:
12136 case RENDERPATH_D3D11:
12137 case RENDERPATH_SOFT:
12138 case RENDERPATH_GLES2:
12139 RSurf_ActiveModelEntity(ent, true, true, false);
12141 case RENDERPATH_GL11:
12142 case RENDERPATH_GL13:
12143 case RENDERPATH_GLES1:
12144 RSurf_ActiveModelEntity(ent, true, false, false);
12149 surfaces = model->data_surfaces;
12150 update = model->brushq1.lightmapupdateflags;
12152 // update light styles
12153 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12155 model_brush_lightstyleinfo_t *style;
12156 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12158 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12160 int *list = style->surfacelist;
12161 style->value = r_refdef.scene.lightstylevalue[style->style];
12162 for (j = 0;j < style->numsurfaces;j++)
12163 update[list[j]] = true;
12168 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12172 R_DrawDebugModel();
12173 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12177 rsurface.lightmaptexture = NULL;
12178 rsurface.deluxemaptexture = NULL;
12179 rsurface.uselightmaptexture = false;
12180 rsurface.texture = NULL;
12181 rsurface.rtlight = NULL;
12182 numsurfacelist = 0;
12183 // add visible surfaces to draw list
12184 for (i = 0;i < model->nummodelsurfaces;i++)
12185 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12186 // don't do anything if there were no surfaces
12187 if (!numsurfacelist)
12189 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12192 // update lightmaps if needed
12196 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12201 R_BuildLightMap(ent, surfaces + j);
12206 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12208 // add to stats if desired
12209 if (r_speeds.integer && !skysurfaces && !depthonly)
12211 r_refdef.stats.entities_surfaces += numsurfacelist;
12212 for (j = 0;j < numsurfacelist;j++)
12213 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12216 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12219 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12221 static texture_t texture;
12222 static msurface_t surface;
12223 const msurface_t *surfacelist = &surface;
12225 // fake enough texture and surface state to render this geometry
12227 texture.update_lastrenderframe = -1; // regenerate this texture
12228 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12229 texture.currentskinframe = skinframe;
12230 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12231 texture.offsetmapping = OFFSETMAPPING_OFF;
12232 texture.offsetscale = 1;
12233 texture.specularscalemod = 1;
12234 texture.specularpowermod = 1;
12235 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12236 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12237 // JUST GREP FOR "specularscalemod = 1".
12239 surface.texture = &texture;
12240 surface.num_triangles = numtriangles;
12241 surface.num_firsttriangle = firsttriangle;
12242 surface.num_vertices = numvertices;
12243 surface.num_firstvertex = firstvertex;
12246 rsurface.texture = R_GetCurrentTexture(surface.texture);
12247 rsurface.lightmaptexture = NULL;
12248 rsurface.deluxemaptexture = NULL;
12249 rsurface.uselightmaptexture = false;
12250 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12253 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)
12255 static msurface_t surface;
12256 const msurface_t *surfacelist = &surface;
12258 // fake enough texture and surface state to render this geometry
12259 surface.texture = texture;
12260 surface.num_triangles = numtriangles;
12261 surface.num_firsttriangle = firsttriangle;
12262 surface.num_vertices = numvertices;
12263 surface.num_firstvertex = firstvertex;
12266 rsurface.texture = R_GetCurrentTexture(surface.texture);
12267 rsurface.lightmaptexture = NULL;
12268 rsurface.deluxemaptexture = NULL;
12269 rsurface.uselightmaptexture = false;
12270 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);