2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
38 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
42 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
48 mempool_t *r_main_mempool;
49 rtexturepool_t *r_main_texturepool;
51 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
53 static qboolean r_loadnormalmap;
54 static qboolean r_loadgloss;
56 static qboolean r_loaddds;
57 static qboolean r_savedds;
58 static qboolean r_gpuskeletal;
65 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
66 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
67 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
68 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
69 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
70 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
71 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
72 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
73 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
74 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
75 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
76 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
78 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
79 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
80 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
81 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
82 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
84 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
85 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
86 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
87 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
88 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
89 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
90 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
91 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
92 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
93 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
94 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
95 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
96 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
97 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
98 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
99 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
100 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
101 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
102 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
103 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
104 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
105 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
106 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
107 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
108 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
109 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
110 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
111 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
112 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
113 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
114 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
115 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
124 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
125 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
126 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
127 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
128 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
129 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
130 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
131 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
132 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
133 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
134 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
135 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
136 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
137 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
138 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
139 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
140 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
141 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
142 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
143 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
144 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
145 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
146 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
147 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
148 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
149 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
151 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
152 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
153 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
154 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
155 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
156 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
157 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
158 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
160 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
161 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
163 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
164 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
165 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
167 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
168 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
169 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
170 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
171 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
172 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
173 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
174 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
175 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
177 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
178 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
179 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
180 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
181 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
182 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
183 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
184 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
185 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
186 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
187 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
188 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
194 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
195 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
197 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
198 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
199 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
200 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
201 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
202 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
203 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
204 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
205 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
206 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
208 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
209 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
210 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
211 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
213 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
214 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
216 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
217 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
218 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
219 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
220 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
221 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
223 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
224 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
225 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
226 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
227 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
228 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
229 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
230 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
231 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
232 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
234 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
236 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
238 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
240 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
242 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
243 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
244 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
245 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
247 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
248 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
250 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
252 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
253 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
255 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
256 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
257 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
258 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
261 extern cvar_t v_glslgamma;
262 extern cvar_t v_glslgamma_2d;
264 extern qboolean v_flipped_state;
266 r_framebufferstate_t r_fb;
268 /// shadow volume bsp struct with automatically growing nodes buffer
271 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
273 rtexture_t *r_texture_blanknormalmap;
274 rtexture_t *r_texture_white;
275 rtexture_t *r_texture_grey128;
276 rtexture_t *r_texture_black;
277 rtexture_t *r_texture_notexture;
278 rtexture_t *r_texture_whitecube;
279 rtexture_t *r_texture_normalizationcube;
280 rtexture_t *r_texture_fogattenuation;
281 rtexture_t *r_texture_fogheighttexture;
282 rtexture_t *r_texture_gammaramps;
283 unsigned int r_texture_gammaramps_serial;
284 //rtexture_t *r_texture_fogintensity;
285 rtexture_t *r_texture_reflectcube;
287 // TODO: hash lookups?
288 typedef struct cubemapinfo_s
295 int r_texture_numcubemaps;
296 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
298 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
299 unsigned int r_numqueries;
300 unsigned int r_maxqueries;
302 typedef struct r_qwskincache_s
304 char name[MAX_QPATH];
305 skinframe_t *skinframe;
309 static r_qwskincache_t *r_qwskincache;
310 static int r_qwskincache_size;
312 /// vertex coordinates for a quad that covers the screen exactly
313 extern const float r_screenvertex3f[12];
314 extern const float r_d3dscreenvertex3f[12];
315 const float r_screenvertex3f[12] =
322 const float r_d3dscreenvertex3f[12] =
330 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
333 for (i = 0;i < verts;i++)
344 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
347 for (i = 0;i < verts;i++)
357 // FIXME: move this to client?
360 if (gamemode == GAME_NEHAHRA)
362 Cvar_Set("gl_fogenable", "0");
363 Cvar_Set("gl_fogdensity", "0.2");
364 Cvar_Set("gl_fogred", "0.3");
365 Cvar_Set("gl_foggreen", "0.3");
366 Cvar_Set("gl_fogblue", "0.3");
368 r_refdef.fog_density = 0;
369 r_refdef.fog_red = 0;
370 r_refdef.fog_green = 0;
371 r_refdef.fog_blue = 0;
372 r_refdef.fog_alpha = 1;
373 r_refdef.fog_start = 0;
374 r_refdef.fog_end = 16384;
375 r_refdef.fog_height = 1<<30;
376 r_refdef.fog_fadedepth = 128;
377 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
380 static void R_BuildBlankTextures(void)
382 unsigned char data[4];
383 data[2] = 128; // normal X
384 data[1] = 128; // normal Y
385 data[0] = 255; // normal Z
386 data[3] = 255; // height
387 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
392 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
397 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
402 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
405 static void R_BuildNoTexture(void)
408 unsigned char pix[16][16][4];
409 // this makes a light grey/dark grey checkerboard texture
410 for (y = 0;y < 16;y++)
412 for (x = 0;x < 16;x++)
414 if ((y < 8) ^ (x < 8))
430 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
433 static void R_BuildWhiteCube(void)
435 unsigned char data[6*1*1*4];
436 memset(data, 255, sizeof(data));
437 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
440 static void R_BuildNormalizationCube(void)
444 vec_t s, t, intensity;
447 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
448 for (side = 0;side < 6;side++)
450 for (y = 0;y < NORMSIZE;y++)
452 for (x = 0;x < NORMSIZE;x++)
454 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
455 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
490 intensity = 127.0f / sqrt(DotProduct(v, v));
491 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
492 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
493 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
494 data[((side*64+y)*64+x)*4+3] = 255;
498 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
502 static void R_BuildFogTexture(void)
506 unsigned char data1[FOGWIDTH][4];
507 //unsigned char data2[FOGWIDTH][4];
510 r_refdef.fogmasktable_start = r_refdef.fog_start;
511 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
512 r_refdef.fogmasktable_range = r_refdef.fogrange;
513 r_refdef.fogmasktable_density = r_refdef.fog_density;
515 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
516 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
518 d = (x * r - r_refdef.fogmasktable_start);
519 if(developer_extra.integer)
520 Con_DPrintf("%f ", d);
522 if (r_fog_exp2.integer)
523 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
525 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
526 if(developer_extra.integer)
527 Con_DPrintf(" : %f ", alpha);
528 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
529 if(developer_extra.integer)
530 Con_DPrintf(" = %f\n", alpha);
531 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
534 for (x = 0;x < FOGWIDTH;x++)
536 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
541 //data2[x][0] = 255 - b;
542 //data2[x][1] = 255 - b;
543 //data2[x][2] = 255 - b;
546 if (r_texture_fogattenuation)
548 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
549 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
553 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
554 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
558 static void R_BuildFogHeightTexture(void)
560 unsigned char *inpixels;
568 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
569 if (r_refdef.fogheighttexturename[0])
570 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
573 r_refdef.fog_height_tablesize = 0;
574 if (r_texture_fogheighttexture)
575 R_FreeTexture(r_texture_fogheighttexture);
576 r_texture_fogheighttexture = NULL;
577 if (r_refdef.fog_height_table2d)
578 Mem_Free(r_refdef.fog_height_table2d);
579 r_refdef.fog_height_table2d = NULL;
580 if (r_refdef.fog_height_table1d)
581 Mem_Free(r_refdef.fog_height_table1d);
582 r_refdef.fog_height_table1d = NULL;
586 r_refdef.fog_height_tablesize = size;
587 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
588 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
589 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
591 // LordHavoc: now the magic - what is that table2d for? it is a cooked
592 // average fog color table accounting for every fog layer between a point
593 // and the camera. (Note: attenuation is handled separately!)
594 for (y = 0;y < size;y++)
596 for (x = 0;x < size;x++)
602 for (j = x;j <= y;j++)
604 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
610 for (j = x;j >= y;j--)
612 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
617 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
618 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
619 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
620 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
623 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
626 //=======================================================================================================================================================
628 static const char *builtinshaderstrings[] =
630 #include "shader_glsl.h"
634 const char *builtinhlslshaderstrings[] =
636 #include "shader_hlsl.h"
640 char *glslshaderstring = NULL;
641 char *hlslshaderstring = NULL;
643 //=======================================================================================================================================================
645 typedef struct shaderpermutationinfo_s
650 shaderpermutationinfo_t;
652 typedef struct shadermodeinfo_s
654 const char *filename;
660 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
661 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
663 {"#define USEDIFFUSE\n", " diffuse"},
664 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
665 {"#define USEVIEWTINT\n", " viewtint"},
666 {"#define USECOLORMAPPING\n", " colormapping"},
667 {"#define USESATURATION\n", " saturation"},
668 {"#define USEFOGINSIDE\n", " foginside"},
669 {"#define USEFOGOUTSIDE\n", " fogoutside"},
670 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
671 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
672 {"#define USEGAMMARAMPS\n", " gammaramps"},
673 {"#define USECUBEFILTER\n", " cubefilter"},
674 {"#define USEGLOW\n", " glow"},
675 {"#define USEBLOOM\n", " bloom"},
676 {"#define USESPECULAR\n", " specular"},
677 {"#define USEPOSTPROCESSING\n", " postprocessing"},
678 {"#define USEREFLECTION\n", " reflection"},
679 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
680 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
681 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
682 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
683 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
684 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
685 {"#define USEALPHAKILL\n", " alphakill"},
686 {"#define USEREFLECTCUBE\n", " reflectcube"},
687 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
688 {"#define USEBOUNCEGRID\n", " bouncegrid"},
689 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
690 {"#define USETRIPPY\n", " trippy"},
691 {"#define USEDEPTHRGB\n", " depthrgb"},
692 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
693 {"#define USESKELETAL\n", " skeletal"},
694 {"#define USEOCCLUDE\n", " occlude"}
697 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
698 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
700 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
701 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
702 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
703 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
704 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
705 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
706 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
707 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
708 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
709 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
710 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
711 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
712 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
713 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
714 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
715 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
716 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
719 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
721 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
722 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
723 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
724 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
725 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
726 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
727 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
728 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
729 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
730 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
731 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
732 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
733 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
734 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
735 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
736 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
737 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
740 struct r_glsl_permutation_s;
741 typedef struct r_glsl_permutation_s
744 struct r_glsl_permutation_s *hashnext;
746 unsigned int permutation;
748 /// indicates if we have tried compiling this permutation already
750 /// 0 if compilation failed
752 // texture units assigned to each detected uniform
753 int tex_Texture_First;
754 int tex_Texture_Second;
755 int tex_Texture_GammaRamps;
756 int tex_Texture_Normal;
757 int tex_Texture_Color;
758 int tex_Texture_Gloss;
759 int tex_Texture_Glow;
760 int tex_Texture_SecondaryNormal;
761 int tex_Texture_SecondaryColor;
762 int tex_Texture_SecondaryGloss;
763 int tex_Texture_SecondaryGlow;
764 int tex_Texture_Pants;
765 int tex_Texture_Shirt;
766 int tex_Texture_FogHeightTexture;
767 int tex_Texture_FogMask;
768 int tex_Texture_Lightmap;
769 int tex_Texture_Deluxemap;
770 int tex_Texture_Attenuation;
771 int tex_Texture_Cube;
772 int tex_Texture_Refraction;
773 int tex_Texture_Reflection;
774 int tex_Texture_ShadowMap2D;
775 int tex_Texture_CubeProjection;
776 int tex_Texture_ScreenNormalMap;
777 int tex_Texture_ScreenDiffuse;
778 int tex_Texture_ScreenSpecular;
779 int tex_Texture_ReflectMask;
780 int tex_Texture_ReflectCube;
781 int tex_Texture_BounceGrid;
782 /// locations of detected uniforms in program object, or -1 if not found
783 int loc_Texture_First;
784 int loc_Texture_Second;
785 int loc_Texture_GammaRamps;
786 int loc_Texture_Normal;
787 int loc_Texture_Color;
788 int loc_Texture_Gloss;
789 int loc_Texture_Glow;
790 int loc_Texture_SecondaryNormal;
791 int loc_Texture_SecondaryColor;
792 int loc_Texture_SecondaryGloss;
793 int loc_Texture_SecondaryGlow;
794 int loc_Texture_Pants;
795 int loc_Texture_Shirt;
796 int loc_Texture_FogHeightTexture;
797 int loc_Texture_FogMask;
798 int loc_Texture_Lightmap;
799 int loc_Texture_Deluxemap;
800 int loc_Texture_Attenuation;
801 int loc_Texture_Cube;
802 int loc_Texture_Refraction;
803 int loc_Texture_Reflection;
804 int loc_Texture_ShadowMap2D;
805 int loc_Texture_CubeProjection;
806 int loc_Texture_ScreenNormalMap;
807 int loc_Texture_ScreenDiffuse;
808 int loc_Texture_ScreenSpecular;
809 int loc_Texture_ReflectMask;
810 int loc_Texture_ReflectCube;
811 int loc_Texture_BounceGrid;
813 int loc_BloomBlur_Parameters;
815 int loc_Color_Ambient;
816 int loc_Color_Diffuse;
817 int loc_Color_Specular;
821 int loc_DeferredColor_Ambient;
822 int loc_DeferredColor_Diffuse;
823 int loc_DeferredColor_Specular;
824 int loc_DeferredMod_Diffuse;
825 int loc_DeferredMod_Specular;
826 int loc_DistortScaleRefractReflect;
829 int loc_FogHeightFade;
831 int loc_FogPlaneViewDist;
832 int loc_FogRangeRecip;
835 int loc_LightPosition;
836 int loc_OffsetMapping_ScaleSteps;
837 int loc_OffsetMapping_LodDistance;
838 int loc_OffsetMapping_Bias;
840 int loc_ReflectColor;
841 int loc_ReflectFactor;
842 int loc_ReflectOffset;
843 int loc_RefractColor;
845 int loc_ScreenCenterRefractReflect;
846 int loc_ScreenScaleRefractReflect;
847 int loc_ScreenToDepth;
848 int loc_ShadowMap_Parameters;
849 int loc_ShadowMap_TextureScale;
850 int loc_SpecularPower;
851 int loc_Skeletal_Transform12;
856 int loc_ViewTintColor;
858 int loc_ModelToLight;
860 int loc_BackgroundTexMatrix;
861 int loc_ModelViewProjectionMatrix;
862 int loc_ModelViewMatrix;
863 int loc_PixelToScreenTexCoord;
864 int loc_ModelToReflectCube;
865 int loc_ShadowMapMatrix;
866 int loc_BloomColorSubtract;
867 int loc_NormalmapScrollBlend;
868 int loc_BounceGridMatrix;
869 int loc_BounceGridIntensity;
870 /// uniform block bindings
871 int ubibind_Skeletal_Transform12_UniformBlock;
872 /// uniform block indices
873 int ubiloc_Skeletal_Transform12_UniformBlock;
875 r_glsl_permutation_t;
877 #define SHADERPERMUTATION_HASHSIZE 256
880 // non-degradable "lightweight" shader parameters to keep the permutations simpler
881 // these can NOT degrade! only use for simple stuff
884 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
885 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
886 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
887 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
888 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
889 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
890 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
891 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
892 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
893 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
894 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
895 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
896 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
897 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
899 #define SHADERSTATICPARMS_COUNT 14
901 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
902 static int shaderstaticparms_count = 0;
904 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
905 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
907 extern qboolean r_shadow_shadowmapsampler;
908 extern int r_shadow_shadowmappcf;
909 qboolean R_CompileShader_CheckStaticParms(void)
911 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
912 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
913 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
916 if (r_glsl_saturation_redcompensate.integer)
917 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
918 if (r_glsl_vertextextureblend_usebothalphas.integer)
919 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
920 if (r_shadow_glossexact.integer)
921 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
922 if (r_glsl_postprocess.integer)
924 if (r_glsl_postprocess_uservec1_enable.integer)
925 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
926 if (r_glsl_postprocess_uservec2_enable.integer)
927 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
928 if (r_glsl_postprocess_uservec3_enable.integer)
929 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
930 if (r_glsl_postprocess_uservec4_enable.integer)
931 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
934 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
935 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
936 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
938 if (r_shadow_shadowmapsampler)
939 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
940 if (r_shadow_shadowmappcf > 1)
941 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
942 else if (r_shadow_shadowmappcf)
943 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
944 if (r_celshading.integer)
945 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
946 if (r_celoutlines.integer)
947 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
949 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
952 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
953 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
954 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
956 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
957 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
959 shaderstaticparms_count = 0;
962 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
963 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
964 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
965 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
966 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
967 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
968 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
969 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
970 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
971 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
972 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
973 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
974 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
975 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
978 /// information about each possible shader permutation
979 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
980 /// currently selected permutation
981 r_glsl_permutation_t *r_glsl_permutation;
982 /// storage for permutations linked in the hash table
983 memexpandablearray_t r_glsl_permutationarray;
985 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
987 //unsigned int hashdepth = 0;
988 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
989 r_glsl_permutation_t *p;
990 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
992 if (p->mode == mode && p->permutation == permutation)
994 //if (hashdepth > 10)
995 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1000 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1002 p->permutation = permutation;
1003 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1004 r_glsl_permutationhash[mode][hashindex] = p;
1005 //if (hashdepth > 10)
1006 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1010 static char *R_ShaderStrCat(const char **strings)
1013 const char **p = strings;
1016 for (p = strings;(t = *p);p++)
1019 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1021 for (p = strings;(t = *p);p++)
1031 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1034 if (!filename || !filename[0])
1036 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1037 if (!strcmp(filename, "glsl/default.glsl"))
1040 return R_ShaderStrCat(builtinshaderstrings);
1041 if (!glslshaderstring)
1043 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1044 if (glslshaderstring)
1045 Con_DPrintf("Loading shaders from file %s...\n", filename);
1047 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1049 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1050 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1051 return shaderstring;
1053 if (!strcmp(filename, "hlsl/default.hlsl"))
1056 return R_ShaderStrCat(builtinhlslshaderstrings);
1057 if (!hlslshaderstring)
1059 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1060 if (hlslshaderstring)
1061 Con_DPrintf("Loading shaders from file %s...\n", filename);
1063 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1065 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1066 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1067 return shaderstring;
1069 // we don't have builtin strings for any other files
1072 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1075 if (printfromdisknotice)
1076 Con_DPrintf("from disk %s... ", filename);
1077 return shaderstring;
1079 return shaderstring;
1082 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1087 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1089 char permutationname[256];
1090 int vertstrings_count = 0;
1091 int geomstrings_count = 0;
1092 int fragstrings_count = 0;
1093 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1094 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1095 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1102 permutationname[0] = 0;
1103 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1105 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1107 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1108 if(vid.support.glshaderversion >= 140)
1110 vertstrings_list[vertstrings_count++] = "#version 140\n";
1111 geomstrings_list[geomstrings_count++] = "#version 140\n";
1112 fragstrings_list[fragstrings_count++] = "#version 140\n";
1113 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1114 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1115 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1117 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1118 else if(vid.support.glshaderversion >= 130)
1120 vertstrings_list[vertstrings_count++] = "#version 130\n";
1121 geomstrings_list[geomstrings_count++] = "#version 130\n";
1122 fragstrings_list[fragstrings_count++] = "#version 130\n";
1123 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1124 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1125 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1128 // the first pretext is which type of shader to compile as
1129 // (later these will all be bound together as a program object)
1130 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1131 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1132 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1134 // the second pretext is the mode (for example a light source)
1135 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1136 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1137 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1138 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1140 // now add all the permutation pretexts
1141 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1143 if (permutation & (1<<i))
1145 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1146 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1147 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1148 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1152 // keep line numbers correct
1153 vertstrings_list[vertstrings_count++] = "\n";
1154 geomstrings_list[geomstrings_count++] = "\n";
1155 fragstrings_list[fragstrings_count++] = "\n";
1160 R_CompileShader_AddStaticParms(mode, permutation);
1161 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1162 vertstrings_count += shaderstaticparms_count;
1163 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1164 geomstrings_count += shaderstaticparms_count;
1165 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1166 fragstrings_count += shaderstaticparms_count;
1168 // now append the shader text itself
1169 vertstrings_list[vertstrings_count++] = sourcestring;
1170 geomstrings_list[geomstrings_count++] = sourcestring;
1171 fragstrings_list[fragstrings_count++] = sourcestring;
1173 // compile the shader program
1174 if (vertstrings_count + geomstrings_count + fragstrings_count)
1175 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1179 qglUseProgram(p->program);CHECKGLERROR
1180 // look up all the uniform variable names we care about, so we don't
1181 // have to look them up every time we set them
1186 GLint activeuniformindex = 0;
1187 GLint numactiveuniforms = 0;
1188 char uniformname[128];
1189 GLsizei uniformnamelength = 0;
1190 GLint uniformsize = 0;
1191 GLenum uniformtype = 0;
1192 memset(uniformname, 0, sizeof(uniformname));
1193 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1194 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1195 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1197 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1198 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1203 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1204 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1205 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1206 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1207 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1208 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1209 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1210 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1211 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1212 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1213 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1214 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1215 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1216 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1217 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1218 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1219 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1220 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1221 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1222 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1223 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1224 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1225 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1226 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1227 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1228 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1229 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1230 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1231 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1232 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1233 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1234 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1235 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1236 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1237 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1238 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1239 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1240 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1241 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1242 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1243 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1244 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1245 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1246 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1247 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1248 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1249 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1250 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1251 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1252 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1253 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1254 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1255 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1256 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1257 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1258 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1259 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1260 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1261 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1262 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1263 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1264 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1265 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1266 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1267 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1268 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1269 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1270 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1271 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1272 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1273 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1274 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1275 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1276 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1277 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1278 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1279 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1280 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1281 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1282 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1283 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1284 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1285 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1286 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1287 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1288 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1289 // initialize the samplers to refer to the texture units we use
1290 p->tex_Texture_First = -1;
1291 p->tex_Texture_Second = -1;
1292 p->tex_Texture_GammaRamps = -1;
1293 p->tex_Texture_Normal = -1;
1294 p->tex_Texture_Color = -1;
1295 p->tex_Texture_Gloss = -1;
1296 p->tex_Texture_Glow = -1;
1297 p->tex_Texture_SecondaryNormal = -1;
1298 p->tex_Texture_SecondaryColor = -1;
1299 p->tex_Texture_SecondaryGloss = -1;
1300 p->tex_Texture_SecondaryGlow = -1;
1301 p->tex_Texture_Pants = -1;
1302 p->tex_Texture_Shirt = -1;
1303 p->tex_Texture_FogHeightTexture = -1;
1304 p->tex_Texture_FogMask = -1;
1305 p->tex_Texture_Lightmap = -1;
1306 p->tex_Texture_Deluxemap = -1;
1307 p->tex_Texture_Attenuation = -1;
1308 p->tex_Texture_Cube = -1;
1309 p->tex_Texture_Refraction = -1;
1310 p->tex_Texture_Reflection = -1;
1311 p->tex_Texture_ShadowMap2D = -1;
1312 p->tex_Texture_CubeProjection = -1;
1313 p->tex_Texture_ScreenNormalMap = -1;
1314 p->tex_Texture_ScreenDiffuse = -1;
1315 p->tex_Texture_ScreenSpecular = -1;
1316 p->tex_Texture_ReflectMask = -1;
1317 p->tex_Texture_ReflectCube = -1;
1318 p->tex_Texture_BounceGrid = -1;
1319 // bind the texture samplers in use
1321 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1322 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1323 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1324 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1325 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1326 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1327 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1328 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1329 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1330 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1331 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1332 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1333 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1334 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1335 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1336 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1337 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1338 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1339 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1340 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1341 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1342 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1343 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1344 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1345 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1346 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1347 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1348 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1349 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1350 // get the uniform block indices so we can bind them
1351 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1352 if (vid.support.arb_uniform_buffer_object)
1353 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1356 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1357 // clear the uniform block bindings
1358 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1359 // bind the uniform blocks in use
1361 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1362 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1364 // we're done compiling and setting up the shader, at least until it is used
1366 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1369 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1373 Mem_Free(sourcestring);
1376 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1378 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1379 if (r_glsl_permutation != perm)
1381 r_glsl_permutation = perm;
1382 if (!r_glsl_permutation->program)
1384 if (!r_glsl_permutation->compiled)
1386 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1387 R_GLSL_CompilePermutation(perm, mode, permutation);
1389 if (!r_glsl_permutation->program)
1391 // remove features until we find a valid permutation
1393 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1395 // reduce i more quickly whenever it would not remove any bits
1396 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1397 if (!(permutation & j))
1400 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1401 if (!r_glsl_permutation->compiled)
1402 R_GLSL_CompilePermutation(perm, mode, permutation);
1403 if (r_glsl_permutation->program)
1406 if (i >= SHADERPERMUTATION_COUNT)
1408 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1409 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1410 qglUseProgram(0);CHECKGLERROR
1411 return; // no bit left to clear, entire mode is broken
1416 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1418 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1419 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1420 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1428 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1429 extern D3DCAPS9 vid_d3d9caps;
1432 struct r_hlsl_permutation_s;
1433 typedef struct r_hlsl_permutation_s
1435 /// hash lookup data
1436 struct r_hlsl_permutation_s *hashnext;
1438 unsigned int permutation;
1440 /// indicates if we have tried compiling this permutation already
1442 /// NULL if compilation failed
1443 IDirect3DVertexShader9 *vertexshader;
1444 IDirect3DPixelShader9 *pixelshader;
1446 r_hlsl_permutation_t;
1448 typedef enum D3DVSREGISTER_e
1450 D3DVSREGISTER_TexMatrix = 0, // float4x4
1451 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1452 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1453 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1454 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1455 D3DVSREGISTER_ModelToLight = 20, // float4x4
1456 D3DVSREGISTER_EyePosition = 24,
1457 D3DVSREGISTER_FogPlane = 25,
1458 D3DVSREGISTER_LightDir = 26,
1459 D3DVSREGISTER_LightPosition = 27,
1463 typedef enum D3DPSREGISTER_e
1465 D3DPSREGISTER_Alpha = 0,
1466 D3DPSREGISTER_BloomBlur_Parameters = 1,
1467 D3DPSREGISTER_ClientTime = 2,
1468 D3DPSREGISTER_Color_Ambient = 3,
1469 D3DPSREGISTER_Color_Diffuse = 4,
1470 D3DPSREGISTER_Color_Specular = 5,
1471 D3DPSREGISTER_Color_Glow = 6,
1472 D3DPSREGISTER_Color_Pants = 7,
1473 D3DPSREGISTER_Color_Shirt = 8,
1474 D3DPSREGISTER_DeferredColor_Ambient = 9,
1475 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1476 D3DPSREGISTER_DeferredColor_Specular = 11,
1477 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1478 D3DPSREGISTER_DeferredMod_Specular = 13,
1479 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1480 D3DPSREGISTER_EyePosition = 15, // unused
1481 D3DPSREGISTER_FogColor = 16,
1482 D3DPSREGISTER_FogHeightFade = 17,
1483 D3DPSREGISTER_FogPlane = 18,
1484 D3DPSREGISTER_FogPlaneViewDist = 19,
1485 D3DPSREGISTER_FogRangeRecip = 20,
1486 D3DPSREGISTER_LightColor = 21,
1487 D3DPSREGISTER_LightDir = 22, // unused
1488 D3DPSREGISTER_LightPosition = 23,
1489 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1490 D3DPSREGISTER_PixelSize = 25,
1491 D3DPSREGISTER_ReflectColor = 26,
1492 D3DPSREGISTER_ReflectFactor = 27,
1493 D3DPSREGISTER_ReflectOffset = 28,
1494 D3DPSREGISTER_RefractColor = 29,
1495 D3DPSREGISTER_Saturation = 30,
1496 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1497 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1498 D3DPSREGISTER_ScreenToDepth = 33,
1499 D3DPSREGISTER_ShadowMap_Parameters = 34,
1500 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1501 D3DPSREGISTER_SpecularPower = 36,
1502 D3DPSREGISTER_UserVec1 = 37,
1503 D3DPSREGISTER_UserVec2 = 38,
1504 D3DPSREGISTER_UserVec3 = 39,
1505 D3DPSREGISTER_UserVec4 = 40,
1506 D3DPSREGISTER_ViewTintColor = 41,
1507 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1508 D3DPSREGISTER_BloomColorSubtract = 43,
1509 D3DPSREGISTER_ViewToLight = 44, // float4x4
1510 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1511 D3DPSREGISTER_NormalmapScrollBlend = 52,
1512 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1513 D3DPSREGISTER_OffsetMapping_Bias = 54,
1518 /// information about each possible shader permutation
1519 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1520 /// currently selected permutation
1521 r_hlsl_permutation_t *r_hlsl_permutation;
1522 /// storage for permutations linked in the hash table
1523 memexpandablearray_t r_hlsl_permutationarray;
1525 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1527 //unsigned int hashdepth = 0;
1528 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1529 r_hlsl_permutation_t *p;
1530 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1532 if (p->mode == mode && p->permutation == permutation)
1534 //if (hashdepth > 10)
1535 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1540 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1542 p->permutation = permutation;
1543 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1544 r_hlsl_permutationhash[mode][hashindex] = p;
1545 //if (hashdepth > 10)
1546 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1551 //#include <d3dx9shader.h>
1552 //#include <d3dx9mesh.h>
1554 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1556 DWORD *vsbin = NULL;
1557 DWORD *psbin = NULL;
1558 fs_offset_t vsbinsize;
1559 fs_offset_t psbinsize;
1560 // IDirect3DVertexShader9 *vs = NULL;
1561 // IDirect3DPixelShader9 *ps = NULL;
1562 ID3DXBuffer *vslog = NULL;
1563 ID3DXBuffer *vsbuffer = NULL;
1564 ID3DXConstantTable *vsconstanttable = NULL;
1565 ID3DXBuffer *pslog = NULL;
1566 ID3DXBuffer *psbuffer = NULL;
1567 ID3DXConstantTable *psconstanttable = NULL;
1570 char temp[MAX_INPUTLINE];
1571 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1573 qboolean debugshader = gl_paranoid.integer != 0;
1574 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1575 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1578 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1579 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1581 if ((!vsbin && vertstring) || (!psbin && fragstring))
1583 const char* dllnames_d3dx9 [] =
1607 dllhandle_t d3dx9_dll = NULL;
1608 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1609 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1610 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1611 dllfunction_t d3dx9_dllfuncs[] =
1613 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1614 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1615 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1618 // 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...
1619 #ifndef ID3DXBuffer_GetBufferPointer
1620 #if !defined(__cplusplus) || defined(CINTERFACE)
1621 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1622 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1623 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1625 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1626 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1627 #define ID3DXBuffer_Release(p) (p)->Release()
1630 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1632 DWORD shaderflags = 0;
1634 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1635 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1636 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1637 if (vertstring && vertstring[0])
1641 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1642 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1645 vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1648 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1649 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1650 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1651 ID3DXBuffer_Release(vsbuffer);
1655 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1656 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1657 ID3DXBuffer_Release(vslog);
1660 if (fragstring && fragstring[0])
1664 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1665 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1668 psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1671 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1672 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1673 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1674 ID3DXBuffer_Release(psbuffer);
1678 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1679 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1680 ID3DXBuffer_Release(pslog);
1683 Sys_UnloadLibrary(&d3dx9_dll);
1686 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1690 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1691 if (FAILED(vsresult))
1692 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1693 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1694 if (FAILED(psresult))
1695 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1697 // free the shader data
1698 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1699 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1702 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1705 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1706 int vertstring_length = 0;
1707 int geomstring_length = 0;
1708 int fragstring_length = 0;
1711 char *vertstring, *geomstring, *fragstring;
1712 char permutationname[256];
1713 char cachename[256];
1714 int vertstrings_count = 0;
1715 int geomstrings_count = 0;
1716 int fragstrings_count = 0;
1717 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1718 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1719 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1724 p->vertexshader = NULL;
1725 p->pixelshader = NULL;
1727 permutationname[0] = 0;
1729 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1731 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1732 strlcat(cachename, "hlsl/", sizeof(cachename));
1734 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1735 vertstrings_count = 0;
1736 geomstrings_count = 0;
1737 fragstrings_count = 0;
1738 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1739 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1740 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1742 // the first pretext is which type of shader to compile as
1743 // (later these will all be bound together as a program object)
1744 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1745 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1746 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1748 // the second pretext is the mode (for example a light source)
1749 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1750 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1751 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1752 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1753 strlcat(cachename, modeinfo->name, sizeof(cachename));
1755 // now add all the permutation pretexts
1756 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1758 if (permutation & (1<<i))
1760 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1761 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1762 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1763 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1764 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1768 // keep line numbers correct
1769 vertstrings_list[vertstrings_count++] = "\n";
1770 geomstrings_list[geomstrings_count++] = "\n";
1771 fragstrings_list[fragstrings_count++] = "\n";
1776 R_CompileShader_AddStaticParms(mode, permutation);
1777 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1778 vertstrings_count += shaderstaticparms_count;
1779 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1780 geomstrings_count += shaderstaticparms_count;
1781 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1782 fragstrings_count += shaderstaticparms_count;
1784 // replace spaces in the cachename with _ characters
1785 for (i = 0;cachename[i];i++)
1786 if (cachename[i] == ' ')
1789 // now append the shader text itself
1790 vertstrings_list[vertstrings_count++] = sourcestring;
1791 geomstrings_list[geomstrings_count++] = sourcestring;
1792 fragstrings_list[fragstrings_count++] = sourcestring;
1794 vertstring_length = 0;
1795 for (i = 0;i < vertstrings_count;i++)
1796 vertstring_length += (int)strlen(vertstrings_list[i]);
1797 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1798 for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1799 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1801 geomstring_length = 0;
1802 for (i = 0;i < geomstrings_count;i++)
1803 geomstring_length += (int)strlen(geomstrings_list[i]);
1804 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1805 for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1806 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1808 fragstring_length = 0;
1809 for (i = 0;i < fragstrings_count;i++)
1810 fragstring_length += (int)strlen(fragstrings_list[i]);
1811 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1812 for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1813 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1815 // try to load the cached shader, or generate one
1816 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1818 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1819 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1821 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1825 Mem_Free(vertstring);
1827 Mem_Free(geomstring);
1829 Mem_Free(fragstring);
1831 Mem_Free(sourcestring);
1834 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1835 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1836 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);}
1837 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);}
1838 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);}
1839 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);}
1841 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1842 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1843 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);}
1844 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);}
1845 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);}
1846 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);}
1848 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1850 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1851 if (r_hlsl_permutation != perm)
1853 r_hlsl_permutation = perm;
1854 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1856 if (!r_hlsl_permutation->compiled)
1857 R_HLSL_CompilePermutation(perm, mode, permutation);
1858 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1860 // remove features until we find a valid permutation
1862 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1864 // reduce i more quickly whenever it would not remove any bits
1865 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1866 if (!(permutation & j))
1869 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1870 if (!r_hlsl_permutation->compiled)
1871 R_HLSL_CompilePermutation(perm, mode, permutation);
1872 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1875 if (i >= SHADERPERMUTATION_COUNT)
1877 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1878 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1879 return; // no bit left to clear, entire mode is broken
1883 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1884 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1886 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1887 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1888 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1892 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1894 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1895 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1896 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1897 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1900 void R_GLSL_Restart_f(void)
1902 unsigned int i, limit;
1903 if (glslshaderstring)
1904 Mem_Free(glslshaderstring);
1905 glslshaderstring = NULL;
1906 if (hlslshaderstring)
1907 Mem_Free(hlslshaderstring);
1908 hlslshaderstring = NULL;
1909 switch(vid.renderpath)
1911 case RENDERPATH_D3D9:
1914 r_hlsl_permutation_t *p;
1915 r_hlsl_permutation = NULL;
1916 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1917 for (i = 0;i < limit;i++)
1919 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1921 if (p->vertexshader)
1922 IDirect3DVertexShader9_Release(p->vertexshader);
1924 IDirect3DPixelShader9_Release(p->pixelshader);
1925 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1928 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1932 case RENDERPATH_D3D10:
1933 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1935 case RENDERPATH_D3D11:
1936 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1938 case RENDERPATH_GL20:
1939 case RENDERPATH_GLES2:
1941 r_glsl_permutation_t *p;
1942 r_glsl_permutation = NULL;
1943 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1944 for (i = 0;i < limit;i++)
1946 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1948 GL_Backend_FreeProgram(p->program);
1949 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1952 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1955 case RENDERPATH_GL11:
1956 case RENDERPATH_GL13:
1957 case RENDERPATH_GLES1:
1959 case RENDERPATH_SOFT:
1964 static void R_GLSL_DumpShader_f(void)
1966 int i, language, mode, dupe;
1968 shadermodeinfo_t *modeinfo;
1971 for (language = 0;language < 2;language++)
1973 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1974 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1976 // don't dump the same file multiple times (most or all shaders come from the same file)
1977 for (dupe = mode - 1;dupe >= 0;dupe--)
1978 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1982 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1985 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1988 FS_Print(file, "/* The engine may define the following macros:\n");
1989 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990 for (i = 0;i < SHADERMODE_COUNT;i++)
1991 FS_Print(file, modeinfo[i].pretext);
1992 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993 FS_Print(file, shaderpermutationinfo[i].pretext);
1994 FS_Print(file, "*/\n");
1995 FS_Print(file, text);
1997 Con_Printf("%s written\n", modeinfo[mode].filename);
2000 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
2006 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
2008 unsigned int permutation = 0;
2009 if (r_trippy.integer && !notrippy)
2010 permutation |= SHADERPERMUTATION_TRIPPY;
2011 permutation |= SHADERPERMUTATION_VIEWTINT;
2013 permutation |= SHADERPERMUTATION_DIFFUSE;
2015 permutation |= SHADERPERMUTATION_SPECULAR;
2016 if (texturemode == GL_MODULATE)
2017 permutation |= SHADERPERMUTATION_COLORMAPPING;
2018 else if (texturemode == GL_ADD)
2019 permutation |= SHADERPERMUTATION_GLOW;
2020 else if (texturemode == GL_DECAL)
2021 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2022 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2023 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2024 if (suppresstexalpha)
2025 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2027 texturemode = GL_MODULATE;
2028 if (vid.allowalphatocoverage)
2029 GL_AlphaToCoverage(false);
2030 switch (vid.renderpath)
2032 case RENDERPATH_D3D9:
2034 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2035 R_Mesh_TexBind(GL20TU_FIRST , first );
2036 R_Mesh_TexBind(GL20TU_SECOND, second);
2037 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2038 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2041 case RENDERPATH_D3D10:
2042 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2044 case RENDERPATH_D3D11:
2045 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2047 case RENDERPATH_GL20:
2048 case RENDERPATH_GLES2:
2049 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2050 if (r_glsl_permutation->tex_Texture_First >= 0)
2051 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2052 if (r_glsl_permutation->tex_Texture_Second >= 0)
2053 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2054 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2055 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2057 case RENDERPATH_GL13:
2058 case RENDERPATH_GLES1:
2059 R_Mesh_TexBind(0, first );
2060 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2061 R_Mesh_TexMatrix(0, NULL);
2062 R_Mesh_TexBind(1, second);
2065 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2066 R_Mesh_TexMatrix(1, NULL);
2069 case RENDERPATH_GL11:
2070 R_Mesh_TexBind(0, first );
2071 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2072 R_Mesh_TexMatrix(0, NULL);
2074 case RENDERPATH_SOFT:
2075 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2076 R_Mesh_TexBind(GL20TU_FIRST , first );
2077 R_Mesh_TexBind(GL20TU_SECOND, second);
2082 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2084 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2087 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2089 unsigned int permutation = 0;
2090 if (r_trippy.integer && !notrippy)
2091 permutation |= SHADERPERMUTATION_TRIPPY;
2093 permutation |= SHADERPERMUTATION_DEPTHRGB;
2095 permutation |= SHADERPERMUTATION_SKELETAL;
2097 if (vid.allowalphatocoverage)
2098 GL_AlphaToCoverage(false);
2099 switch (vid.renderpath)
2101 case RENDERPATH_D3D9:
2103 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2106 case RENDERPATH_D3D10:
2107 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2109 case RENDERPATH_D3D11:
2110 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2112 case RENDERPATH_GL20:
2113 case RENDERPATH_GLES2:
2114 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2115 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2116 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2119 case RENDERPATH_GL13:
2120 case RENDERPATH_GLES1:
2121 R_Mesh_TexBind(0, 0);
2122 R_Mesh_TexBind(1, 0);
2124 case RENDERPATH_GL11:
2125 R_Mesh_TexBind(0, 0);
2127 case RENDERPATH_SOFT:
2128 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2133 extern qboolean r_shadow_usingdeferredprepass;
2134 extern rtexture_t *r_shadow_attenuationgradienttexture;
2135 extern rtexture_t *r_shadow_attenuation2dtexture;
2136 extern rtexture_t *r_shadow_attenuation3dtexture;
2137 extern qboolean r_shadow_usingshadowmap2d;
2138 extern qboolean r_shadow_usingshadowmaportho;
2139 extern float r_shadow_shadowmap_texturescale[2];
2140 extern float r_shadow_shadowmap_parameters[4];
2141 extern qboolean r_shadow_shadowmapvsdct;
2142 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2143 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2144 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2145 extern matrix4x4_t r_shadow_shadowmapmatrix;
2146 extern int r_shadow_prepass_width;
2147 extern int r_shadow_prepass_height;
2148 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2149 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2150 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2151 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2153 #define BLENDFUNC_ALLOWS_COLORMOD 1
2154 #define BLENDFUNC_ALLOWS_FOG 2
2155 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2156 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2157 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2158 static int R_BlendFuncFlags(int src, int dst)
2162 // a blendfunc allows colormod if:
2163 // a) it can never keep the destination pixel invariant, or
2164 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2165 // this is to prevent unintended side effects from colormod
2167 // a blendfunc allows fog if:
2168 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2169 // this is to prevent unintended side effects from fog
2171 // these checks are the output of fogeval.pl
2173 r |= BLENDFUNC_ALLOWS_COLORMOD;
2174 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2175 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2176 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2177 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2178 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2179 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2180 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2181 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2182 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2183 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2184 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2185 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2186 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2187 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2188 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2189 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2190 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2191 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2192 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2193 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2194 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2199 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)
2201 // select a permutation of the lighting shader appropriate to this
2202 // combination of texture, entity, light source, and fogging, only use the
2203 // minimum features necessary to avoid wasting rendering time in the
2204 // fragment shader on features that are not being used
2205 unsigned int permutation = 0;
2206 unsigned int mode = 0;
2208 static float dummy_colormod[3] = {1, 1, 1};
2209 float *colormod = rsurface.colormod;
2211 matrix4x4_t tempmatrix;
2212 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2213 if (r_trippy.integer && !notrippy)
2214 permutation |= SHADERPERMUTATION_TRIPPY;
2215 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2216 permutation |= SHADERPERMUTATION_ALPHAKILL;
2217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2218 permutation |= SHADERPERMUTATION_OCCLUDE;
2219 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2220 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2221 if (rsurfacepass == RSURFPASS_BACKGROUND)
2223 // distorted background
2224 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2226 mode = SHADERMODE_WATER;
2227 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2228 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2229 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2231 // this is the right thing to do for wateralpha
2232 GL_BlendFunc(GL_ONE, GL_ZERO);
2233 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2237 // this is the right thing to do for entity alpha
2238 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2239 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2242 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2244 mode = SHADERMODE_REFRACTION;
2245 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2246 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2247 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2248 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2252 mode = SHADERMODE_GENERIC;
2253 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2254 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2255 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2257 if (vid.allowalphatocoverage)
2258 GL_AlphaToCoverage(false);
2260 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2262 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2264 switch(rsurface.texture->offsetmapping)
2266 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2267 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2268 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2269 case OFFSETMAPPING_OFF: break;
2272 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2273 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2274 // normalmap (deferred prepass), may use alpha test on diffuse
2275 mode = SHADERMODE_DEFERREDGEOMETRY;
2276 GL_BlendFunc(GL_ONE, GL_ZERO);
2277 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2278 if (vid.allowalphatocoverage)
2279 GL_AlphaToCoverage(false);
2281 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2283 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2285 switch(rsurface.texture->offsetmapping)
2287 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2288 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2289 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2290 case OFFSETMAPPING_OFF: break;
2293 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2294 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2295 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2296 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2298 mode = SHADERMODE_LIGHTSOURCE;
2299 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2300 permutation |= SHADERPERMUTATION_CUBEFILTER;
2301 if (diffusescale > 0)
2302 permutation |= SHADERPERMUTATION_DIFFUSE;
2303 if (specularscale > 0)
2304 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
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_usingshadowmap2d)
2311 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2312 if(r_shadow_shadowmapvsdct)
2313 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2315 if (r_shadow_shadowmap2ddepthbuffer)
2316 permutation |= SHADERPERMUTATION_DEPTHRGB;
2318 if (rsurface.texture->reflectmasktexture)
2319 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2320 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2321 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2322 if (vid.allowalphatocoverage)
2323 GL_AlphaToCoverage(false);
2325 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2327 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2329 switch(rsurface.texture->offsetmapping)
2331 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2332 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2333 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2334 case OFFSETMAPPING_OFF: break;
2337 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2338 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2339 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2340 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2341 // unshaded geometry (fullbright or ambient model lighting)
2342 mode = SHADERMODE_FLATCOLOR;
2343 ambientscale = diffusescale = specularscale = 0;
2344 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2345 permutation |= SHADERPERMUTATION_GLOW;
2346 if (r_refdef.fogenabled)
2347 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2348 if (rsurface.texture->colormapping)
2349 permutation |= SHADERPERMUTATION_COLORMAPPING;
2350 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2352 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2353 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2355 if (r_shadow_shadowmap2ddepthbuffer)
2356 permutation |= SHADERPERMUTATION_DEPTHRGB;
2358 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2359 permutation |= SHADERPERMUTATION_REFLECTION;
2360 if (rsurface.texture->reflectmasktexture)
2361 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2362 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2363 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2364 // when using alphatocoverage, we don't need alphakill
2365 if (vid.allowalphatocoverage)
2367 if (r_transparent_alphatocoverage.integer)
2369 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2370 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2373 GL_AlphaToCoverage(false);
2376 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2378 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2380 switch(rsurface.texture->offsetmapping)
2382 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2383 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2384 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2385 case OFFSETMAPPING_OFF: break;
2388 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2389 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2390 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2391 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2392 // directional model lighting
2393 mode = SHADERMODE_LIGHTDIRECTION;
2394 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2395 permutation |= SHADERPERMUTATION_GLOW;
2396 permutation |= SHADERPERMUTATION_DIFFUSE;
2397 if (specularscale > 0)
2398 permutation |= SHADERPERMUTATION_SPECULAR;
2399 if (r_refdef.fogenabled)
2400 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2401 if (rsurface.texture->colormapping)
2402 permutation |= SHADERPERMUTATION_COLORMAPPING;
2403 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2405 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2406 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2408 if (r_shadow_shadowmap2ddepthbuffer)
2409 permutation |= SHADERPERMUTATION_DEPTHRGB;
2411 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2412 permutation |= SHADERPERMUTATION_REFLECTION;
2413 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2414 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2415 if (rsurface.texture->reflectmasktexture)
2416 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2417 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2419 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2420 if (r_shadow_bouncegrid_state.directional)
2421 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2423 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2424 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2425 // when using alphatocoverage, we don't need alphakill
2426 if (vid.allowalphatocoverage)
2428 if (r_transparent_alphatocoverage.integer)
2430 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2431 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2434 GL_AlphaToCoverage(false);
2437 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2439 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2441 switch(rsurface.texture->offsetmapping)
2443 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2444 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2445 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2446 case OFFSETMAPPING_OFF: break;
2449 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2450 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2451 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2452 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2453 // ambient model lighting
2454 mode = SHADERMODE_LIGHTDIRECTION;
2455 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2456 permutation |= SHADERPERMUTATION_GLOW;
2457 if (r_refdef.fogenabled)
2458 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2459 if (rsurface.texture->colormapping)
2460 permutation |= SHADERPERMUTATION_COLORMAPPING;
2461 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2463 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2464 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2466 if (r_shadow_shadowmap2ddepthbuffer)
2467 permutation |= SHADERPERMUTATION_DEPTHRGB;
2469 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2470 permutation |= SHADERPERMUTATION_REFLECTION;
2471 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2472 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2473 if (rsurface.texture->reflectmasktexture)
2474 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2475 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2477 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2478 if (r_shadow_bouncegrid_state.directional)
2479 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2481 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2482 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2483 // when using alphatocoverage, we don't need alphakill
2484 if (vid.allowalphatocoverage)
2486 if (r_transparent_alphatocoverage.integer)
2488 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2489 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2492 GL_AlphaToCoverage(false);
2497 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2499 switch(rsurface.texture->offsetmapping)
2501 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2502 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2503 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2504 case OFFSETMAPPING_OFF: break;
2507 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2508 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2509 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2510 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2512 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2513 permutation |= SHADERPERMUTATION_GLOW;
2514 if (r_refdef.fogenabled)
2515 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2516 if (rsurface.texture->colormapping)
2517 permutation |= SHADERPERMUTATION_COLORMAPPING;
2518 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2520 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2521 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2523 if (r_shadow_shadowmap2ddepthbuffer)
2524 permutation |= SHADERPERMUTATION_DEPTHRGB;
2526 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2527 permutation |= SHADERPERMUTATION_REFLECTION;
2528 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2529 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2530 if (rsurface.texture->reflectmasktexture)
2531 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2532 if (FAKELIGHT_ENABLED)
2534 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2535 mode = SHADERMODE_FAKELIGHT;
2536 permutation |= SHADERPERMUTATION_DIFFUSE;
2537 if (specularscale > 0)
2538 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2540 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2542 // deluxemapping (light direction texture)
2543 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2544 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2546 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2547 permutation |= SHADERPERMUTATION_DIFFUSE;
2548 if (specularscale > 0)
2549 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2551 else if (r_glsl_deluxemapping.integer >= 2)
2553 // fake deluxemapping (uniform light direction in tangentspace)
2554 if (rsurface.uselightmaptexture)
2555 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2557 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2558 permutation |= SHADERPERMUTATION_DIFFUSE;
2559 if (specularscale > 0)
2560 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2562 else if (rsurface.uselightmaptexture)
2564 // ordinary lightmapping (q1bsp, q3bsp)
2565 mode = SHADERMODE_LIGHTMAP;
2569 // ordinary vertex coloring (q3bsp)
2570 mode = SHADERMODE_VERTEXCOLOR;
2572 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2574 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2575 if (r_shadow_bouncegrid_state.directional)
2576 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2578 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2579 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2580 // when using alphatocoverage, we don't need alphakill
2581 if (vid.allowalphatocoverage)
2583 if (r_transparent_alphatocoverage.integer)
2585 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2586 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2589 GL_AlphaToCoverage(false);
2592 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2593 colormod = dummy_colormod;
2594 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2595 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2596 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2597 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2598 switch(vid.renderpath)
2600 case RENDERPATH_D3D9:
2602 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);
2603 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2604 R_SetupShader_SetPermutationHLSL(mode, permutation);
2605 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2606 if (mode == SHADERMODE_LIGHTSOURCE)
2608 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2609 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2613 if (mode == SHADERMODE_LIGHTDIRECTION)
2615 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2618 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2619 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2620 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2621 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2622 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2624 if (mode == SHADERMODE_LIGHTSOURCE)
2626 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2627 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2628 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2629 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2630 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2632 // additive passes are only darkened by fog, not tinted
2633 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2634 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2638 if (mode == SHADERMODE_FLATCOLOR)
2640 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2642 else if (mode == SHADERMODE_LIGHTDIRECTION)
2644 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]);
2645 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2646 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);
2647 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2648 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2649 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2650 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2654 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2655 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2656 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);
2657 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2658 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2660 // additive passes are only darkened by fog, not tinted
2661 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2662 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2664 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2665 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);
2666 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2667 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2668 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2669 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2670 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2671 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2672 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2673 if (mode == SHADERMODE_WATER)
2674 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2676 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2677 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2678 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2679 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));
2680 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2681 if (rsurface.texture->pantstexture)
2682 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2684 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2685 if (rsurface.texture->shirttexture)
2686 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2688 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2689 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2690 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2691 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2692 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2693 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2694 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2695 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2696 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2697 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2699 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2700 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2701 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2702 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2704 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2705 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2706 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2707 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2708 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2709 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2710 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2711 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2712 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2713 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2714 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2715 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2716 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2717 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2718 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2719 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2720 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2721 if (rsurfacepass == RSURFPASS_BACKGROUND)
2723 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2724 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2725 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2729 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2731 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2732 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2733 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2734 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2736 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2737 if (rsurface.rtlight)
2739 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2740 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2745 case RENDERPATH_D3D10:
2746 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2748 case RENDERPATH_D3D11:
2749 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2751 case RENDERPATH_GL20:
2752 case RENDERPATH_GLES2:
2753 if (!vid.useinterleavedarrays)
2755 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);
2756 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2757 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2758 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2759 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2760 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2761 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2762 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2763 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2764 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2765 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2769 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);
2770 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2772 // this has to be after RSurf_PrepareVerticesForBatch
2773 if (rsurface.batchskeletaltransform3x4buffer)
2774 permutation |= SHADERPERMUTATION_SKELETAL;
2775 R_SetupShader_SetPermutationGLSL(mode, permutation);
2776 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2777 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2779 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2780 if (mode == SHADERMODE_LIGHTSOURCE)
2782 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2783 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2784 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2785 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2786 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2787 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);
2789 // additive passes are only darkened by fog, not tinted
2790 if (r_glsl_permutation->loc_FogColor >= 0)
2791 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2792 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);
2796 if (mode == SHADERMODE_FLATCOLOR)
2798 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2800 else if (mode == SHADERMODE_LIGHTDIRECTION)
2802 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]);
2803 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]);
2804 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);
2805 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2806 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2807 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]);
2808 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]);
2812 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]);
2813 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]);
2814 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);
2815 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2816 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2818 // additive passes are only darkened by fog, not tinted
2819 if (r_glsl_permutation->loc_FogColor >= 0)
2821 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2822 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2824 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2826 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);
2827 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]);
2828 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]);
2829 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]);
2830 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]);
2831 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2832 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2833 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);
2834 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]);
2836 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2837 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2838 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2839 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]);
2840 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]);
2842 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2843 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));
2844 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2845 if (r_glsl_permutation->loc_Color_Pants >= 0)
2847 if (rsurface.texture->pantstexture)
2848 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2850 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2852 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2854 if (rsurface.texture->shirttexture)
2855 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2857 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2859 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]);
2860 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2861 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2862 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2863 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2864 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2865 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2866 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2867 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2869 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);
2870 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2871 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]);
2872 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2873 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2874 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2876 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2877 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2878 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2879 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2880 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2881 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2882 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2883 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2884 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2885 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2886 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2887 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2888 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2889 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2890 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);
2891 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2892 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2893 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2894 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2895 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2896 if (rsurfacepass == RSURFPASS_BACKGROUND)
2898 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);
2899 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);
2900 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);
2904 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);
2906 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2907 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2908 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2909 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2911 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2912 if (rsurface.rtlight)
2914 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2915 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2918 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2921 case RENDERPATH_GL11:
2922 case RENDERPATH_GL13:
2923 case RENDERPATH_GLES1:
2925 case RENDERPATH_SOFT:
2926 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);
2927 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2928 R_SetupShader_SetPermutationSoft(mode, permutation);
2929 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2930 if (mode == SHADERMODE_LIGHTSOURCE)
2932 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2933 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2934 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2935 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2936 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2937 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2939 // additive passes are only darkened by fog, not tinted
2940 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2941 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2945 if (mode == SHADERMODE_FLATCOLOR)
2947 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2949 else if (mode == SHADERMODE_LIGHTDIRECTION)
2951 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]);
2952 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2953 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);
2954 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2955 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2956 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]);
2957 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2961 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2962 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2963 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);
2964 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2965 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2967 // additive passes are only darkened by fog, not tinted
2968 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2969 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2971 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2972 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);
2973 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]);
2974 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]);
2975 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]);
2976 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]);
2977 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2978 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2979 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2980 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2982 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2983 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2984 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2985 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2986 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]);
2988 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2989 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));
2990 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2991 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2993 if (rsurface.texture->pantstexture)
2994 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2996 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2998 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
3000 if (rsurface.texture->shirttexture)
3001 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
3003 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
3005 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
3006 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
3007 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
3008 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
3009 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
3010 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
3011 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3012 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3013 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3015 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3016 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3017 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3018 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3020 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
3021 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
3022 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
3023 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
3024 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
3025 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
3026 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
3027 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
3028 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
3029 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
3030 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
3031 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3032 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
3033 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
3034 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3035 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3036 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3037 if (rsurfacepass == RSURFPASS_BACKGROUND)
3039 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3040 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3041 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3045 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3047 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3048 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
3049 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
3050 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3052 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3053 if (rsurface.rtlight)
3055 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3056 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3063 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3065 // select a permutation of the lighting shader appropriate to this
3066 // combination of texture, entity, light source, and fogging, only use the
3067 // minimum features necessary to avoid wasting rendering time in the
3068 // fragment shader on features that are not being used
3069 unsigned int permutation = 0;
3070 unsigned int mode = 0;
3071 const float *lightcolorbase = rtlight->currentcolor;
3072 float ambientscale = rtlight->ambientscale;
3073 float diffusescale = rtlight->diffusescale;
3074 float specularscale = rtlight->specularscale;
3075 // this is the location of the light in view space
3076 vec3_t viewlightorigin;
3077 // this transforms from view space (camera) to light space (cubemap)
3078 matrix4x4_t viewtolight;
3079 matrix4x4_t lighttoview;
3080 float viewtolight16f[16];
3082 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3083 if (rtlight->currentcubemap != r_texture_whitecube)
3084 permutation |= SHADERPERMUTATION_CUBEFILTER;
3085 if (diffusescale > 0)
3086 permutation |= SHADERPERMUTATION_DIFFUSE;
3087 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3088 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3089 if (r_shadow_usingshadowmap2d)
3091 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3092 if (r_shadow_shadowmapvsdct)
3093 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3095 if (r_shadow_shadowmap2ddepthbuffer)
3096 permutation |= SHADERPERMUTATION_DEPTHRGB;
3098 if (vid.allowalphatocoverage)
3099 GL_AlphaToCoverage(false);
3100 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3101 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3102 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
3103 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3104 switch(vid.renderpath)
3106 case RENDERPATH_D3D9:
3108 R_SetupShader_SetPermutationHLSL(mode, permutation);
3109 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3110 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3111 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3112 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3113 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3114 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3115 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3116 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);
3117 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3118 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3120 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3121 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3122 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3123 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3124 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3127 case RENDERPATH_D3D10:
3128 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3130 case RENDERPATH_D3D11:
3131 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3133 case RENDERPATH_GL20:
3134 case RENDERPATH_GLES2:
3135 R_SetupShader_SetPermutationGLSL(mode, permutation);
3136 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3137 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3138 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3139 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3140 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3141 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]);
3142 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]);
3143 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);
3144 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]);
3145 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3147 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3148 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3149 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3150 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3151 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3153 case RENDERPATH_GL11:
3154 case RENDERPATH_GL13:
3155 case RENDERPATH_GLES1:
3157 case RENDERPATH_SOFT:
3158 R_SetupShader_SetPermutationGLSL(mode, permutation);
3159 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3160 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3161 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3162 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3163 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3164 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3165 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]);
3166 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);
3167 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3168 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3170 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3171 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3172 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3173 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3174 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3179 #define SKINFRAME_HASH 1024
3183 unsigned int loadsequence; // incremented each level change
3184 memexpandablearray_t array;
3185 skinframe_t *hash[SKINFRAME_HASH];
3188 r_skinframe_t r_skinframe;
3190 void R_SkinFrame_PrepareForPurge(void)
3192 r_skinframe.loadsequence++;
3193 // wrap it without hitting zero
3194 if (r_skinframe.loadsequence >= 200)
3195 r_skinframe.loadsequence = 1;
3198 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3202 // mark the skinframe as used for the purging code
3203 skinframe->loadsequence = r_skinframe.loadsequence;
3206 void R_SkinFrame_Purge(void)
3210 for (i = 0;i < SKINFRAME_HASH;i++)
3212 for (s = r_skinframe.hash[i];s;s = s->next)
3214 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3216 if (s->merged == s->base)
3218 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3219 R_PurgeTexture(s->stain );s->stain = NULL;
3220 R_PurgeTexture(s->merged);s->merged = NULL;
3221 R_PurgeTexture(s->base );s->base = NULL;
3222 R_PurgeTexture(s->pants );s->pants = NULL;
3223 R_PurgeTexture(s->shirt );s->shirt = NULL;
3224 R_PurgeTexture(s->nmap );s->nmap = NULL;
3225 R_PurgeTexture(s->gloss );s->gloss = NULL;
3226 R_PurgeTexture(s->glow );s->glow = NULL;
3227 R_PurgeTexture(s->fog );s->fog = NULL;
3228 R_PurgeTexture(s->reflect);s->reflect = NULL;
3229 s->loadsequence = 0;
3235 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3237 char basename[MAX_QPATH];
3239 Image_StripImageExtension(name, basename, sizeof(basename));
3241 if( last == NULL ) {
3243 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3244 item = r_skinframe.hash[hashindex];
3249 // linearly search through the hash bucket
3250 for( ; item ; item = item->next ) {
3251 if( !strcmp( item->basename, basename ) ) {
3258 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3262 char basename[MAX_QPATH];
3264 Image_StripImageExtension(name, basename, sizeof(basename));
3266 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3267 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3268 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3272 rtexture_t *dyntexture;
3273 // check whether its a dynamic texture
3274 dyntexture = CL_GetDynTexture( basename );
3275 if (!add && !dyntexture)
3277 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3278 memset(item, 0, sizeof(*item));
3279 strlcpy(item->basename, basename, sizeof(item->basename));
3280 item->base = dyntexture; // either NULL or dyntexture handle
3281 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3282 item->comparewidth = comparewidth;
3283 item->compareheight = compareheight;
3284 item->comparecrc = comparecrc;
3285 item->next = r_skinframe.hash[hashindex];
3286 r_skinframe.hash[hashindex] = item;
3288 else if (textureflags & TEXF_FORCE_RELOAD)
3290 rtexture_t *dyntexture;
3291 // check whether its a dynamic texture
3292 dyntexture = CL_GetDynTexture( basename );
3293 if (!add && !dyntexture)
3295 if (item->merged == item->base)
3296 item->merged = NULL;
3297 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3298 R_PurgeTexture(item->stain );item->stain = NULL;
3299 R_PurgeTexture(item->merged);item->merged = NULL;
3300 R_PurgeTexture(item->base );item->base = NULL;
3301 R_PurgeTexture(item->pants );item->pants = NULL;
3302 R_PurgeTexture(item->shirt );item->shirt = NULL;
3303 R_PurgeTexture(item->nmap );item->nmap = NULL;
3304 R_PurgeTexture(item->gloss );item->gloss = NULL;
3305 R_PurgeTexture(item->glow );item->glow = NULL;
3306 R_PurgeTexture(item->fog );item->fog = NULL;
3307 R_PurgeTexture(item->reflect);item->reflect = NULL;
3308 item->loadsequence = 0;
3310 else if( item->base == NULL )
3312 rtexture_t *dyntexture;
3313 // check whether its a dynamic texture
3314 // 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]
3315 dyntexture = CL_GetDynTexture( basename );
3316 item->base = dyntexture; // either NULL or dyntexture handle
3319 R_SkinFrame_MarkUsed(item);
3323 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3325 unsigned long long avgcolor[5], wsum; \
3333 for(pix = 0; pix < cnt; ++pix) \
3336 for(comp = 0; comp < 3; ++comp) \
3338 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3341 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3343 for(comp = 0; comp < 3; ++comp) \
3344 avgcolor[comp] += getpixel * w; \
3347 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3348 avgcolor[4] += getpixel; \
3350 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3352 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3353 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3354 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3355 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3358 extern cvar_t gl_picmip;
3359 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3362 unsigned char *pixels;
3363 unsigned char *bumppixels;
3364 unsigned char *basepixels = NULL;
3365 int basepixels_width = 0;
3366 int basepixels_height = 0;
3367 skinframe_t *skinframe;
3368 rtexture_t *ddsbase = NULL;
3369 qboolean ddshasalpha = false;
3370 float ddsavgcolor[4];
3371 char basename[MAX_QPATH];
3372 int miplevel = R_PicmipForFlags(textureflags);
3373 int savemiplevel = miplevel;
3377 if (cls.state == ca_dedicated)
3380 // return an existing skinframe if already loaded
3381 // if loading of the first image fails, don't make a new skinframe as it
3382 // would cause all future lookups of this to be missing
3383 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3384 if (skinframe && skinframe->base)
3387 Image_StripImageExtension(name, basename, sizeof(basename));
3389 // check for DDS texture file first
3390 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3392 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3393 if (basepixels == NULL)
3397 // FIXME handle miplevel
3399 if (developer_loading.integer)
3400 Con_Printf("loading skin \"%s\"\n", name);
3402 // we've got some pixels to store, so really allocate this new texture now
3404 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3405 textureflags &= ~TEXF_FORCE_RELOAD;
3406 skinframe->stain = NULL;
3407 skinframe->merged = NULL;
3408 skinframe->base = NULL;
3409 skinframe->pants = NULL;
3410 skinframe->shirt = NULL;
3411 skinframe->nmap = NULL;
3412 skinframe->gloss = NULL;
3413 skinframe->glow = NULL;
3414 skinframe->fog = NULL;
3415 skinframe->reflect = NULL;
3416 skinframe->hasalpha = false;
3417 // we could store the q2animname here too
3421 skinframe->base = ddsbase;
3422 skinframe->hasalpha = ddshasalpha;
3423 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3424 if (r_loadfog && skinframe->hasalpha)
3425 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);
3426 //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]);
3430 basepixels_width = image_width;
3431 basepixels_height = image_height;
3432 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);
3433 if (textureflags & TEXF_ALPHA)
3435 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3437 if (basepixels[j] < 255)
3439 skinframe->hasalpha = true;
3443 if (r_loadfog && skinframe->hasalpha)
3445 // has transparent pixels
3446 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3447 for (j = 0;j < image_width * image_height * 4;j += 4)
3452 pixels[j+3] = basepixels[j+3];
3454 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);
3458 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3460 //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]);
3461 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3462 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3463 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3464 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3470 mymiplevel = savemiplevel;
3471 if (r_loadnormalmap)
3472 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);
3473 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3475 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3476 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3477 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3478 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3481 // _norm is the name used by tenebrae and has been adopted as standard
3482 if (r_loadnormalmap && skinframe->nmap == NULL)
3484 mymiplevel = savemiplevel;
3485 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3487 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);
3491 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3493 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3494 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3495 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);
3497 Mem_Free(bumppixels);
3499 else if (r_shadow_bumpscale_basetexture.value > 0)
3501 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3502 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3503 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);
3507 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3508 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3512 // _luma is supported only for tenebrae compatibility
3513 // _glow is the preferred name
3514 mymiplevel = savemiplevel;
3515 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))))
3517 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);
3519 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3520 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3522 Mem_Free(pixels);pixels = NULL;
3525 mymiplevel = savemiplevel;
3526 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3528 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);
3530 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3531 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3537 mymiplevel = savemiplevel;
3538 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3540 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);
3542 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3543 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3549 mymiplevel = savemiplevel;
3550 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3552 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);
3554 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3555 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3561 mymiplevel = savemiplevel;
3562 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3564 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);
3566 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3567 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3574 Mem_Free(basepixels);
3579 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3580 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3583 skinframe_t *skinframe;
3586 if (cls.state == ca_dedicated)
3589 // if already loaded just return it, otherwise make a new skinframe
3590 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3591 if (skinframe->base)
3593 textureflags &= ~TEXF_FORCE_RELOAD;
3595 skinframe->stain = NULL;
3596 skinframe->merged = NULL;
3597 skinframe->base = NULL;
3598 skinframe->pants = NULL;
3599 skinframe->shirt = NULL;
3600 skinframe->nmap = NULL;
3601 skinframe->gloss = NULL;
3602 skinframe->glow = NULL;
3603 skinframe->fog = NULL;
3604 skinframe->reflect = NULL;
3605 skinframe->hasalpha = false;
3607 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3611 if (developer_loading.integer)
3612 Con_Printf("loading 32bit skin \"%s\"\n", name);
3614 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3616 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3617 unsigned char *b = a + width * height * 4;
3618 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3619 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3622 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3623 if (textureflags & TEXF_ALPHA)
3625 for (i = 3;i < width * height * 4;i += 4)
3627 if (skindata[i] < 255)
3629 skinframe->hasalpha = true;
3633 if (r_loadfog && skinframe->hasalpha)
3635 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3636 memcpy(fogpixels, skindata, width * height * 4);
3637 for (i = 0;i < width * height * 4;i += 4)
3638 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3639 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3640 Mem_Free(fogpixels);
3644 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3645 //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]);
3650 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3654 skinframe_t *skinframe;
3656 if (cls.state == ca_dedicated)
3659 // if already loaded just return it, otherwise make a new skinframe
3660 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3661 if (skinframe->base)
3663 //textureflags &= ~TEXF_FORCE_RELOAD;
3665 skinframe->stain = NULL;
3666 skinframe->merged = NULL;
3667 skinframe->base = NULL;
3668 skinframe->pants = NULL;
3669 skinframe->shirt = NULL;
3670 skinframe->nmap = NULL;
3671 skinframe->gloss = NULL;
3672 skinframe->glow = NULL;
3673 skinframe->fog = NULL;
3674 skinframe->reflect = NULL;
3675 skinframe->hasalpha = false;
3677 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3681 if (developer_loading.integer)
3682 Con_Printf("loading quake skin \"%s\"\n", name);
3684 // 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)
3685 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3686 memcpy(skinframe->qpixels, skindata, width*height);
3687 skinframe->qwidth = width;
3688 skinframe->qheight = height;
3691 for (i = 0;i < width * height;i++)
3692 featuresmask |= palette_featureflags[skindata[i]];
3694 skinframe->hasalpha = false;
3697 skinframe->hasalpha = true;
3698 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3699 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3700 skinframe->qgeneratemerged = true;
3701 skinframe->qgeneratebase = skinframe->qhascolormapping;
3702 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3704 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3705 //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]);
3710 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3714 unsigned char *skindata;
3717 if (!skinframe->qpixels)
3720 if (!skinframe->qhascolormapping)
3721 colormapped = false;
3725 if (!skinframe->qgeneratebase)
3730 if (!skinframe->qgeneratemerged)
3734 width = skinframe->qwidth;
3735 height = skinframe->qheight;
3736 skindata = skinframe->qpixels;
3738 if (skinframe->qgeneratenmap)
3740 unsigned char *a, *b;
3741 skinframe->qgeneratenmap = false;
3742 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3743 b = a + width * height * 4;
3744 // use either a custom palette or the quake palette
3745 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
3746 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3747 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3751 if (skinframe->qgenerateglow)
3753 skinframe->qgenerateglow = false;
3754 if (skinframe->hasalpha) // fence textures
3755 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
3757 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
3762 skinframe->qgeneratebase = false;
3763 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);
3764 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);
3765 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);
3769 skinframe->qgeneratemerged = false;
3770 if (skinframe->hasalpha) // fence textures
3771 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
3773 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);
3776 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3778 Mem_Free(skinframe->qpixels);
3779 skinframe->qpixels = NULL;
3783 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)
3786 skinframe_t *skinframe;
3789 if (cls.state == ca_dedicated)
3792 // if already loaded just return it, otherwise make a new skinframe
3793 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3794 if (skinframe->base)
3796 textureflags &= ~TEXF_FORCE_RELOAD;
3798 skinframe->stain = NULL;
3799 skinframe->merged = NULL;
3800 skinframe->base = NULL;
3801 skinframe->pants = NULL;
3802 skinframe->shirt = NULL;
3803 skinframe->nmap = NULL;
3804 skinframe->gloss = NULL;
3805 skinframe->glow = NULL;
3806 skinframe->fog = NULL;
3807 skinframe->reflect = NULL;
3808 skinframe->hasalpha = false;
3810 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3814 if (developer_loading.integer)
3815 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3817 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3818 if (textureflags & TEXF_ALPHA)
3820 for (i = 0;i < width * height;i++)
3822 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3824 skinframe->hasalpha = true;
3828 if (r_loadfog && skinframe->hasalpha)
3829 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3832 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3833 //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]);
3838 skinframe_t *R_SkinFrame_LoadMissing(void)
3840 skinframe_t *skinframe;
3842 if (cls.state == ca_dedicated)
3845 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3846 skinframe->stain = NULL;
3847 skinframe->merged = NULL;
3848 skinframe->base = NULL;
3849 skinframe->pants = NULL;
3850 skinframe->shirt = NULL;
3851 skinframe->nmap = NULL;
3852 skinframe->gloss = NULL;
3853 skinframe->glow = NULL;
3854 skinframe->fog = NULL;
3855 skinframe->reflect = NULL;
3856 skinframe->hasalpha = false;
3858 skinframe->avgcolor[0] = rand() / RAND_MAX;
3859 skinframe->avgcolor[1] = rand() / RAND_MAX;
3860 skinframe->avgcolor[2] = rand() / RAND_MAX;
3861 skinframe->avgcolor[3] = 1;
3866 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3867 typedef struct suffixinfo_s
3870 qboolean flipx, flipy, flipdiagonal;
3873 static suffixinfo_t suffix[3][6] =
3876 {"px", false, false, false},
3877 {"nx", false, false, false},
3878 {"py", false, false, false},
3879 {"ny", false, false, false},
3880 {"pz", false, false, false},
3881 {"nz", false, false, false}
3884 {"posx", false, false, false},
3885 {"negx", false, false, false},
3886 {"posy", false, false, false},
3887 {"negy", false, false, false},
3888 {"posz", false, false, false},
3889 {"negz", false, false, false}
3892 {"rt", true, false, true},
3893 {"lf", false, true, true},
3894 {"ft", true, true, false},
3895 {"bk", false, false, false},
3896 {"up", true, false, true},
3897 {"dn", true, false, true}
3901 static int componentorder[4] = {0, 1, 2, 3};
3903 static rtexture_t *R_LoadCubemap(const char *basename)
3905 int i, j, cubemapsize;
3906 unsigned char *cubemappixels, *image_buffer;
3907 rtexture_t *cubemaptexture;
3909 // must start 0 so the first loadimagepixels has no requested width/height
3911 cubemappixels = NULL;
3912 cubemaptexture = NULL;
3913 // keep trying different suffix groups (posx, px, rt) until one loads
3914 for (j = 0;j < 3 && !cubemappixels;j++)
3916 // load the 6 images in the suffix group
3917 for (i = 0;i < 6;i++)
3919 // generate an image name based on the base and and suffix
3920 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3922 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3924 // an image loaded, make sure width and height are equal
3925 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3927 // if this is the first image to load successfully, allocate the cubemap memory
3928 if (!cubemappixels && image_width >= 1)
3930 cubemapsize = image_width;
3931 // note this clears to black, so unavailable sides are black
3932 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3934 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3936 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);
3939 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3941 Mem_Free(image_buffer);
3945 // if a cubemap loaded, upload it
3948 if (developer_loading.integer)
3949 Con_Printf("loading cubemap \"%s\"\n", basename);
3951 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);
3952 Mem_Free(cubemappixels);
3956 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3957 if (developer_loading.integer)
3959 Con_Printf("(tried tried images ");
3960 for (j = 0;j < 3;j++)
3961 for (i = 0;i < 6;i++)
3962 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3963 Con_Print(" and was unable to find any of them).\n");
3966 return cubemaptexture;
3969 rtexture_t *R_GetCubemap(const char *basename)
3972 for (i = 0;i < r_texture_numcubemaps;i++)
3973 if (r_texture_cubemaps[i] != NULL)
3974 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3975 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3976 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3977 return r_texture_whitecube;
3978 r_texture_numcubemaps++;
3979 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3980 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3981 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3982 return r_texture_cubemaps[i]->texture;
3985 static void R_Main_FreeViewCache(void)
3987 if (r_refdef.viewcache.entityvisible)
3988 Mem_Free(r_refdef.viewcache.entityvisible);
3989 if (r_refdef.viewcache.world_pvsbits)
3990 Mem_Free(r_refdef.viewcache.world_pvsbits);
3991 if (r_refdef.viewcache.world_leafvisible)
3992 Mem_Free(r_refdef.viewcache.world_leafvisible);
3993 if (r_refdef.viewcache.world_surfacevisible)
3994 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3995 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3998 static void R_Main_ResizeViewCache(void)
4000 int numentities = r_refdef.scene.numentities;
4001 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
4002 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
4003 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
4004 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
4005 if (r_refdef.viewcache.maxentities < numentities)
4007 r_refdef.viewcache.maxentities = numentities;
4008 if (r_refdef.viewcache.entityvisible)
4009 Mem_Free(r_refdef.viewcache.entityvisible);
4010 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
4012 if (r_refdef.viewcache.world_numclusters != numclusters)
4014 r_refdef.viewcache.world_numclusters = numclusters;
4015 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
4016 if (r_refdef.viewcache.world_pvsbits)
4017 Mem_Free(r_refdef.viewcache.world_pvsbits);
4018 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
4020 if (r_refdef.viewcache.world_numleafs != numleafs)
4022 r_refdef.viewcache.world_numleafs = numleafs;
4023 if (r_refdef.viewcache.world_leafvisible)
4024 Mem_Free(r_refdef.viewcache.world_leafvisible);
4025 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4027 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4029 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4030 if (r_refdef.viewcache.world_surfacevisible)
4031 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4032 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4036 extern rtexture_t *loadingscreentexture;
4037 static void gl_main_start(void)
4039 loadingscreentexture = NULL;
4040 r_texture_blanknormalmap = NULL;
4041 r_texture_white = NULL;
4042 r_texture_grey128 = NULL;
4043 r_texture_black = NULL;
4044 r_texture_whitecube = NULL;
4045 r_texture_normalizationcube = NULL;
4046 r_texture_fogattenuation = NULL;
4047 r_texture_fogheighttexture = NULL;
4048 r_texture_gammaramps = NULL;
4049 r_texture_numcubemaps = 0;
4050 r_uniformbufferalignment = 32;
4052 r_loaddds = r_texture_dds_load.integer != 0;
4053 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4055 switch(vid.renderpath)
4057 case RENDERPATH_GL20:
4058 case RENDERPATH_D3D9:
4059 case RENDERPATH_D3D10:
4060 case RENDERPATH_D3D11:
4061 case RENDERPATH_SOFT:
4062 case RENDERPATH_GLES2:
4063 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4064 Cvar_SetValueQuick(&gl_combine, 1);
4065 Cvar_SetValueQuick(&r_glsl, 1);
4066 r_loadnormalmap = true;
4069 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4070 if (vid.support.arb_uniform_buffer_object)
4071 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4074 case RENDERPATH_GL13:
4075 case RENDERPATH_GLES1:
4076 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4077 Cvar_SetValueQuick(&gl_combine, 1);
4078 Cvar_SetValueQuick(&r_glsl, 0);
4079 r_loadnormalmap = false;
4080 r_loadgloss = false;
4083 case RENDERPATH_GL11:
4084 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4085 Cvar_SetValueQuick(&gl_combine, 0);
4086 Cvar_SetValueQuick(&r_glsl, 0);
4087 r_loadnormalmap = false;
4088 r_loadgloss = false;
4094 R_FrameData_Reset();
4095 R_BufferData_Reset();
4099 memset(r_queries, 0, sizeof(r_queries));
4101 r_qwskincache = NULL;
4102 r_qwskincache_size = 0;
4104 // due to caching of texture_t references, the collision cache must be reset
4105 Collision_Cache_Reset(true);
4107 // set up r_skinframe loading system for textures
4108 memset(&r_skinframe, 0, sizeof(r_skinframe));
4109 r_skinframe.loadsequence = 1;
4110 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4112 r_main_texturepool = R_AllocTexturePool();
4113 R_BuildBlankTextures();
4115 if (vid.support.arb_texture_cube_map)
4118 R_BuildNormalizationCube();
4120 r_texture_fogattenuation = NULL;
4121 r_texture_fogheighttexture = NULL;
4122 r_texture_gammaramps = NULL;
4123 //r_texture_fogintensity = NULL;
4124 memset(&r_fb, 0, sizeof(r_fb));
4125 r_glsl_permutation = NULL;
4126 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4127 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4128 glslshaderstring = NULL;
4130 r_hlsl_permutation = NULL;
4131 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4132 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4134 hlslshaderstring = NULL;
4135 memset(&r_svbsp, 0, sizeof (r_svbsp));
4137 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4138 r_texture_numcubemaps = 0;
4140 r_refdef.fogmasktable_density = 0;
4143 // For Steelstorm Android
4144 // FIXME CACHE the program and reload
4145 // FIXME see possible combinations for SS:BR android
4146 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4147 R_SetupShader_SetPermutationGLSL(0, 12);
4148 R_SetupShader_SetPermutationGLSL(0, 13);
4149 R_SetupShader_SetPermutationGLSL(0, 8388621);
4150 R_SetupShader_SetPermutationGLSL(3, 0);
4151 R_SetupShader_SetPermutationGLSL(3, 2048);
4152 R_SetupShader_SetPermutationGLSL(5, 0);
4153 R_SetupShader_SetPermutationGLSL(5, 2);
4154 R_SetupShader_SetPermutationGLSL(5, 2048);
4155 R_SetupShader_SetPermutationGLSL(5, 8388608);
4156 R_SetupShader_SetPermutationGLSL(11, 1);
4157 R_SetupShader_SetPermutationGLSL(11, 2049);
4158 R_SetupShader_SetPermutationGLSL(11, 8193);
4159 R_SetupShader_SetPermutationGLSL(11, 10241);
4160 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4164 static void gl_main_shutdown(void)
4167 R_FrameData_Reset();
4168 R_BufferData_Reset();
4170 R_Main_FreeViewCache();
4172 switch(vid.renderpath)
4174 case RENDERPATH_GL11:
4175 case RENDERPATH_GL13:
4176 case RENDERPATH_GL20:
4177 case RENDERPATH_GLES1:
4178 case RENDERPATH_GLES2:
4179 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4181 qglDeleteQueriesARB(r_maxqueries, r_queries);
4184 case RENDERPATH_D3D9:
4185 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4187 case RENDERPATH_D3D10:
4188 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4190 case RENDERPATH_D3D11:
4191 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4193 case RENDERPATH_SOFT:
4199 memset(r_queries, 0, sizeof(r_queries));
4201 r_qwskincache = NULL;
4202 r_qwskincache_size = 0;
4204 // clear out the r_skinframe state
4205 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4206 memset(&r_skinframe, 0, sizeof(r_skinframe));
4209 Mem_Free(r_svbsp.nodes);
4210 memset(&r_svbsp, 0, sizeof (r_svbsp));
4211 R_FreeTexturePool(&r_main_texturepool);
4212 loadingscreentexture = NULL;
4213 r_texture_blanknormalmap = NULL;
4214 r_texture_white = NULL;
4215 r_texture_grey128 = NULL;
4216 r_texture_black = NULL;
4217 r_texture_whitecube = NULL;
4218 r_texture_normalizationcube = NULL;
4219 r_texture_fogattenuation = NULL;
4220 r_texture_fogheighttexture = NULL;
4221 r_texture_gammaramps = NULL;
4222 r_texture_numcubemaps = 0;
4223 //r_texture_fogintensity = NULL;
4224 memset(&r_fb, 0, sizeof(r_fb));
4227 r_glsl_permutation = NULL;
4228 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4229 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4230 glslshaderstring = NULL;
4232 r_hlsl_permutation = NULL;
4233 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4234 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4236 hlslshaderstring = NULL;
4239 static void gl_main_newmap(void)
4241 // FIXME: move this code to client
4242 char *entities, entname[MAX_QPATH];
4244 Mem_Free(r_qwskincache);
4245 r_qwskincache = NULL;
4246 r_qwskincache_size = 0;
4249 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4250 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4252 CL_ParseEntityLump(entities);
4256 if (cl.worldmodel->brush.entities)
4257 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4259 R_Main_FreeViewCache();
4261 R_FrameData_Reset();
4262 R_BufferData_Reset();
4265 void GL_Main_Init(void)
4268 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4270 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4271 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4272 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4273 if (gamemode == GAME_NEHAHRA)
4275 Cvar_RegisterVariable (&gl_fogenable);
4276 Cvar_RegisterVariable (&gl_fogdensity);
4277 Cvar_RegisterVariable (&gl_fogred);
4278 Cvar_RegisterVariable (&gl_foggreen);
4279 Cvar_RegisterVariable (&gl_fogblue);
4280 Cvar_RegisterVariable (&gl_fogstart);
4281 Cvar_RegisterVariable (&gl_fogend);
4282 Cvar_RegisterVariable (&gl_skyclip);
4284 Cvar_RegisterVariable(&r_motionblur);
4285 Cvar_RegisterVariable(&r_damageblur);
4286 Cvar_RegisterVariable(&r_motionblur_averaging);
4287 Cvar_RegisterVariable(&r_motionblur_randomize);
4288 Cvar_RegisterVariable(&r_motionblur_minblur);
4289 Cvar_RegisterVariable(&r_motionblur_maxblur);
4290 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4291 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4292 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4293 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4294 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4295 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4296 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4297 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4298 Cvar_RegisterVariable(&r_equalize_entities_by);
4299 Cvar_RegisterVariable(&r_equalize_entities_to);
4300 Cvar_RegisterVariable(&r_depthfirst);
4301 Cvar_RegisterVariable(&r_useinfinitefarclip);
4302 Cvar_RegisterVariable(&r_farclip_base);
4303 Cvar_RegisterVariable(&r_farclip_world);
4304 Cvar_RegisterVariable(&r_nearclip);
4305 Cvar_RegisterVariable(&r_deformvertexes);
4306 Cvar_RegisterVariable(&r_transparent);
4307 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4308 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4309 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4310 Cvar_RegisterVariable(&r_showoverdraw);
4311 Cvar_RegisterVariable(&r_showbboxes);
4312 Cvar_RegisterVariable(&r_showsurfaces);
4313 Cvar_RegisterVariable(&r_showtris);
4314 Cvar_RegisterVariable(&r_shownormals);
4315 Cvar_RegisterVariable(&r_showlighting);
4316 Cvar_RegisterVariable(&r_showshadowvolumes);
4317 Cvar_RegisterVariable(&r_showcollisionbrushes);
4318 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4319 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4320 Cvar_RegisterVariable(&r_showdisabledepthtest);
4321 Cvar_RegisterVariable(&r_drawportals);
4322 Cvar_RegisterVariable(&r_drawentities);
4323 Cvar_RegisterVariable(&r_draw2d);
4324 Cvar_RegisterVariable(&r_drawworld);
4325 Cvar_RegisterVariable(&r_cullentities_trace);
4326 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4327 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4328 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4329 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4330 Cvar_RegisterVariable(&r_sortentities);
4331 Cvar_RegisterVariable(&r_drawviewmodel);
4332 Cvar_RegisterVariable(&r_drawexteriormodel);
4333 Cvar_RegisterVariable(&r_speeds);
4334 Cvar_RegisterVariable(&r_fullbrights);
4335 Cvar_RegisterVariable(&r_wateralpha);
4336 Cvar_RegisterVariable(&r_dynamic);
4337 Cvar_RegisterVariable(&r_fakelight);
4338 Cvar_RegisterVariable(&r_fakelight_intensity);
4339 Cvar_RegisterVariable(&r_fullbright);
4340 Cvar_RegisterVariable(&r_shadows);
4341 Cvar_RegisterVariable(&r_shadows_darken);
4342 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4343 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4344 Cvar_RegisterVariable(&r_shadows_throwdistance);
4345 Cvar_RegisterVariable(&r_shadows_throwdirection);
4346 Cvar_RegisterVariable(&r_shadows_focus);
4347 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4348 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4349 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4350 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4351 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4352 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4353 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4354 Cvar_RegisterVariable(&r_fog_exp2);
4355 Cvar_RegisterVariable(&r_fog_clear);
4356 Cvar_RegisterVariable(&r_drawfog);
4357 Cvar_RegisterVariable(&r_transparentdepthmasking);
4358 Cvar_RegisterVariable(&r_transparent_sortmindist);
4359 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4360 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4361 Cvar_RegisterVariable(&r_texture_dds_load);
4362 Cvar_RegisterVariable(&r_texture_dds_save);
4363 Cvar_RegisterVariable(&r_textureunits);
4364 Cvar_RegisterVariable(&gl_combine);
4365 Cvar_RegisterVariable(&r_usedepthtextures);
4366 Cvar_RegisterVariable(&r_viewfbo);
4367 Cvar_RegisterVariable(&r_viewscale);
4368 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4369 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4370 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4371 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4372 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4373 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4374 Cvar_RegisterVariable(&r_glsl);
4375 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4376 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4377 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4378 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4379 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4380 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4381 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4382 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4383 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4384 Cvar_RegisterVariable(&r_glsl_postprocess);
4385 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4386 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4387 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4388 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4389 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4390 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4391 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4392 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4393 Cvar_RegisterVariable(&r_celshading);
4394 Cvar_RegisterVariable(&r_celoutlines);
4396 Cvar_RegisterVariable(&r_water);
4397 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4398 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4399 Cvar_RegisterVariable(&r_water_clippingplanebias);
4400 Cvar_RegisterVariable(&r_water_refractdistort);
4401 Cvar_RegisterVariable(&r_water_reflectdistort);
4402 Cvar_RegisterVariable(&r_water_scissormode);
4403 Cvar_RegisterVariable(&r_water_lowquality);
4404 Cvar_RegisterVariable(&r_water_hideplayer);
4405 Cvar_RegisterVariable(&r_water_fbo);
4407 Cvar_RegisterVariable(&r_lerpsprites);
4408 Cvar_RegisterVariable(&r_lerpmodels);
4409 Cvar_RegisterVariable(&r_lerplightstyles);
4410 Cvar_RegisterVariable(&r_waterscroll);
4411 Cvar_RegisterVariable(&r_bloom);
4412 Cvar_RegisterVariable(&r_bloom_colorscale);
4413 Cvar_RegisterVariable(&r_bloom_brighten);
4414 Cvar_RegisterVariable(&r_bloom_blur);
4415 Cvar_RegisterVariable(&r_bloom_resolution);
4416 Cvar_RegisterVariable(&r_bloom_colorexponent);
4417 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4418 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4419 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4420 Cvar_RegisterVariable(&r_hdr_glowintensity);
4421 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4422 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4423 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4424 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4425 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4426 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4427 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4428 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4429 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4430 Cvar_RegisterVariable(&developer_texturelogging);
4431 Cvar_RegisterVariable(&gl_lightmaps);
4432 Cvar_RegisterVariable(&r_test);
4433 Cvar_RegisterVariable(&r_batch_multidraw);
4434 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4435 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4436 Cvar_RegisterVariable(&r_glsl_skeletal);
4437 Cvar_RegisterVariable(&r_glsl_saturation);
4438 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4439 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4440 Cvar_RegisterVariable(&r_framedatasize);
4441 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4442 Cvar_RegisterVariable(&r_buffermegs[i]);
4443 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4444 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4445 Cvar_SetValue("r_fullbrights", 0);
4446 #ifdef DP_MOBILETOUCH
4447 // GLES devices have terrible depth precision in general, so...
4448 Cvar_SetValueQuick(&r_nearclip, 4);
4449 Cvar_SetValueQuick(&r_farclip_base, 4096);
4450 Cvar_SetValueQuick(&r_farclip_world, 0);
4451 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4453 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4456 void Render_Init(void)
4469 R_LightningBeams_Init();
4479 extern char *ENGINE_EXTENSIONS;
4482 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4483 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4484 gl_version = (const char *)qglGetString(GL_VERSION);
4485 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4489 if (!gl_platformextensions)
4490 gl_platformextensions = "";
4492 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4493 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4494 Con_Printf("GL_VERSION: %s\n", gl_version);
4495 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4496 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4498 VID_CheckExtensions();
4500 // LordHavoc: report supported extensions
4502 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4504 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4507 // clear to black (loading plaque will be seen over this)
4508 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4512 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4516 if (r_trippy.integer)
4518 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4520 p = r_refdef.view.frustum + i;
4525 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4529 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4533 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4537 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4541 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4545 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4549 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4553 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4561 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4565 if (r_trippy.integer)
4567 for (i = 0;i < numplanes;i++)
4574 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4578 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4582 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4586 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4590 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4594 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4598 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4602 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4610 //==================================================================================
4612 // LordHavoc: this stores temporary data used within the same frame
4614 typedef struct r_framedata_mem_s
4616 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4617 size_t size; // how much usable space
4618 size_t current; // how much space in use
4619 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4620 size_t wantedsize; // how much space was allocated
4621 unsigned char *data; // start of real data (16byte aligned)
4625 static r_framedata_mem_t *r_framedata_mem;
4627 void R_FrameData_Reset(void)
4629 while (r_framedata_mem)
4631 r_framedata_mem_t *next = r_framedata_mem->purge;
4632 Mem_Free(r_framedata_mem);
4633 r_framedata_mem = next;
4637 static void R_FrameData_Resize(qboolean mustgrow)
4640 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4641 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4642 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4644 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4645 newmem->wantedsize = wantedsize;
4646 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4647 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4648 newmem->current = 0;
4650 newmem->purge = r_framedata_mem;
4651 r_framedata_mem = newmem;
4655 void R_FrameData_NewFrame(void)
4657 R_FrameData_Resize(false);
4658 if (!r_framedata_mem)
4660 // if we ran out of space on the last frame, free the old memory now
4661 while (r_framedata_mem->purge)
4663 // repeatedly remove the second item in the list, leaving only head
4664 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4665 Mem_Free(r_framedata_mem->purge);
4666 r_framedata_mem->purge = next;
4668 // reset the current mem pointer
4669 r_framedata_mem->current = 0;
4670 r_framedata_mem->mark = 0;
4673 void *R_FrameData_Alloc(size_t size)
4678 // align to 16 byte boundary - the data pointer is already aligned, so we
4679 // only need to ensure the size of every allocation is also aligned
4680 size = (size + 15) & ~15;
4682 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4684 // emergency - we ran out of space, allocate more memory
4685 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4686 // this might not be a growing it, but we'll allocate another buffer every time
4687 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4688 R_FrameData_Resize(true);
4691 data = r_framedata_mem->data + r_framedata_mem->current;
4692 r_framedata_mem->current += size;
4694 // count the usage for stats
4695 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4696 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4698 return (void *)data;
4701 void *R_FrameData_Store(size_t size, void *data)
4703 void *d = R_FrameData_Alloc(size);
4705 memcpy(d, data, size);
4709 void R_FrameData_SetMark(void)
4711 if (!r_framedata_mem)
4713 r_framedata_mem->mark = r_framedata_mem->current;
4716 void R_FrameData_ReturnToMark(void)
4718 if (!r_framedata_mem)
4720 r_framedata_mem->current = r_framedata_mem->mark;
4723 //==================================================================================
4725 // avoid reusing the same buffer objects on consecutive frames
4726 #define R_BUFFERDATA_CYCLE 3
4728 typedef struct r_bufferdata_buffer_s
4730 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4731 size_t size; // how much usable space
4732 size_t current; // how much space in use
4733 r_meshbuffer_t *buffer; // the buffer itself
4735 r_bufferdata_buffer_t;
4737 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4738 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4740 /// frees all dynamic buffers
4741 void R_BufferData_Reset(void)
4744 r_bufferdata_buffer_t **p, *mem;
4745 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4747 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4750 p = &r_bufferdata_buffer[cycle][type];
4756 R_Mesh_DestroyMeshBuffer(mem->buffer);
4763 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4764 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4766 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4768 float newvalue = r_buffermegs[type].value;
4770 // increase the cvar if we have to (but only if we already have a mem)
4771 if (mustgrow && mem)
4773 newvalue = bound(0.25f, newvalue, 256.0f);
4774 while (newvalue * 1024*1024 < minsize)
4777 // clamp the cvar to valid range
4778 newvalue = bound(0.25f, newvalue, 256.0f);
4779 if (r_buffermegs[type].value != newvalue)
4780 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4782 // calculate size in bytes
4783 size = (size_t)(newvalue * 1024*1024);
4784 size = bound(131072, size, 256*1024*1024);
4786 // allocate a new buffer if the size is different (purge old one later)
4787 // or if we were told we must grow the buffer
4788 if (!mem || mem->size != size || mustgrow)
4790 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4793 if (type == R_BUFFERDATA_VERTEX)
4794 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4795 else if (type == R_BUFFERDATA_INDEX16)
4796 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4797 else if (type == R_BUFFERDATA_INDEX32)
4798 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4799 else if (type == R_BUFFERDATA_UNIFORM)
4800 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4801 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4802 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4806 void R_BufferData_NewFrame(void)
4809 r_bufferdata_buffer_t **p, *mem;
4810 // cycle to the next frame's buffers
4811 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4812 // if we ran out of space on the last time we used these buffers, free the old memory now
4813 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4815 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4817 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4818 // free all but the head buffer, this is how we recycle obsolete
4819 // buffers after they are no longer in use
4820 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4826 R_Mesh_DestroyMeshBuffer(mem->buffer);
4829 // reset the current offset
4830 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4835 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4837 r_bufferdata_buffer_t *mem;
4841 *returnbufferoffset = 0;
4843 // align size to a byte boundary appropriate for the buffer type, this
4844 // makes all allocations have aligned start offsets
4845 if (type == R_BUFFERDATA_UNIFORM)
4846 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4848 padsize = (datasize + 15) & ~15;
4850 // if we ran out of space in this buffer we must allocate a new one
4851 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4852 R_BufferData_Resize(type, true, padsize);
4854 // if the resize did not give us enough memory, fail
4855 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4856 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4858 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4859 offset = (int)mem->current;
4860 mem->current += padsize;
4862 // upload the data to the buffer at the chosen offset
4864 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4865 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4867 // count the usage for stats
4868 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4869 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4871 // return the buffer offset
4872 *returnbufferoffset = offset;
4877 //==================================================================================
4879 // LordHavoc: animcache originally written by Echon, rewritten since then
4882 * Animation cache prevents re-generating mesh data for an animated model
4883 * multiple times in one frame for lighting, shadowing, reflections, etc.
4886 void R_AnimCache_Free(void)
4890 void R_AnimCache_ClearCache(void)
4893 entity_render_t *ent;
4895 for (i = 0;i < r_refdef.scene.numentities;i++)
4897 ent = r_refdef.scene.entities[i];
4898 ent->animcache_vertex3f = NULL;
4899 ent->animcache_vertex3f_vertexbuffer = NULL;
4900 ent->animcache_vertex3f_bufferoffset = 0;
4901 ent->animcache_normal3f = NULL;
4902 ent->animcache_normal3f_vertexbuffer = NULL;
4903 ent->animcache_normal3f_bufferoffset = 0;
4904 ent->animcache_svector3f = NULL;
4905 ent->animcache_svector3f_vertexbuffer = NULL;
4906 ent->animcache_svector3f_bufferoffset = 0;
4907 ent->animcache_tvector3f = NULL;
4908 ent->animcache_tvector3f_vertexbuffer = NULL;
4909 ent->animcache_tvector3f_bufferoffset = 0;
4910 ent->animcache_vertexmesh = NULL;
4911 ent->animcache_vertexmesh_vertexbuffer = NULL;
4912 ent->animcache_vertexmesh_bufferoffset = 0;
4913 ent->animcache_skeletaltransform3x4 = NULL;
4914 ent->animcache_skeletaltransform3x4buffer = NULL;
4915 ent->animcache_skeletaltransform3x4offset = 0;
4916 ent->animcache_skeletaltransform3x4size = 0;
4920 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4924 // check if we need the meshbuffers
4925 if (!vid.useinterleavedarrays)
4928 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4929 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4930 // TODO: upload vertexbuffer?
4931 if (ent->animcache_vertexmesh)
4933 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4934 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4935 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4936 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4937 for (i = 0;i < numvertices;i++)
4938 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4939 if (ent->animcache_svector3f)
4940 for (i = 0;i < numvertices;i++)
4941 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4942 if (ent->animcache_tvector3f)
4943 for (i = 0;i < numvertices;i++)
4944 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4945 if (ent->animcache_normal3f)
4946 for (i = 0;i < numvertices;i++)
4947 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4951 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4953 dp_model_t *model = ent->model;
4956 // see if this ent is worth caching
4957 if (!model || !model->Draw || !model->AnimateVertices)
4959 // nothing to cache if it contains no animations and has no skeleton
4960 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4962 // see if it is already cached for gpuskeletal
4963 if (ent->animcache_skeletaltransform3x4)
4965 // see if it is already cached as a mesh
4966 if (ent->animcache_vertex3f)
4968 // check if we need to add normals or tangents
4969 if (ent->animcache_normal3f)
4970 wantnormals = false;
4971 if (ent->animcache_svector3f)
4972 wanttangents = false;
4973 if (!wantnormals && !wanttangents)
4977 // check which kind of cache we need to generate
4978 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4980 // cache the skeleton so the vertex shader can use it
4981 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4982 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4983 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4984 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4985 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4986 // note: this can fail if the buffer is at the grow limit
4987 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4988 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4990 else if (ent->animcache_vertex3f)
4992 // mesh was already cached but we may need to add normals/tangents
4993 // (this only happens with multiple views, reflections, cameras, etc)
4994 if (wantnormals || wanttangents)
4996 numvertices = model->surfmesh.num_vertices;
4998 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5001 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5002 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5004 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
5005 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5006 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5007 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5008 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5013 // generate mesh cache
5014 numvertices = model->surfmesh.num_vertices;
5015 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5017 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5020 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5021 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5023 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5024 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5025 if (wantnormals || wanttangents)
5027 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5028 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5029 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5031 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5032 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5033 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5038 void R_AnimCache_CacheVisibleEntities(void)
5041 qboolean wantnormals = true;
5042 qboolean wanttangents = !r_showsurfaces.integer;
5044 switch(vid.renderpath)
5046 case RENDERPATH_GL20:
5047 case RENDERPATH_D3D9:
5048 case RENDERPATH_D3D10:
5049 case RENDERPATH_D3D11:
5050 case RENDERPATH_GLES2:
5052 case RENDERPATH_GL11:
5053 case RENDERPATH_GL13:
5054 case RENDERPATH_GLES1:
5055 wanttangents = false;
5057 case RENDERPATH_SOFT:
5061 if (r_shownormals.integer)
5062 wanttangents = wantnormals = true;
5064 // TODO: thread this
5065 // NOTE: R_PrepareRTLights() also caches entities
5067 for (i = 0;i < r_refdef.scene.numentities;i++)
5068 if (r_refdef.viewcache.entityvisible[i])
5069 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5072 //==================================================================================
5074 extern cvar_t r_overheadsprites_pushback;
5076 static void R_View_UpdateEntityLighting (void)
5079 entity_render_t *ent;
5080 vec3_t tempdiffusenormal, avg;
5081 vec_t f, fa, fd, fdd;
5082 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5084 for (i = 0;i < r_refdef.scene.numentities;i++)
5086 ent = r_refdef.scene.entities[i];
5088 // skip unseen models
5089 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5093 if (ent->model && ent->model == cl.worldmodel)
5095 // TODO: use modellight for r_ambient settings on world?
5096 VectorSet(ent->modellight_ambient, 0, 0, 0);
5097 VectorSet(ent->modellight_diffuse, 0, 0, 0);
5098 VectorSet(ent->modellight_lightdir, 0, 0, 1);
5102 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5104 // aleady updated by CSQC
5105 // TODO: force modellight on BSP models in this case?
5106 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5110 // fetch the lighting from the worldmodel data
5111 VectorClear(ent->modellight_ambient);
5112 VectorClear(ent->modellight_diffuse);
5113 VectorClear(tempdiffusenormal);
5114 if (ent->flags & RENDER_LIGHT)
5117 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5119 // complete lightning for lit sprites
5120 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5121 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5123 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5124 org[2] = org[2] + r_overheadsprites_pushback.value;
5125 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5128 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5130 if(ent->flags & RENDER_EQUALIZE)
5132 // first fix up ambient lighting...
5133 if(r_equalize_entities_minambient.value > 0)
5135 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5138 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5139 if(fa < r_equalize_entities_minambient.value * fd)
5142 // fa'/fd' = minambient
5143 // fa'+0.25*fd' = fa+0.25*fd
5145 // fa' = fd' * minambient
5146 // fd'*(0.25+minambient) = fa+0.25*fd
5148 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5149 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5151 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5152 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
5153 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5154 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5159 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5161 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5162 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5166 // adjust brightness and saturation to target
5167 avg[0] = avg[1] = avg[2] = fa / f;
5168 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5169 avg[0] = avg[1] = avg[2] = fd / f;
5170 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5176 VectorSet(ent->modellight_ambient, 1, 1, 1);
5179 // move the light direction into modelspace coordinates for lighting code
5180 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5181 if(VectorLength2(ent->modellight_lightdir) == 0)
5182 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5183 VectorNormalize(ent->modellight_lightdir);
5187 #define MAX_LINEOFSIGHTTRACES 64
5189 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5192 vec3_t boxmins, boxmaxs;
5195 dp_model_t *model = r_refdef.scene.worldmodel;
5197 if (!model || !model->brush.TraceLineOfSight)
5200 // expand the box a little
5201 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5202 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5203 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5204 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5205 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5206 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5208 // return true if eye is inside enlarged box
5209 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5213 VectorCopy(eye, start);
5214 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5215 if (model->brush.TraceLineOfSight(model, start, end))
5218 // try various random positions
5219 for (i = 0;i < numsamples;i++)
5221 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5222 if (model->brush.TraceLineOfSight(model, start, end))
5230 static void R_View_UpdateEntityVisible (void)
5235 entity_render_t *ent;
5237 if (r_refdef.envmap || r_fb.water.hideplayer)
5238 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5239 else if (chase_active.integer || r_fb.water.renderingscene)
5240 renderimask = RENDER_VIEWMODEL;
5242 renderimask = RENDER_EXTERIORMODEL;
5243 if (!r_drawviewmodel.integer)
5244 renderimask |= RENDER_VIEWMODEL;
5245 if (!r_drawexteriormodel.integer)
5246 renderimask |= RENDER_EXTERIORMODEL;
5247 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5248 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5250 // worldmodel can check visibility
5251 for (i = 0;i < r_refdef.scene.numentities;i++)
5253 ent = r_refdef.scene.entities[i];
5254 if (!(ent->flags & renderimask))
5255 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)))
5256 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))
5257 r_refdef.viewcache.entityvisible[i] = true;
5262 // no worldmodel or it can't check visibility
5263 for (i = 0;i < r_refdef.scene.numentities;i++)
5265 ent = r_refdef.scene.entities[i];
5266 if (!(ent->flags & renderimask))
5267 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)))
5268 r_refdef.viewcache.entityvisible[i] = true;
5271 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5272 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5274 for (i = 0;i < r_refdef.scene.numentities;i++)
5276 if (!r_refdef.viewcache.entityvisible[i])
5278 ent = r_refdef.scene.entities[i];
5279 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5281 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5283 continue; // temp entities do pvs only
5284 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5285 ent->last_trace_visibility = realtime;
5286 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5287 r_refdef.viewcache.entityvisible[i] = 0;
5293 /// only used if skyrendermasked, and normally returns false
5294 static int R_DrawBrushModelsSky (void)
5297 entity_render_t *ent;
5300 for (i = 0;i < r_refdef.scene.numentities;i++)
5302 if (!r_refdef.viewcache.entityvisible[i])
5304 ent = r_refdef.scene.entities[i];
5305 if (!ent->model || !ent->model->DrawSky)
5307 ent->model->DrawSky(ent);
5313 static void R_DrawNoModel(entity_render_t *ent);
5314 static void R_DrawModels(void)
5317 entity_render_t *ent;
5319 for (i = 0;i < r_refdef.scene.numentities;i++)
5321 if (!r_refdef.viewcache.entityvisible[i])
5323 ent = r_refdef.scene.entities[i];
5324 r_refdef.stats[r_stat_entities]++;
5326 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5329 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5330 Con_Printf("R_DrawModels\n");
5331 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]);
5332 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);
5333 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);
5336 if (ent->model && ent->model->Draw != NULL)
5337 ent->model->Draw(ent);
5343 static void R_DrawModelsDepth(void)
5346 entity_render_t *ent;
5348 for (i = 0;i < r_refdef.scene.numentities;i++)
5350 if (!r_refdef.viewcache.entityvisible[i])
5352 ent = r_refdef.scene.entities[i];
5353 if (ent->model && ent->model->DrawDepth != NULL)
5354 ent->model->DrawDepth(ent);
5358 static void R_DrawModelsDebug(void)
5361 entity_render_t *ent;
5363 for (i = 0;i < r_refdef.scene.numentities;i++)
5365 if (!r_refdef.viewcache.entityvisible[i])
5367 ent = r_refdef.scene.entities[i];
5368 if (ent->model && ent->model->DrawDebug != NULL)
5369 ent->model->DrawDebug(ent);
5373 static void R_DrawModelsAddWaterPlanes(void)
5376 entity_render_t *ent;
5378 for (i = 0;i < r_refdef.scene.numentities;i++)
5380 if (!r_refdef.viewcache.entityvisible[i])
5382 ent = r_refdef.scene.entities[i];
5383 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5384 ent->model->DrawAddWaterPlanes(ent);
5388 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}};
5390 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5392 if (r_hdr_irisadaptation.integer)
5397 vec3_t diffusenormal;
5399 vec_t brightness = 0.0f;
5404 VectorCopy(r_refdef.view.forward, forward);
5405 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5407 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5408 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5409 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5410 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5411 d = DotProduct(forward, diffusenormal);
5412 brightness += VectorLength(ambient);
5414 brightness += d * VectorLength(diffuse);
5416 brightness *= 1.0f / c;
5417 brightness += 0.00001f; // make sure it's never zero
5418 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5419 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5420 current = r_hdr_irisadaptation_value.value;
5422 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5423 else if (current > goal)
5424 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5425 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5426 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5428 else if (r_hdr_irisadaptation_value.value != 1.0f)
5429 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5432 static void R_View_SetFrustum(const int *scissor)
5435 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5436 vec3_t forward, left, up, origin, v;
5440 // flipped x coordinates (because x points left here)
5441 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5442 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5444 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5445 switch(vid.renderpath)
5447 case RENDERPATH_D3D9:
5448 case RENDERPATH_D3D10:
5449 case RENDERPATH_D3D11:
5450 // non-flipped y coordinates
5451 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5452 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5454 case RENDERPATH_SOFT:
5455 case RENDERPATH_GL11:
5456 case RENDERPATH_GL13:
5457 case RENDERPATH_GL20:
5458 case RENDERPATH_GLES1:
5459 case RENDERPATH_GLES2:
5460 // non-flipped y coordinates
5461 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5462 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5467 // we can't trust r_refdef.view.forward and friends in reflected scenes
5468 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5471 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5472 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5473 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5474 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5475 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5476 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5477 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5478 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5479 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5480 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5481 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5482 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5486 zNear = r_refdef.nearclip;
5487 nudge = 1.0 - 1.0 / (1<<23);
5488 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5489 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5490 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5491 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5492 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5493 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5494 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5495 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5501 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5502 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5503 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5504 r_refdef.view.frustum[0].dist = m[15] - m[12];
5506 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5507 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5508 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5509 r_refdef.view.frustum[1].dist = m[15] + m[12];
5511 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5512 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5513 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5514 r_refdef.view.frustum[2].dist = m[15] - m[13];
5516 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5517 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5518 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5519 r_refdef.view.frustum[3].dist = m[15] + m[13];
5521 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5522 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5523 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5524 r_refdef.view.frustum[4].dist = m[15] - m[14];
5526 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5527 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5528 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5529 r_refdef.view.frustum[5].dist = m[15] + m[14];
5532 if (r_refdef.view.useperspective)
5534 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5535 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]);
5536 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]);
5537 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]);
5538 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]);
5540 // then the normals from the corners relative to origin
5541 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5542 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5543 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5544 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5546 // in a NORMAL view, forward cross left == up
5547 // in a REFLECTED view, forward cross left == down
5548 // so our cross products above need to be adjusted for a left handed coordinate system
5549 CrossProduct(forward, left, v);
5550 if(DotProduct(v, up) < 0)
5552 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5553 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5554 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5555 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5558 // Leaving those out was a mistake, those were in the old code, and they
5559 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5560 // I couldn't reproduce it after adding those normalizations. --blub
5561 VectorNormalize(r_refdef.view.frustum[0].normal);
5562 VectorNormalize(r_refdef.view.frustum[1].normal);
5563 VectorNormalize(r_refdef.view.frustum[2].normal);
5564 VectorNormalize(r_refdef.view.frustum[3].normal);
5566 // make the corners absolute
5567 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5568 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5569 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5570 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5573 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5575 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5576 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5577 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5578 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5579 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5583 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5584 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5585 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5586 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5587 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5588 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5589 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5590 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5591 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5592 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5594 r_refdef.view.numfrustumplanes = 5;
5596 if (r_refdef.view.useclipplane)
5598 r_refdef.view.numfrustumplanes = 6;
5599 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5602 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5603 PlaneClassify(r_refdef.view.frustum + i);
5605 // LordHavoc: note to all quake engine coders, Quake had a special case
5606 // for 90 degrees which assumed a square view (wrong), so I removed it,
5607 // Quake2 has it disabled as well.
5609 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5610 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5611 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5612 //PlaneClassify(&frustum[0]);
5614 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5615 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5616 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5617 //PlaneClassify(&frustum[1]);
5619 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5620 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5621 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5622 //PlaneClassify(&frustum[2]);
5624 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5625 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5626 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5627 //PlaneClassify(&frustum[3]);
5630 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5631 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5632 //PlaneClassify(&frustum[4]);
5635 static void R_View_UpdateWithScissor(const int *myscissor)
5637 R_Main_ResizeViewCache();
5638 R_View_SetFrustum(myscissor);
5639 R_View_WorldVisibility(r_refdef.view.useclipplane);
5640 R_View_UpdateEntityVisible();
5641 R_View_UpdateEntityLighting();
5644 static void R_View_Update(void)
5646 R_Main_ResizeViewCache();
5647 R_View_SetFrustum(NULL);
5648 R_View_WorldVisibility(r_refdef.view.useclipplane);
5649 R_View_UpdateEntityVisible();
5650 R_View_UpdateEntityLighting();
5653 float viewscalefpsadjusted = 1.0f;
5655 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5657 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5658 scale = bound(0.03125f, scale, 1.0f);
5659 *outwidth = (int)ceil(width * scale);
5660 *outheight = (int)ceil(height * scale);
5663 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5665 const float *customclipplane = NULL;
5667 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5668 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5670 // LordHavoc: couldn't figure out how to make this approach the
5671 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5672 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5673 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5674 dist = r_refdef.view.clipplane.dist;
5675 plane[0] = r_refdef.view.clipplane.normal[0];
5676 plane[1] = r_refdef.view.clipplane.normal[1];
5677 plane[2] = r_refdef.view.clipplane.normal[2];
5679 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5682 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5683 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5685 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5686 if (!r_refdef.view.useperspective)
5687 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);
5688 else if (vid.stencil && r_useinfinitefarclip.integer)
5689 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);
5691 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);
5692 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5693 R_SetViewport(&r_refdef.view.viewport);
5694 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5696 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5697 float screenplane[4];
5698 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5699 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5700 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5701 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5702 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5706 void R_EntityMatrix(const matrix4x4_t *matrix)
5708 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5710 gl_modelmatrixchanged = false;
5711 gl_modelmatrix = *matrix;
5712 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5713 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5714 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5715 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5717 switch(vid.renderpath)
5719 case RENDERPATH_D3D9:
5721 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5722 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5725 case RENDERPATH_D3D10:
5726 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5728 case RENDERPATH_D3D11:
5729 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5731 case RENDERPATH_GL11:
5732 case RENDERPATH_GL13:
5733 case RENDERPATH_GLES1:
5735 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5738 case RENDERPATH_SOFT:
5739 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5740 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5742 case RENDERPATH_GL20:
5743 case RENDERPATH_GLES2:
5744 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5745 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5751 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5753 r_viewport_t viewport;
5757 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5758 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);
5759 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5760 R_SetViewport(&viewport);
5761 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5762 GL_Color(1, 1, 1, 1);
5763 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5764 GL_BlendFunc(GL_ONE, GL_ZERO);
5765 GL_ScissorTest(false);
5766 GL_DepthMask(false);
5767 GL_DepthRange(0, 1);
5768 GL_DepthTest(false);
5769 GL_DepthFunc(GL_LEQUAL);
5770 R_EntityMatrix(&identitymatrix);
5771 R_Mesh_ResetTextureState();
5772 GL_PolygonOffset(0, 0);
5773 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5774 switch(vid.renderpath)
5776 case RENDERPATH_GL11:
5777 case RENDERPATH_GL13:
5778 case RENDERPATH_GL20:
5779 case RENDERPATH_GLES1:
5780 case RENDERPATH_GLES2:
5781 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5783 case RENDERPATH_D3D9:
5784 case RENDERPATH_D3D10:
5785 case RENDERPATH_D3D11:
5786 case RENDERPATH_SOFT:
5789 GL_CullFace(GL_NONE);
5794 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5798 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5801 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5805 R_SetupView(true, fbo, depthtexture, colortexture);
5806 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5807 GL_Color(1, 1, 1, 1);
5808 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5809 GL_BlendFunc(GL_ONE, GL_ZERO);
5810 GL_ScissorTest(true);
5812 GL_DepthRange(0, 1);
5814 GL_DepthFunc(GL_LEQUAL);
5815 R_EntityMatrix(&identitymatrix);
5816 R_Mesh_ResetTextureState();
5817 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5818 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5819 switch(vid.renderpath)
5821 case RENDERPATH_GL11:
5822 case RENDERPATH_GL13:
5823 case RENDERPATH_GL20:
5824 case RENDERPATH_GLES1:
5825 case RENDERPATH_GLES2:
5826 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5828 case RENDERPATH_D3D9:
5829 case RENDERPATH_D3D10:
5830 case RENDERPATH_D3D11:
5831 case RENDERPATH_SOFT:
5834 GL_CullFace(r_refdef.view.cullface_back);
5839 R_RenderView_UpdateViewVectors
5842 void R_RenderView_UpdateViewVectors(void)
5844 // break apart the view matrix into vectors for various purposes
5845 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5846 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5847 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5848 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5849 // make an inverted copy of the view matrix for tracking sprites
5850 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5853 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5854 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5856 static void R_Water_StartFrame(void)
5859 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5860 r_waterstate_waterplane_t *p;
5861 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;
5863 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5866 switch(vid.renderpath)
5868 case RENDERPATH_GL20:
5869 case RENDERPATH_D3D9:
5870 case RENDERPATH_D3D10:
5871 case RENDERPATH_D3D11:
5872 case RENDERPATH_SOFT:
5873 case RENDERPATH_GLES2:
5875 case RENDERPATH_GL11:
5876 case RENDERPATH_GL13:
5877 case RENDERPATH_GLES1:
5881 // set waterwidth and waterheight to the water resolution that will be
5882 // used (often less than the screen resolution for faster rendering)
5883 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5885 // calculate desired texture sizes
5886 // can't use water if the card does not support the texture size
5887 if (!r_water.integer || r_showsurfaces.integer)
5888 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5889 else if (vid.support.arb_texture_non_power_of_two)
5891 texturewidth = waterwidth;
5892 textureheight = waterheight;
5893 camerawidth = waterwidth;
5894 cameraheight = waterheight;
5898 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5899 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5900 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5901 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5904 // allocate textures as needed
5905 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))
5907 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5908 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5910 if (p->texture_refraction)
5911 R_FreeTexture(p->texture_refraction);
5912 p->texture_refraction = NULL;
5913 if (p->fbo_refraction)
5914 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5915 p->fbo_refraction = 0;
5916 if (p->texture_reflection)
5917 R_FreeTexture(p->texture_reflection);
5918 p->texture_reflection = NULL;
5919 if (p->fbo_reflection)
5920 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5921 p->fbo_reflection = 0;
5922 if (p->texture_camera)
5923 R_FreeTexture(p->texture_camera);
5924 p->texture_camera = NULL;
5926 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5929 memset(&r_fb.water, 0, sizeof(r_fb.water));
5930 r_fb.water.texturewidth = texturewidth;
5931 r_fb.water.textureheight = textureheight;
5932 r_fb.water.camerawidth = camerawidth;
5933 r_fb.water.cameraheight = cameraheight;
5936 if (r_fb.water.texturewidth)
5938 int scaledwidth, scaledheight;
5940 r_fb.water.enabled = true;
5942 // water resolution is usually reduced
5943 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5944 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5945 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5947 // set up variables that will be used in shader setup
5948 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5949 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5950 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5951 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5954 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5955 r_fb.water.numwaterplanes = 0;
5958 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5960 int planeindex, bestplaneindex, vertexindex;
5961 vec3_t mins, maxs, normal, center, v, n;
5962 vec_t planescore, bestplanescore;
5964 r_waterstate_waterplane_t *p;
5965 texture_t *t = R_GetCurrentTexture(surface->texture);
5967 rsurface.texture = t;
5968 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5969 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5970 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5972 // average the vertex normals, find the surface bounds (after deformvertexes)
5973 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5974 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5975 VectorCopy(n, normal);
5976 VectorCopy(v, mins);
5977 VectorCopy(v, maxs);
5978 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5980 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5981 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5982 VectorAdd(normal, n, normal);
5983 mins[0] = min(mins[0], v[0]);
5984 mins[1] = min(mins[1], v[1]);
5985 mins[2] = min(mins[2], v[2]);
5986 maxs[0] = max(maxs[0], v[0]);
5987 maxs[1] = max(maxs[1], v[1]);
5988 maxs[2] = max(maxs[2], v[2]);
5990 VectorNormalize(normal);
5991 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5993 VectorCopy(normal, plane.normal);
5994 VectorNormalize(plane.normal);
5995 plane.dist = DotProduct(center, plane.normal);
5996 PlaneClassify(&plane);
5997 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5999 // skip backfaces (except if nocullface is set)
6000 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6002 VectorNegate(plane.normal, plane.normal);
6004 PlaneClassify(&plane);
6008 // find a matching plane if there is one
6009 bestplaneindex = -1;
6010 bestplanescore = 1048576.0f;
6011 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6013 if(p->camera_entity == t->camera_entity)
6015 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
6016 if (bestplaneindex < 0 || bestplanescore > planescore)
6018 bestplaneindex = planeindex;
6019 bestplanescore = planescore;
6023 planeindex = bestplaneindex;
6025 // if this surface does not fit any known plane rendered this frame, add one
6026 if (planeindex < 0 || bestplanescore > 0.001f)
6028 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6030 // store the new plane
6031 planeindex = r_fb.water.numwaterplanes++;
6032 p = r_fb.water.waterplanes + planeindex;
6034 // clear materialflags and pvs
6035 p->materialflags = 0;
6036 p->pvsvalid = false;
6037 p->camera_entity = t->camera_entity;
6038 VectorCopy(mins, p->mins);
6039 VectorCopy(maxs, p->maxs);
6043 // We're totally screwed.
6049 // merge mins/maxs when we're adding this surface to the plane
6050 p = r_fb.water.waterplanes + planeindex;
6051 p->mins[0] = min(p->mins[0], mins[0]);
6052 p->mins[1] = min(p->mins[1], mins[1]);
6053 p->mins[2] = min(p->mins[2], mins[2]);
6054 p->maxs[0] = max(p->maxs[0], maxs[0]);
6055 p->maxs[1] = max(p->maxs[1], maxs[1]);
6056 p->maxs[2] = max(p->maxs[2], maxs[2]);
6058 // merge this surface's materialflags into the waterplane
6059 p->materialflags |= t->currentmaterialflags;
6060 if(!(p->materialflags & MATERIALFLAG_CAMERA))
6062 // merge this surface's PVS into the waterplane
6063 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6064 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6066 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6072 extern cvar_t r_drawparticles;
6073 extern cvar_t r_drawdecals;
6075 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6078 r_refdef_view_t originalview;
6079 r_refdef_view_t myview;
6080 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;
6081 r_waterstate_waterplane_t *p;
6083 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;
6086 originalview = r_refdef.view;
6088 // lowquality hack, temporarily shut down some cvars and restore afterwards
6089 qualityreduction = r_water_lowquality.integer;
6090 if (qualityreduction > 0)
6092 if (qualityreduction >= 1)
6094 old_r_shadows = r_shadows.integer;
6095 old_r_worldrtlight = r_shadow_realtime_world.integer;
6096 old_r_dlight = r_shadow_realtime_dlight.integer;
6097 Cvar_SetValueQuick(&r_shadows, 0);
6098 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6099 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6101 if (qualityreduction >= 2)
6103 old_r_dynamic = r_dynamic.integer;
6104 old_r_particles = r_drawparticles.integer;
6105 old_r_decals = r_drawdecals.integer;
6106 Cvar_SetValueQuick(&r_dynamic, 0);
6107 Cvar_SetValueQuick(&r_drawparticles, 0);
6108 Cvar_SetValueQuick(&r_drawdecals, 0);
6112 // make sure enough textures are allocated
6113 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6115 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6117 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6119 if (!p->texture_refraction)
6120 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);
6121 if (!p->texture_refraction)
6125 if (r_fb.water.depthtexture == NULL)
6126 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6127 if (p->fbo_refraction == 0)
6128 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6131 else if (p->materialflags & MATERIALFLAG_CAMERA)
6133 if (!p->texture_camera)
6134 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);
6135 if (!p->texture_camera)
6139 if (r_fb.water.depthtexture == NULL)
6140 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6141 if (p->fbo_camera == 0)
6142 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6146 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6148 if (!p->texture_reflection)
6149 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);
6150 if (!p->texture_reflection)
6154 if (r_fb.water.depthtexture == NULL)
6155 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6156 if (p->fbo_reflection == 0)
6157 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6163 r_refdef.view = originalview;
6164 r_refdef.view.showdebug = false;
6165 r_refdef.view.width = r_fb.water.waterwidth;
6166 r_refdef.view.height = r_fb.water.waterheight;
6167 r_refdef.view.useclipplane = true;
6168 myview = r_refdef.view;
6169 r_fb.water.renderingscene = true;
6170 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6172 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6174 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6176 r_refdef.view = myview;
6177 if(r_water_scissormode.integer)
6179 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6180 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6181 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6184 // render reflected scene and copy into texture
6185 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6186 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6187 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6188 r_refdef.view.clipplane = p->plane;
6189 // reverse the cullface settings for this render
6190 r_refdef.view.cullface_front = GL_FRONT;
6191 r_refdef.view.cullface_back = GL_BACK;
6192 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6194 r_refdef.view.usecustompvs = true;
6196 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6198 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6201 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6202 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6203 R_ClearScreen(r_refdef.fogenabled);
6204 if(r_water_scissormode.integer & 2)
6205 R_View_UpdateWithScissor(myscissor);
6208 R_AnimCache_CacheVisibleEntities();
6209 if(r_water_scissormode.integer & 1)
6210 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6211 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6213 if (!p->fbo_reflection)
6214 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);
6215 r_fb.water.hideplayer = false;
6218 // render the normal view scene and copy into texture
6219 // (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)
6220 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6222 r_refdef.view = myview;
6223 if(r_water_scissormode.integer)
6225 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6226 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6227 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6230 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6232 r_refdef.view.clipplane = p->plane;
6233 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6234 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6236 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6238 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6239 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6240 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6241 R_RenderView_UpdateViewVectors();
6242 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6244 r_refdef.view.usecustompvs = true;
6245 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);
6249 PlaneClassify(&r_refdef.view.clipplane);
6251 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6252 R_ClearScreen(r_refdef.fogenabled);
6253 if(r_water_scissormode.integer & 2)
6254 R_View_UpdateWithScissor(myscissor);
6257 R_AnimCache_CacheVisibleEntities();
6258 if(r_water_scissormode.integer & 1)
6259 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6260 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6262 if (!p->fbo_refraction)
6263 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);
6264 r_fb.water.hideplayer = false;
6266 else if (p->materialflags & MATERIALFLAG_CAMERA)
6268 r_refdef.view = myview;
6270 r_refdef.view.clipplane = p->plane;
6271 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6272 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6274 r_refdef.view.width = r_fb.water.camerawidth;
6275 r_refdef.view.height = r_fb.water.cameraheight;
6276 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6277 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6278 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6279 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6281 if(p->camera_entity)
6283 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6284 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6287 // note: all of the view is used for displaying... so
6288 // there is no use in scissoring
6290 // reverse the cullface settings for this render
6291 r_refdef.view.cullface_front = GL_FRONT;
6292 r_refdef.view.cullface_back = GL_BACK;
6293 // also reverse the view matrix
6294 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
6295 R_RenderView_UpdateViewVectors();
6296 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6298 r_refdef.view.usecustompvs = true;
6299 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);
6302 // camera needs no clipplane
6303 r_refdef.view.useclipplane = false;
6305 PlaneClassify(&r_refdef.view.clipplane);
6307 r_fb.water.hideplayer = false;
6309 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6310 R_ClearScreen(r_refdef.fogenabled);
6312 R_AnimCache_CacheVisibleEntities();
6313 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6316 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);
6317 r_fb.water.hideplayer = false;
6321 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6322 r_fb.water.renderingscene = false;
6323 r_refdef.view = originalview;
6324 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6325 if (!r_fb.water.depthtexture)
6326 R_ClearScreen(r_refdef.fogenabled);
6328 R_AnimCache_CacheVisibleEntities();
6331 r_refdef.view = originalview;
6332 r_fb.water.renderingscene = false;
6333 Cvar_SetValueQuick(&r_water, 0);
6334 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6336 // lowquality hack, restore cvars
6337 if (qualityreduction > 0)
6339 if (qualityreduction >= 1)
6341 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6342 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6343 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6345 if (qualityreduction >= 2)
6347 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6348 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6349 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6354 static void R_Bloom_StartFrame(void)
6357 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6358 int viewwidth, viewheight;
6359 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6360 textype_t textype = TEXTYPE_COLORBUFFER;
6362 switch (vid.renderpath)
6364 case RENDERPATH_GL20:
6365 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6366 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6368 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6369 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6372 case RENDERPATH_GL11:
6373 case RENDERPATH_GL13:
6374 case RENDERPATH_GLES1:
6375 case RENDERPATH_GLES2:
6376 case RENDERPATH_D3D9:
6377 case RENDERPATH_D3D10:
6378 case RENDERPATH_D3D11:
6379 r_fb.usedepthtextures = false;
6381 case RENDERPATH_SOFT:
6382 r_fb.usedepthtextures = true;
6386 if (r_viewscale_fpsscaling.integer)
6388 double actualframetime;
6389 double targetframetime;
6391 actualframetime = r_refdef.lastdrawscreentime;
6392 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6393 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6394 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6395 if (r_viewscale_fpsscaling_stepsize.value > 0)
6396 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6397 viewscalefpsadjusted += adjust;
6398 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6401 viewscalefpsadjusted = 1.0f;
6403 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6405 switch(vid.renderpath)
6407 case RENDERPATH_GL20:
6408 case RENDERPATH_D3D9:
6409 case RENDERPATH_D3D10:
6410 case RENDERPATH_D3D11:
6411 case RENDERPATH_SOFT:
6412 case RENDERPATH_GLES2:
6414 case RENDERPATH_GL11:
6415 case RENDERPATH_GL13:
6416 case RENDERPATH_GLES1:
6420 // set bloomwidth and bloomheight to the bloom resolution that will be
6421 // used (often less than the screen resolution for faster rendering)
6422 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6423 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6424 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6425 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6426 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6428 // calculate desired texture sizes
6429 if (vid.support.arb_texture_non_power_of_two)
6431 screentexturewidth = vid.width;
6432 screentextureheight = vid.height;
6433 bloomtexturewidth = r_fb.bloomwidth;
6434 bloomtextureheight = r_fb.bloomheight;
6438 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6439 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6440 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6441 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6444 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))
6446 Cvar_SetValueQuick(&r_bloom, 0);
6447 Cvar_SetValueQuick(&r_motionblur, 0);
6448 Cvar_SetValueQuick(&r_damageblur, 0);
6451 if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6453 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6455 && r_viewscale.value == 1.0f
6456 && !r_viewscale_fpsscaling.integer)
6457 screentexturewidth = screentextureheight = 0;
6458 if (!r_bloom.integer)
6459 bloomtexturewidth = bloomtextureheight = 0;
6461 // allocate textures as needed
6462 if (r_fb.screentexturewidth != screentexturewidth
6463 || r_fb.screentextureheight != screentextureheight
6464 || r_fb.bloomtexturewidth != bloomtexturewidth
6465 || r_fb.bloomtextureheight != bloomtextureheight
6466 || r_fb.textype != textype
6467 || useviewfbo != (r_fb.fbo != 0))
6469 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6471 if (r_fb.bloomtexture[i])
6472 R_FreeTexture(r_fb.bloomtexture[i]);
6473 r_fb.bloomtexture[i] = NULL;
6475 if (r_fb.bloomfbo[i])
6476 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6477 r_fb.bloomfbo[i] = 0;
6481 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6484 if (r_fb.colortexture)
6485 R_FreeTexture(r_fb.colortexture);
6486 r_fb.colortexture = NULL;
6488 if (r_fb.depthtexture)
6489 R_FreeTexture(r_fb.depthtexture);
6490 r_fb.depthtexture = NULL;
6492 if (r_fb.ghosttexture)
6493 R_FreeTexture(r_fb.ghosttexture);
6494 r_fb.ghosttexture = NULL;
6496 r_fb.screentexturewidth = screentexturewidth;
6497 r_fb.screentextureheight = screentextureheight;
6498 r_fb.bloomtexturewidth = bloomtexturewidth;
6499 r_fb.bloomtextureheight = bloomtextureheight;
6500 r_fb.textype = textype;
6502 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6504 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6505 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);
6506 r_fb.ghosttexture_valid = false;
6507 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);
6510 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6511 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6512 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6516 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6518 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6520 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);
6522 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6527 // bloom texture is a different resolution
6528 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6529 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6530 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6531 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6532 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6534 // set up a texcoord array for the full resolution screen image
6535 // (we have to keep this around to copy back during final render)
6536 r_fb.screentexcoord2f[0] = 0;
6537 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6538 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6539 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6540 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6541 r_fb.screentexcoord2f[5] = 0;
6542 r_fb.screentexcoord2f[6] = 0;
6543 r_fb.screentexcoord2f[7] = 0;
6547 for (i = 1;i < 8;i += 2)
6549 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6553 // set up a texcoord array for the reduced resolution bloom image
6554 // (which will be additive blended over the screen image)
6555 r_fb.bloomtexcoord2f[0] = 0;
6556 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6557 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6558 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6559 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6560 r_fb.bloomtexcoord2f[5] = 0;
6561 r_fb.bloomtexcoord2f[6] = 0;
6562 r_fb.bloomtexcoord2f[7] = 0;
6564 switch(vid.renderpath)
6566 case RENDERPATH_GL11:
6567 case RENDERPATH_GL13:
6568 case RENDERPATH_GL20:
6569 case RENDERPATH_SOFT:
6570 case RENDERPATH_GLES1:
6571 case RENDERPATH_GLES2:
6573 case RENDERPATH_D3D9:
6574 case RENDERPATH_D3D10:
6575 case RENDERPATH_D3D11:
6576 for (i = 0;i < 4;i++)
6578 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6579 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6580 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6581 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6586 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6589 r_refdef.view.clear = true;
6592 static void R_Bloom_MakeTexture(void)
6595 float xoffset, yoffset, r, brighten;
6597 float colorscale = r_bloom_colorscale.value;
6599 r_refdef.stats[r_stat_bloom]++;
6602 // this copy is unnecessary since it happens in R_BlendView already
6605 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);
6606 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6610 // scale down screen texture to the bloom texture size
6612 r_fb.bloomindex = 0;
6613 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6614 R_SetViewport(&r_fb.bloomviewport);
6615 GL_DepthTest(false);
6616 GL_BlendFunc(GL_ONE, GL_ZERO);
6617 GL_Color(colorscale, colorscale, colorscale, 1);
6618 // 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...
6619 switch(vid.renderpath)
6621 case RENDERPATH_GL11:
6622 case RENDERPATH_GL13:
6623 case RENDERPATH_GL20:
6624 case RENDERPATH_GLES1:
6625 case RENDERPATH_GLES2:
6626 case RENDERPATH_SOFT:
6627 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6629 case RENDERPATH_D3D9:
6630 case RENDERPATH_D3D10:
6631 case RENDERPATH_D3D11:
6632 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6635 // TODO: do boxfilter scale-down in shader?
6636 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6637 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6638 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6640 // we now have a properly scaled bloom image
6641 if (!r_fb.bloomfbo[r_fb.bloomindex])
6643 // copy it into the bloom texture
6644 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);
6645 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6648 // multiply bloom image by itself as many times as desired
6649 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6651 intex = r_fb.bloomtexture[r_fb.bloomindex];
6652 r_fb.bloomindex ^= 1;
6653 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6655 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6656 if (!r_fb.bloomfbo[r_fb.bloomindex])
6658 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6659 GL_Color(r,r,r,1); // apply fix factor
6664 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6665 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6666 GL_Color(1,1,1,1); // no fix factor supported here
6668 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6669 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6670 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6671 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6673 if (!r_fb.bloomfbo[r_fb.bloomindex])
6675 // copy the darkened image to a texture
6676 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);
6677 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6681 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6682 brighten = r_bloom_brighten.value;
6683 brighten = sqrt(brighten);
6685 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6687 for (dir = 0;dir < 2;dir++)
6689 intex = r_fb.bloomtexture[r_fb.bloomindex];
6690 r_fb.bloomindex ^= 1;
6691 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6692 // blend on at multiple vertical offsets to achieve a vertical blur
6693 // TODO: do offset blends using GLSL
6694 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6695 GL_BlendFunc(GL_ONE, GL_ZERO);
6696 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6697 for (x = -range;x <= range;x++)
6699 if (!dir){xoffset = 0;yoffset = x;}
6700 else {xoffset = x;yoffset = 0;}
6701 xoffset /= (float)r_fb.bloomtexturewidth;
6702 yoffset /= (float)r_fb.bloomtextureheight;
6703 // compute a texcoord array with the specified x and y offset
6704 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6705 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6706 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6707 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6708 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6709 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6710 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6711 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6712 // this r value looks like a 'dot' particle, fading sharply to
6713 // black at the edges
6714 // (probably not realistic but looks good enough)
6715 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6716 //r = brighten/(range*2+1);
6717 r = brighten / (range * 2 + 1);
6719 r *= (1 - x*x/(float)(range*range));
6720 GL_Color(r, r, r, 1);
6721 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6722 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6723 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6724 GL_BlendFunc(GL_ONE, GL_ONE);
6727 if (!r_fb.bloomfbo[r_fb.bloomindex])
6729 // copy the vertically or horizontally blurred bloom view to a texture
6730 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);
6731 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6736 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6738 unsigned int permutation;
6739 float uservecs[4][4];
6741 R_EntityMatrix(&identitymatrix);
6743 switch (vid.renderpath)
6745 case RENDERPATH_GL20:
6746 case RENDERPATH_D3D9:
6747 case RENDERPATH_D3D10:
6748 case RENDERPATH_D3D11:
6749 case RENDERPATH_SOFT:
6750 case RENDERPATH_GLES2:
6752 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6753 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6754 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6755 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6756 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6758 if (r_fb.colortexture)
6762 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);
6763 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6766 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6768 // declare variables
6769 float blur_factor, blur_mouseaccel, blur_velocity;
6770 static float blur_average;
6771 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6773 // set a goal for the factoring
6774 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6775 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6776 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6777 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6778 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6779 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6781 // from the goal, pick an averaged value between goal and last value
6782 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6783 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6785 // enforce minimum amount of blur
6786 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6788 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6790 // calculate values into a standard alpha
6791 cl.motionbluralpha = 1 - exp(-
6793 (r_motionblur.value * blur_factor / 80)
6795 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6798 max(0.0001, cl.time - cl.oldtime) // fps independent
6801 // randomization for the blur value to combat persistent ghosting
6802 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6803 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6806 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6807 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6809 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6810 GL_Color(1, 1, 1, cl.motionbluralpha);
6811 switch(vid.renderpath)
6813 case RENDERPATH_GL11:
6814 case RENDERPATH_GL13:
6815 case RENDERPATH_GL20:
6816 case RENDERPATH_GLES1:
6817 case RENDERPATH_GLES2:
6818 case RENDERPATH_SOFT:
6819 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6821 case RENDERPATH_D3D9:
6822 case RENDERPATH_D3D10:
6823 case RENDERPATH_D3D11:
6824 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6827 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6828 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6829 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6832 // updates old view angles for next pass
6833 VectorCopy(cl.viewangles, blur_oldangles);
6835 // copy view into the ghost texture
6836 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);
6837 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6838 r_fb.ghosttexture_valid = true;
6843 // no r_fb.colortexture means we're rendering to the real fb
6844 // we may still have to do view tint...
6845 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6847 // apply a color tint to the whole view
6848 R_ResetViewRendering2D(0, NULL, NULL);
6849 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6850 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6851 R_SetupShader_Generic_NoTexture(false, true);
6852 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6853 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6855 break; // no screen processing, no bloom, skip it
6858 if (r_fb.bloomtexture[0])
6860 // make the bloom texture
6861 R_Bloom_MakeTexture();
6864 #if _MSC_VER >= 1400
6865 #define sscanf sscanf_s
6867 memset(uservecs, 0, sizeof(uservecs));
6868 if (r_glsl_postprocess_uservec1_enable.integer)
6869 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6870 if (r_glsl_postprocess_uservec2_enable.integer)
6871 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6872 if (r_glsl_postprocess_uservec3_enable.integer)
6873 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6874 if (r_glsl_postprocess_uservec4_enable.integer)
6875 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6877 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6878 GL_Color(1, 1, 1, 1);
6879 GL_BlendFunc(GL_ONE, GL_ZERO);
6881 switch(vid.renderpath)
6883 case RENDERPATH_GL20:
6884 case RENDERPATH_GLES2:
6885 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6886 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6887 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6888 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6889 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6890 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]);
6891 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6892 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]);
6893 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]);
6894 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]);
6895 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]);
6896 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6897 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6898 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);
6900 case RENDERPATH_D3D9:
6902 // 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...
6903 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6904 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6905 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6906 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6907 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6908 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6909 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6910 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6911 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6912 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6913 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6914 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6915 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6916 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6919 case RENDERPATH_D3D10:
6920 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6922 case RENDERPATH_D3D11:
6923 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6925 case RENDERPATH_SOFT:
6926 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6927 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6928 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6929 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6930 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6931 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6932 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6933 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6934 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6935 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6936 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6937 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6938 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6939 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6944 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6945 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6947 case RENDERPATH_GL11:
6948 case RENDERPATH_GL13:
6949 case RENDERPATH_GLES1:
6950 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6952 // apply a color tint to the whole view
6953 R_ResetViewRendering2D(0, NULL, NULL);
6954 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6955 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6956 R_SetupShader_Generic_NoTexture(false, true);
6957 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6958 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6964 matrix4x4_t r_waterscrollmatrix;
6966 void R_UpdateFog(void)
6969 if (gamemode == GAME_NEHAHRA)
6971 if (gl_fogenable.integer)
6973 r_refdef.oldgl_fogenable = true;
6974 r_refdef.fog_density = gl_fogdensity.value;
6975 r_refdef.fog_red = gl_fogred.value;
6976 r_refdef.fog_green = gl_foggreen.value;
6977 r_refdef.fog_blue = gl_fogblue.value;
6978 r_refdef.fog_alpha = 1;
6979 r_refdef.fog_start = 0;
6980 r_refdef.fog_end = gl_skyclip.value;
6981 r_refdef.fog_height = 1<<30;
6982 r_refdef.fog_fadedepth = 128;
6984 else if (r_refdef.oldgl_fogenable)
6986 r_refdef.oldgl_fogenable = false;
6987 r_refdef.fog_density = 0;
6988 r_refdef.fog_red = 0;
6989 r_refdef.fog_green = 0;
6990 r_refdef.fog_blue = 0;
6991 r_refdef.fog_alpha = 0;
6992 r_refdef.fog_start = 0;
6993 r_refdef.fog_end = 0;
6994 r_refdef.fog_height = 1<<30;
6995 r_refdef.fog_fadedepth = 128;
7000 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7001 r_refdef.fog_start = max(0, r_refdef.fog_start);
7002 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7004 if (r_refdef.fog_density && r_drawfog.integer)
7006 r_refdef.fogenabled = true;
7007 // this is the point where the fog reaches 0.9986 alpha, which we
7008 // consider a good enough cutoff point for the texture
7009 // (0.9986 * 256 == 255.6)
7010 if (r_fog_exp2.integer)
7011 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7013 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7014 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7015 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7016 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7017 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
7018 R_BuildFogHeightTexture();
7019 // fog color was already set
7020 // update the fog texture
7021 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)
7022 R_BuildFogTexture();
7023 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
7024 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
7027 r_refdef.fogenabled = false;
7030 if (r_refdef.fog_density)
7032 r_refdef.fogcolor[0] = r_refdef.fog_red;
7033 r_refdef.fogcolor[1] = r_refdef.fog_green;
7034 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7036 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7037 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7038 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7039 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7043 VectorCopy(r_refdef.fogcolor, fogvec);
7044 // color.rgb *= ContrastBoost * SceneBrightness;
7045 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7046 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7047 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7048 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7053 void R_UpdateVariables(void)
7057 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7059 r_refdef.farclip = r_farclip_base.value;
7060 if (r_refdef.scene.worldmodel)
7061 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7062 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7064 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7065 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7066 r_refdef.polygonfactor = 0;
7067 r_refdef.polygonoffset = 0;
7068 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7069 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7071 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7072 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7073 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7074 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7075 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7076 if (FAKELIGHT_ENABLED)
7078 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7080 else if (r_refdef.scene.worldmodel)
7082 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7084 if (r_showsurfaces.integer)
7086 r_refdef.scene.rtworld = false;
7087 r_refdef.scene.rtworldshadows = false;
7088 r_refdef.scene.rtdlight = false;
7089 r_refdef.scene.rtdlightshadows = false;
7090 r_refdef.lightmapintensity = 0;
7093 r_gpuskeletal = false;
7094 switch(vid.renderpath)
7096 case RENDERPATH_GL20:
7097 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7098 case RENDERPATH_D3D9:
7099 case RENDERPATH_D3D10:
7100 case RENDERPATH_D3D11:
7101 case RENDERPATH_SOFT:
7102 case RENDERPATH_GLES2:
7103 if(v_glslgamma.integer && !vid_gammatables_trivial)
7105 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7107 // build GLSL gamma texture
7108 #define RAMPWIDTH 256
7109 unsigned short ramp[RAMPWIDTH * 3];
7110 unsigned char rampbgr[RAMPWIDTH][4];
7113 r_texture_gammaramps_serial = vid_gammatables_serial;
7115 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7116 for(i = 0; i < RAMPWIDTH; ++i)
7118 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7119 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7120 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7123 if (r_texture_gammaramps)
7125 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7129 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7135 // remove GLSL gamma texture
7138 case RENDERPATH_GL11:
7139 case RENDERPATH_GL13:
7140 case RENDERPATH_GLES1:
7145 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7146 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7152 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7153 if( scenetype != r_currentscenetype ) {
7154 // store the old scenetype
7155 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7156 r_currentscenetype = scenetype;
7157 // move in the new scene
7158 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7167 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7169 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7170 if( scenetype == r_currentscenetype ) {
7171 return &r_refdef.scene;
7173 return &r_scenes_store[ scenetype ];
7177 static int R_SortEntities_Compare(const void *ap, const void *bp)
7179 const entity_render_t *a = *(const entity_render_t **)ap;
7180 const entity_render_t *b = *(const entity_render_t **)bp;
7183 if(a->model < b->model)
7185 if(a->model > b->model)
7189 // TODO possibly calculate the REAL skinnum here first using
7191 if(a->skinnum < b->skinnum)
7193 if(a->skinnum > b->skinnum)
7196 // everything we compared is equal
7199 static void R_SortEntities(void)
7201 // below or equal 2 ents, sorting never gains anything
7202 if(r_refdef.scene.numentities <= 2)
7205 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7213 int dpsoftrast_test;
7214 extern cvar_t r_shadow_bouncegrid;
7215 void R_RenderView(void)
7217 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7219 rtexture_t *depthtexture;
7220 rtexture_t *colortexture;
7222 dpsoftrast_test = r_test.integer;
7224 if (r_timereport_active)
7225 R_TimeReport("start");
7226 r_textureframe++; // used only by R_GetCurrentTexture
7227 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7229 if(R_CompileShader_CheckStaticParms())
7232 if (!r_drawentities.integer)
7233 r_refdef.scene.numentities = 0;
7234 else if (r_sortentities.integer)
7237 R_AnimCache_ClearCache();
7239 /* adjust for stereo display */
7240 if(R_Stereo_Active())
7242 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);
7243 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7246 if (r_refdef.view.isoverlay)
7248 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7249 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7250 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7251 R_TimeReport("depthclear");
7253 r_refdef.view.showdebug = false;
7255 r_fb.water.enabled = false;
7256 r_fb.water.numwaterplanes = 0;
7258 R_RenderScene(0, NULL, NULL);
7260 r_refdef.view.matrix = originalmatrix;
7266 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7268 r_refdef.view.matrix = originalmatrix;
7272 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7274 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7275 // in sRGB fallback, behave similar to true sRGB: convert this
7276 // value from linear to sRGB
7277 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7279 R_RenderView_UpdateViewVectors();
7281 R_Shadow_UpdateWorldLightSelection();
7283 R_Bloom_StartFrame();
7285 // apply bloom brightness offset
7286 if(r_fb.bloomtexture[0])
7287 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7289 R_Water_StartFrame();
7291 // now we probably have an fbo to render into
7293 depthtexture = r_fb.depthtexture;
7294 colortexture = r_fb.colortexture;
7297 if (r_timereport_active)
7298 R_TimeReport("viewsetup");
7300 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7302 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7304 R_ClearScreen(r_refdef.fogenabled);
7305 if (r_timereport_active)
7306 R_TimeReport("viewclear");
7308 r_refdef.view.clear = true;
7310 r_refdef.view.showdebug = true;
7313 if (r_timereport_active)
7314 R_TimeReport("visibility");
7316 R_AnimCache_CacheVisibleEntities();
7317 if (r_timereport_active)
7318 R_TimeReport("animcache");
7320 R_Shadow_UpdateBounceGridTexture();
7321 if (r_timereport_active && r_shadow_bouncegrid.integer)
7322 R_TimeReport("bouncegrid");
7324 r_fb.water.numwaterplanes = 0;
7325 if (r_fb.water.enabled)
7326 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7328 R_RenderScene(fbo, depthtexture, colortexture);
7329 r_fb.water.numwaterplanes = 0;
7331 R_BlendView(fbo, depthtexture, colortexture);
7332 if (r_timereport_active)
7333 R_TimeReport("blendview");
7335 GL_Scissor(0, 0, vid.width, vid.height);
7336 GL_ScissorTest(false);
7338 r_refdef.view.matrix = originalmatrix;
7343 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7345 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7347 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7348 if (r_timereport_active)
7349 R_TimeReport("waterworld");
7352 // don't let sound skip if going slow
7353 if (r_refdef.scene.extraupdate)
7356 R_DrawModelsAddWaterPlanes();
7357 if (r_timereport_active)
7358 R_TimeReport("watermodels");
7360 if (r_fb.water.numwaterplanes)
7362 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7363 if (r_timereport_active)
7364 R_TimeReport("waterscenes");
7368 extern cvar_t cl_locs_show;
7369 static void R_DrawLocs(void);
7370 static void R_DrawEntityBBoxes(void);
7371 static void R_DrawModelDecals(void);
7372 extern cvar_t cl_decals_newsystem;
7373 extern qboolean r_shadow_usingdeferredprepass;
7374 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7376 qboolean shadowmapping = false;
7378 if (r_timereport_active)
7379 R_TimeReport("beginscene");
7381 r_refdef.stats[r_stat_renders]++;
7385 // don't let sound skip if going slow
7386 if (r_refdef.scene.extraupdate)
7389 R_MeshQueue_BeginScene();
7393 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);
7395 if (r_timereport_active)
7396 R_TimeReport("skystartframe");
7398 if (cl.csqc_vidvars.drawworld)
7400 // don't let sound skip if going slow
7401 if (r_refdef.scene.extraupdate)
7404 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7406 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7407 if (r_timereport_active)
7408 R_TimeReport("worldsky");
7411 if (R_DrawBrushModelsSky() && r_timereport_active)
7412 R_TimeReport("bmodelsky");
7414 if (skyrendermasked && skyrenderlater)
7416 // we have to force off the water clipping plane while rendering sky
7417 R_SetupView(false, fbo, depthtexture, colortexture);
7419 R_SetupView(true, fbo, depthtexture, colortexture);
7420 if (r_timereport_active)
7421 R_TimeReport("sky");
7425 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7426 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7427 R_Shadow_PrepareModelShadows();
7428 if (r_timereport_active)
7429 R_TimeReport("preparelights");
7431 if (R_Shadow_ShadowMappingEnabled())
7432 shadowmapping = true;
7434 if (r_shadow_usingdeferredprepass)
7435 R_Shadow_DrawPrepass();
7437 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7439 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7440 if (r_timereport_active)
7441 R_TimeReport("worlddepth");
7443 if (r_depthfirst.integer >= 2)
7445 R_DrawModelsDepth();
7446 if (r_timereport_active)
7447 R_TimeReport("modeldepth");
7450 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7452 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7453 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7454 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7455 // don't let sound skip if going slow
7456 if (r_refdef.scene.extraupdate)
7460 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7462 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7463 if (r_timereport_active)
7464 R_TimeReport("world");
7467 // don't let sound skip if going slow
7468 if (r_refdef.scene.extraupdate)
7472 if (r_timereport_active)
7473 R_TimeReport("models");
7475 // don't let sound skip if going slow
7476 if (r_refdef.scene.extraupdate)
7479 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7481 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7482 R_DrawModelShadows(fbo, depthtexture, colortexture);
7483 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7484 // don't let sound skip if going slow
7485 if (r_refdef.scene.extraupdate)
7489 if (!r_shadow_usingdeferredprepass)
7491 R_Shadow_DrawLights();
7492 if (r_timereport_active)
7493 R_TimeReport("rtlights");
7496 // don't let sound skip if going slow
7497 if (r_refdef.scene.extraupdate)
7500 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7502 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7503 R_DrawModelShadows(fbo, depthtexture, colortexture);
7504 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7505 // don't let sound skip if going slow
7506 if (r_refdef.scene.extraupdate)
7510 if (cl.csqc_vidvars.drawworld)
7512 if (cl_decals_newsystem.integer)
7514 R_DrawModelDecals();
7515 if (r_timereport_active)
7516 R_TimeReport("modeldecals");
7521 if (r_timereport_active)
7522 R_TimeReport("decals");
7526 if (r_timereport_active)
7527 R_TimeReport("particles");
7530 if (r_timereport_active)
7531 R_TimeReport("explosions");
7533 R_DrawLightningBeams();
7534 if (r_timereport_active)
7535 R_TimeReport("lightning");
7539 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7541 if (r_refdef.view.showdebug)
7543 if (cl_locs_show.integer)
7546 if (r_timereport_active)
7547 R_TimeReport("showlocs");
7550 if (r_drawportals.integer)
7553 if (r_timereport_active)
7554 R_TimeReport("portals");
7557 if (r_showbboxes.value > 0)
7559 R_DrawEntityBBoxes();
7560 if (r_timereport_active)
7561 R_TimeReport("bboxes");
7565 if (r_transparent.integer)
7567 R_MeshQueue_RenderTransparent();
7568 if (r_timereport_active)
7569 R_TimeReport("drawtrans");
7572 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))
7574 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7575 if (r_timereport_active)
7576 R_TimeReport("worlddebug");
7577 R_DrawModelsDebug();
7578 if (r_timereport_active)
7579 R_TimeReport("modeldebug");
7582 if (cl.csqc_vidvars.drawworld)
7584 R_Shadow_DrawCoronas();
7585 if (r_timereport_active)
7586 R_TimeReport("coronas");
7591 GL_DepthTest(false);
7592 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7593 GL_Color(1, 1, 1, 1);
7594 qglBegin(GL_POLYGON);
7595 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7596 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7597 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7598 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7600 qglBegin(GL_POLYGON);
7601 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]);
7602 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]);
7603 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]);
7604 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]);
7606 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7610 // don't let sound skip if going slow
7611 if (r_refdef.scene.extraupdate)
7615 static const unsigned short bboxelements[36] =
7625 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7628 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7630 RSurf_ActiveWorldEntity();
7632 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7633 GL_DepthMask(false);
7634 GL_DepthRange(0, 1);
7635 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7636 // R_Mesh_ResetTextureState();
7638 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7639 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7640 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7641 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7642 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7643 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7644 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7645 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7646 R_FillColors(color4f, 8, cr, cg, cb, ca);
7647 if (r_refdef.fogenabled)
7649 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7651 f1 = RSurf_FogVertex(v);
7653 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7654 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7655 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7658 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7659 R_Mesh_ResetTextureState();
7660 R_SetupShader_Generic_NoTexture(false, false);
7661 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7664 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7666 prvm_prog_t *prog = SVVM_prog;
7669 prvm_edict_t *edict;
7671 // this function draws bounding boxes of server entities
7675 GL_CullFace(GL_NONE);
7676 R_SetupShader_Generic_NoTexture(false, false);
7678 for (i = 0;i < numsurfaces;i++)
7680 edict = PRVM_EDICT_NUM(surfacelist[i]);
7681 switch ((int)PRVM_serveredictfloat(edict, solid))
7683 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7684 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7685 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7686 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7687 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7688 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7689 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7691 color[3] *= r_showbboxes.value;
7692 color[3] = bound(0, color[3], 1);
7693 GL_DepthTest(!r_showdisabledepthtest.integer);
7694 GL_CullFace(r_refdef.view.cullface_front);
7695 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7699 static void R_DrawEntityBBoxes(void)
7702 prvm_edict_t *edict;
7704 prvm_prog_t *prog = SVVM_prog;
7706 // this function draws bounding boxes of server entities
7710 for (i = 0;i < prog->num_edicts;i++)
7712 edict = PRVM_EDICT_NUM(i);
7713 if (edict->priv.server->free)
7715 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7716 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7718 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7720 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7721 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7725 static const int nomodelelement3i[24] =
7737 static const unsigned short nomodelelement3s[24] =
7749 static const float nomodelvertex3f[6*3] =
7759 static const float nomodelcolor4f[6*4] =
7761 0.0f, 0.0f, 0.5f, 1.0f,
7762 0.0f, 0.0f, 0.5f, 1.0f,
7763 0.0f, 0.5f, 0.0f, 1.0f,
7764 0.0f, 0.5f, 0.0f, 1.0f,
7765 0.5f, 0.0f, 0.0f, 1.0f,
7766 0.5f, 0.0f, 0.0f, 1.0f
7769 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7775 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);
7777 // this is only called once per entity so numsurfaces is always 1, and
7778 // surfacelist is always {0}, so this code does not handle batches
7780 if (rsurface.ent_flags & RENDER_ADDITIVE)
7782 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7783 GL_DepthMask(false);
7785 else if (rsurface.colormod[3] < 1)
7787 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7788 GL_DepthMask(false);
7792 GL_BlendFunc(GL_ONE, GL_ZERO);
7795 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7796 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7797 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7798 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7799 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7800 for (i = 0, c = color4f;i < 6;i++, c += 4)
7802 c[0] *= rsurface.colormod[0];
7803 c[1] *= rsurface.colormod[1];
7804 c[2] *= rsurface.colormod[2];
7805 c[3] *= rsurface.colormod[3];
7807 if (r_refdef.fogenabled)
7809 for (i = 0, c = color4f;i < 6;i++, c += 4)
7811 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7813 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7814 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7815 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7818 // R_Mesh_ResetTextureState();
7819 R_SetupShader_Generic_NoTexture(false, false);
7820 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7821 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7824 void R_DrawNoModel(entity_render_t *ent)
7827 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7828 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7829 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7831 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7834 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7836 vec3_t right1, right2, diff, normal;
7838 VectorSubtract (org2, org1, normal);
7840 // calculate 'right' vector for start
7841 VectorSubtract (r_refdef.view.origin, org1, diff);
7842 CrossProduct (normal, diff, right1);
7843 VectorNormalize (right1);
7845 // calculate 'right' vector for end
7846 VectorSubtract (r_refdef.view.origin, org2, diff);
7847 CrossProduct (normal, diff, right2);
7848 VectorNormalize (right2);
7850 vert[ 0] = org1[0] + width * right1[0];
7851 vert[ 1] = org1[1] + width * right1[1];
7852 vert[ 2] = org1[2] + width * right1[2];
7853 vert[ 3] = org1[0] - width * right1[0];
7854 vert[ 4] = org1[1] - width * right1[1];
7855 vert[ 5] = org1[2] - width * right1[2];
7856 vert[ 6] = org2[0] - width * right2[0];
7857 vert[ 7] = org2[1] - width * right2[1];
7858 vert[ 8] = org2[2] - width * right2[2];
7859 vert[ 9] = org2[0] + width * right2[0];
7860 vert[10] = org2[1] + width * right2[1];
7861 vert[11] = org2[2] + width * right2[2];
7864 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)
7866 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7867 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7868 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7869 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7870 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7871 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7872 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7873 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7874 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7875 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7876 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7877 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7880 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7885 VectorSet(v, x, y, z);
7886 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7887 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7889 if (i == mesh->numvertices)
7891 if (mesh->numvertices < mesh->maxvertices)
7893 VectorCopy(v, vertex3f);
7894 mesh->numvertices++;
7896 return mesh->numvertices;
7902 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7906 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7907 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7908 e = mesh->element3i + mesh->numtriangles * 3;
7909 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7911 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7912 if (mesh->numtriangles < mesh->maxtriangles)
7917 mesh->numtriangles++;
7919 element[1] = element[2];
7923 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7927 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7928 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7929 e = mesh->element3i + mesh->numtriangles * 3;
7930 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7932 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7933 if (mesh->numtriangles < mesh->maxtriangles)
7938 mesh->numtriangles++;
7940 element[1] = element[2];
7944 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7945 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7947 int planenum, planenum2;
7950 mplane_t *plane, *plane2;
7952 double temppoints[2][256*3];
7953 // figure out how large a bounding box we need to properly compute this brush
7955 for (w = 0;w < numplanes;w++)
7956 maxdist = max(maxdist, fabs(planes[w].dist));
7957 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7958 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7959 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7963 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7964 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7966 if (planenum2 == planenum)
7968 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);
7971 if (tempnumpoints < 3)
7973 // generate elements forming a triangle fan for this polygon
7974 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7978 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)
7980 texturelayer_t *layer;
7981 layer = t->currentlayers + t->currentnumlayers++;
7983 layer->depthmask = depthmask;
7984 layer->blendfunc1 = blendfunc1;
7985 layer->blendfunc2 = blendfunc2;
7986 layer->texture = texture;
7987 layer->texmatrix = *matrix;
7988 layer->color[0] = r;
7989 layer->color[1] = g;
7990 layer->color[2] = b;
7991 layer->color[3] = a;
7994 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7996 if(parms[0] == 0 && parms[1] == 0)
7998 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7999 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
8004 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8007 index = parms[2] + rsurface.shadertime * parms[3];
8008 index -= floor(index);
8009 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
8012 case Q3WAVEFUNC_NONE:
8013 case Q3WAVEFUNC_NOISE:
8014 case Q3WAVEFUNC_COUNT:
8017 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8018 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8019 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8020 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8021 case Q3WAVEFUNC_TRIANGLE:
8023 f = index - floor(index);
8036 f = parms[0] + parms[1] * f;
8037 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8038 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8042 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8049 matrix4x4_t matrix, temp;
8050 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8051 // it's better to have one huge fixup every 9 hours than gradual
8052 // degradation over time which looks consistently bad after many hours.
8054 // tcmod scroll in particular suffers from this degradation which can't be
8055 // effectively worked around even with floor() tricks because we don't
8056 // know if tcmod scroll is the last tcmod being applied, and for clampmap
8057 // a workaround involving floor() would be incorrect anyway...
8058 shadertime = rsurface.shadertime;
8059 if (shadertime >= 32768.0f)
8060 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8061 switch(tcmod->tcmod)
8065 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8066 matrix = r_waterscrollmatrix;
8068 matrix = identitymatrix;
8070 case Q3TCMOD_ENTITYTRANSLATE:
8071 // this is used in Q3 to allow the gamecode to control texcoord
8072 // scrolling on the entity, which is not supported in darkplaces yet.
8073 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8075 case Q3TCMOD_ROTATE:
8076 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8077 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8078 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8081 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8083 case Q3TCMOD_SCROLL:
8084 // this particular tcmod is a "bug for bug" compatible one with regards to
8085 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8086 // specifically did the wrapping and so we must mimic that...
8087 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8088 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8089 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8091 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8092 w = (int) tcmod->parms[0];
8093 h = (int) tcmod->parms[1];
8094 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8096 idx = (int) floor(f * w * h);
8097 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8099 case Q3TCMOD_STRETCH:
8100 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8101 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8103 case Q3TCMOD_TRANSFORM:
8104 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8105 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8106 VectorSet(tcmat + 6, 0 , 0 , 1);
8107 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8108 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8110 case Q3TCMOD_TURBULENT:
8111 // this is handled in the RSurf_PrepareVertices function
8112 matrix = identitymatrix;
8116 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8119 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8121 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8122 char name[MAX_QPATH];
8123 skinframe_t *skinframe;
8124 unsigned char pixels[296*194];
8125 strlcpy(cache->name, skinname, sizeof(cache->name));
8126 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8127 if (developer_loading.integer)
8128 Con_Printf("loading %s\n", name);
8129 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8130 if (!skinframe || !skinframe->base)
8133 fs_offset_t filesize;
8135 f = FS_LoadFile(name, tempmempool, true, &filesize);
8138 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8139 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8143 cache->skinframe = skinframe;
8146 texture_t *R_GetCurrentTexture(texture_t *t)
8149 const entity_render_t *ent = rsurface.entity;
8150 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8151 q3shaderinfo_layer_tcmod_t *tcmod;
8153 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8154 return t->currentframe;
8155 t->update_lastrenderframe = r_textureframe;
8156 t->update_lastrenderentity = (void *)ent;
8158 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8159 t->camera_entity = ent->entitynumber;
8161 t->camera_entity = 0;
8163 // switch to an alternate material if this is a q1bsp animated material
8165 texture_t *texture = t;
8166 int s = rsurface.ent_skinnum;
8167 if ((unsigned int)s >= (unsigned int)model->numskins)
8169 if (model->skinscenes)
8171 if (model->skinscenes[s].framecount > 1)
8172 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8174 s = model->skinscenes[s].firstframe;
8177 t = t + s * model->num_surfaces;
8180 // use an alternate animation if the entity's frame is not 0,
8181 // and only if the texture has an alternate animation
8182 if (t->animated == 2) // q2bsp
8183 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8184 else if (rsurface.ent_alttextures && t->anim_total[1])
8185 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8187 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8189 texture->currentframe = t;
8192 // update currentskinframe to be a qw skin or animation frame
8193 if (rsurface.ent_qwskin >= 0)
8195 i = rsurface.ent_qwskin;
8196 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8198 r_qwskincache_size = cl.maxclients;
8200 Mem_Free(r_qwskincache);
8201 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8203 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8204 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8205 t->currentskinframe = r_qwskincache[i].skinframe;
8206 if (t->currentskinframe == NULL)
8207 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8209 else if (t->numskinframes >= 2)
8210 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8211 if (t->backgroundnumskinframes >= 2)
8212 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8214 t->currentmaterialflags = t->basematerialflags;
8215 t->currentalpha = rsurface.colormod[3] * t->basealpha;
8216 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8217 t->currentalpha *= r_wateralpha.value;
8218 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8219 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8220 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8221 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8222 if (!(rsurface.ent_flags & RENDER_LIGHT))
8223 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8224 else if (FAKELIGHT_ENABLED)
8226 // no modellight if using fakelight for the map
8228 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8230 // pick a model lighting mode
8231 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8232 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8234 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8236 if (rsurface.ent_flags & RENDER_ADDITIVE)
8237 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8238 else if (t->currentalpha < 1)
8239 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8240 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8241 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8242 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8243 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8244 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8245 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8246 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8247 if (t->backgroundnumskinframes)
8248 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8249 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8251 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8252 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8255 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8256 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8258 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8259 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8261 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8262 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8264 // there is no tcmod
8265 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8267 t->currenttexmatrix = r_waterscrollmatrix;
8268 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8270 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8272 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8273 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8276 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8277 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8278 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8279 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8281 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8282 if (t->currentskinframe->qpixels)
8283 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8284 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8285 if (!t->basetexture)
8286 t->basetexture = r_texture_notexture;
8287 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8288 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8289 t->nmaptexture = t->currentskinframe->nmap;
8290 if (!t->nmaptexture)
8291 t->nmaptexture = r_texture_blanknormalmap;
8292 t->glosstexture = r_texture_black;
8293 t->glowtexture = t->currentskinframe->glow;
8294 t->fogtexture = t->currentskinframe->fog;
8295 t->reflectmasktexture = t->currentskinframe->reflect;
8296 if (t->backgroundnumskinframes)
8298 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8299 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8300 t->backgroundglosstexture = r_texture_black;
8301 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8302 if (!t->backgroundnmaptexture)
8303 t->backgroundnmaptexture = r_texture_blanknormalmap;
8304 // make sure that if glow is going to be used, both textures are not NULL
8305 if (!t->backgroundglowtexture && t->glowtexture)
8306 t->backgroundglowtexture = r_texture_black;
8307 if (!t->glowtexture && t->backgroundglowtexture)
8308 t->glowtexture = r_texture_black;
8312 t->backgroundbasetexture = r_texture_white;
8313 t->backgroundnmaptexture = r_texture_blanknormalmap;
8314 t->backgroundglosstexture = r_texture_black;
8315 t->backgroundglowtexture = NULL;
8317 t->specularpower = r_shadow_glossexponent.value;
8318 // TODO: store reference values for these in the texture?
8319 t->specularscale = 0;
8320 if (r_shadow_gloss.integer > 0)
8322 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8324 if (r_shadow_glossintensity.value > 0)
8326 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8327 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8328 t->specularscale = r_shadow_glossintensity.value;
8331 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8333 t->glosstexture = r_texture_white;
8334 t->backgroundglosstexture = r_texture_white;
8335 t->specularscale = r_shadow_gloss2intensity.value;
8336 t->specularpower = r_shadow_gloss2exponent.value;
8339 t->specularscale *= t->specularscalemod;
8340 t->specularpower *= t->specularpowermod;
8341 t->rtlightambient = 0;
8343 // lightmaps mode looks bad with dlights using actual texturing, so turn
8344 // off the colormap and glossmap, but leave the normalmap on as it still
8345 // accurately represents the shading involved
8346 if (gl_lightmaps.integer)
8348 t->basetexture = r_texture_grey128;
8349 t->pantstexture = r_texture_black;
8350 t->shirttexture = r_texture_black;
8351 if (gl_lightmaps.integer < 2)
8352 t->nmaptexture = r_texture_blanknormalmap;
8353 t->glosstexture = r_texture_black;
8354 t->glowtexture = NULL;
8355 t->fogtexture = NULL;
8356 t->reflectmasktexture = NULL;
8357 t->backgroundbasetexture = NULL;
8358 if (gl_lightmaps.integer < 2)
8359 t->backgroundnmaptexture = r_texture_blanknormalmap;
8360 t->backgroundglosstexture = r_texture_black;
8361 t->backgroundglowtexture = NULL;
8362 t->specularscale = 0;
8363 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8366 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8367 VectorClear(t->dlightcolor);
8368 t->currentnumlayers = 0;
8369 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8371 int blendfunc1, blendfunc2;
8373 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8375 blendfunc1 = GL_SRC_ALPHA;
8376 blendfunc2 = GL_ONE;
8378 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8380 blendfunc1 = GL_SRC_ALPHA;
8381 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8383 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8385 blendfunc1 = t->customblendfunc[0];
8386 blendfunc2 = t->customblendfunc[1];
8390 blendfunc1 = GL_ONE;
8391 blendfunc2 = GL_ZERO;
8393 // don't colormod evilblend textures
8394 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8395 VectorSet(t->lightmapcolor, 1, 1, 1);
8396 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8397 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8399 // fullbright is not affected by r_refdef.lightmapintensity
8400 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]);
8401 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8402 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]);
8403 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8404 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]);
8408 vec3_t ambientcolor;
8410 // set the color tint used for lights affecting this surface
8411 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8413 // q3bsp has no lightmap updates, so the lightstylevalue that
8414 // would normally be baked into the lightmap must be
8415 // applied to the color
8416 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8417 if (model->type == mod_brushq3)
8418 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8419 colorscale *= r_refdef.lightmapintensity;
8420 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8421 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8422 // basic lit geometry
8423 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]);
8424 // add pants/shirt if needed
8425 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8426 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]);
8427 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8428 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]);
8429 // now add ambient passes if needed
8430 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8432 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]);
8433 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8434 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]);
8435 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8436 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]);
8439 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8440 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]);
8441 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8443 // if this is opaque use alpha blend which will darken the earlier
8446 // if this is an alpha blended material, all the earlier passes
8447 // were darkened by fog already, so we only need to add the fog
8448 // color ontop through the fog mask texture
8450 // if this is an additive blended material, all the earlier passes
8451 // were darkened by fog already, and we should not add fog color
8452 // (because the background was not darkened, there is no fog color
8453 // that was lost behind it).
8454 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]);
8461 rsurfacestate_t rsurface;
8463 void RSurf_ActiveWorldEntity(void)
8465 dp_model_t *model = r_refdef.scene.worldmodel;
8466 //if (rsurface.entity == r_refdef.scene.worldentity)
8468 rsurface.entity = r_refdef.scene.worldentity;
8469 rsurface.skeleton = NULL;
8470 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8471 rsurface.ent_skinnum = 0;
8472 rsurface.ent_qwskin = -1;
8473 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8474 rsurface.shadertime = r_refdef.scene.time;
8475 rsurface.matrix = identitymatrix;
8476 rsurface.inversematrix = identitymatrix;
8477 rsurface.matrixscale = 1;
8478 rsurface.inversematrixscale = 1;
8479 R_EntityMatrix(&identitymatrix);
8480 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8481 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8482 rsurface.fograngerecip = r_refdef.fograngerecip;
8483 rsurface.fogheightfade = r_refdef.fogheightfade;
8484 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8485 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8486 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8487 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8488 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8489 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8490 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8491 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8492 rsurface.colormod[3] = 1;
8493 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);
8494 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8495 rsurface.frameblend[0].lerp = 1;
8496 rsurface.ent_alttextures = false;
8497 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8498 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8499 rsurface.entityskeletaltransform3x4 = NULL;
8500 rsurface.entityskeletaltransform3x4buffer = NULL;
8501 rsurface.entityskeletaltransform3x4offset = 0;
8502 rsurface.entityskeletaltransform3x4size = 0;;
8503 rsurface.entityskeletalnumtransforms = 0;
8504 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8505 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8506 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8507 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8508 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8509 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8510 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8511 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8512 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8513 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8514 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8515 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8516 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8517 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8518 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8519 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8520 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8521 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8522 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8523 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8524 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8525 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8526 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8527 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8528 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8529 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8530 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8531 rsurface.modelelement3i = model->surfmesh.data_element3i;
8532 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8533 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8534 rsurface.modelelement3s = model->surfmesh.data_element3s;
8535 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8536 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8537 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8538 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8539 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8540 rsurface.modelsurfaces = model->data_surfaces;
8541 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8542 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8543 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8544 rsurface.modelgeneratedvertex = false;
8545 rsurface.batchgeneratedvertex = false;
8546 rsurface.batchfirstvertex = 0;
8547 rsurface.batchnumvertices = 0;
8548 rsurface.batchfirsttriangle = 0;
8549 rsurface.batchnumtriangles = 0;
8550 rsurface.batchvertex3f = NULL;
8551 rsurface.batchvertex3f_vertexbuffer = NULL;
8552 rsurface.batchvertex3f_bufferoffset = 0;
8553 rsurface.batchsvector3f = NULL;
8554 rsurface.batchsvector3f_vertexbuffer = NULL;
8555 rsurface.batchsvector3f_bufferoffset = 0;
8556 rsurface.batchtvector3f = NULL;
8557 rsurface.batchtvector3f_vertexbuffer = NULL;
8558 rsurface.batchtvector3f_bufferoffset = 0;
8559 rsurface.batchnormal3f = NULL;
8560 rsurface.batchnormal3f_vertexbuffer = NULL;
8561 rsurface.batchnormal3f_bufferoffset = 0;
8562 rsurface.batchlightmapcolor4f = NULL;
8563 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8564 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8565 rsurface.batchtexcoordtexture2f = NULL;
8566 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8567 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8568 rsurface.batchtexcoordlightmap2f = NULL;
8569 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8570 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8571 rsurface.batchskeletalindex4ub = NULL;
8572 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8573 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8574 rsurface.batchskeletalweight4ub = NULL;
8575 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8576 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8577 rsurface.batchvertexmesh = NULL;
8578 rsurface.batchvertexmesh_vertexbuffer = NULL;
8579 rsurface.batchvertexmesh_bufferoffset = 0;
8580 rsurface.batchelement3i = NULL;
8581 rsurface.batchelement3i_indexbuffer = NULL;
8582 rsurface.batchelement3i_bufferoffset = 0;
8583 rsurface.batchelement3s = NULL;
8584 rsurface.batchelement3s_indexbuffer = NULL;
8585 rsurface.batchelement3s_bufferoffset = 0;
8586 rsurface.passcolor4f = NULL;
8587 rsurface.passcolor4f_vertexbuffer = NULL;
8588 rsurface.passcolor4f_bufferoffset = 0;
8589 rsurface.forcecurrenttextureupdate = false;
8592 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8594 dp_model_t *model = ent->model;
8595 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8597 rsurface.entity = (entity_render_t *)ent;
8598 rsurface.skeleton = ent->skeleton;
8599 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8600 rsurface.ent_skinnum = ent->skinnum;
8601 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;
8602 rsurface.ent_flags = ent->flags;
8603 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8604 rsurface.matrix = ent->matrix;
8605 rsurface.inversematrix = ent->inversematrix;
8606 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8607 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8608 R_EntityMatrix(&rsurface.matrix);
8609 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8610 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8611 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8612 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8613 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8614 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8615 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8616 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8617 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8618 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8619 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8620 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8621 rsurface.colormod[3] = ent->alpha;
8622 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8623 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8624 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8625 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8626 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8627 if (ent->model->brush.submodel && !prepass)
8629 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8630 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8632 // if the animcache code decided it should use the shader path, skip the deform step
8633 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8634 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8635 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8636 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8637 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8638 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8640 if (ent->animcache_vertex3f)
8642 r_refdef.stats[r_stat_batch_entitycache_count]++;
8643 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8644 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8645 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8646 rsurface.modelvertex3f = ent->animcache_vertex3f;
8647 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8648 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8649 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8650 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8651 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8652 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8653 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8654 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8655 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8656 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8657 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8658 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8659 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8660 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8662 else if (wanttangents)
8664 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8665 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8666 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8667 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8668 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8669 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8670 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8671 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8672 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8673 rsurface.modelvertexmesh = NULL;
8674 rsurface.modelvertexmesh_vertexbuffer = NULL;
8675 rsurface.modelvertexmesh_bufferoffset = 0;
8676 rsurface.modelvertex3f_vertexbuffer = NULL;
8677 rsurface.modelvertex3f_bufferoffset = 0;
8678 rsurface.modelvertex3f_vertexbuffer = 0;
8679 rsurface.modelvertex3f_bufferoffset = 0;
8680 rsurface.modelsvector3f_vertexbuffer = 0;
8681 rsurface.modelsvector3f_bufferoffset = 0;
8682 rsurface.modeltvector3f_vertexbuffer = 0;
8683 rsurface.modeltvector3f_bufferoffset = 0;
8684 rsurface.modelnormal3f_vertexbuffer = 0;
8685 rsurface.modelnormal3f_bufferoffset = 0;
8687 else if (wantnormals)
8689 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8690 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8691 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8692 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8693 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8694 rsurface.modelsvector3f = NULL;
8695 rsurface.modeltvector3f = NULL;
8696 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8697 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8698 rsurface.modelvertexmesh = NULL;
8699 rsurface.modelvertexmesh_vertexbuffer = NULL;
8700 rsurface.modelvertexmesh_bufferoffset = 0;
8701 rsurface.modelvertex3f_vertexbuffer = NULL;
8702 rsurface.modelvertex3f_bufferoffset = 0;
8703 rsurface.modelvertex3f_vertexbuffer = 0;
8704 rsurface.modelvertex3f_bufferoffset = 0;
8705 rsurface.modelsvector3f_vertexbuffer = 0;
8706 rsurface.modelsvector3f_bufferoffset = 0;
8707 rsurface.modeltvector3f_vertexbuffer = 0;
8708 rsurface.modeltvector3f_bufferoffset = 0;
8709 rsurface.modelnormal3f_vertexbuffer = 0;
8710 rsurface.modelnormal3f_bufferoffset = 0;
8714 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8715 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8716 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8717 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8718 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8719 rsurface.modelsvector3f = NULL;
8720 rsurface.modeltvector3f = NULL;
8721 rsurface.modelnormal3f = NULL;
8722 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8723 rsurface.modelvertexmesh = NULL;
8724 rsurface.modelvertexmesh_vertexbuffer = NULL;
8725 rsurface.modelvertexmesh_bufferoffset = 0;
8726 rsurface.modelvertex3f_vertexbuffer = NULL;
8727 rsurface.modelvertex3f_bufferoffset = 0;
8728 rsurface.modelvertex3f_vertexbuffer = 0;
8729 rsurface.modelvertex3f_bufferoffset = 0;
8730 rsurface.modelsvector3f_vertexbuffer = 0;
8731 rsurface.modelsvector3f_bufferoffset = 0;
8732 rsurface.modeltvector3f_vertexbuffer = 0;
8733 rsurface.modeltvector3f_bufferoffset = 0;
8734 rsurface.modelnormal3f_vertexbuffer = 0;
8735 rsurface.modelnormal3f_bufferoffset = 0;
8737 rsurface.modelgeneratedvertex = true;
8741 if (rsurface.entityskeletaltransform3x4)
8743 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8744 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8745 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8746 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8750 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8751 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8752 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8753 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8755 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8756 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8757 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8758 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8759 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8760 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8761 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8762 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8763 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8764 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8765 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8766 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8767 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8768 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8769 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8770 rsurface.modelgeneratedvertex = false;
8772 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8773 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8774 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8775 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8776 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8777 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8778 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8779 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8780 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8781 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8782 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8783 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8784 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8785 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8786 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8787 rsurface.modelelement3i = model->surfmesh.data_element3i;
8788 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8789 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8790 rsurface.modelelement3s = model->surfmesh.data_element3s;
8791 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8792 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8793 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8794 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8795 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8796 rsurface.modelsurfaces = model->data_surfaces;
8797 rsurface.batchgeneratedvertex = false;
8798 rsurface.batchfirstvertex = 0;
8799 rsurface.batchnumvertices = 0;
8800 rsurface.batchfirsttriangle = 0;
8801 rsurface.batchnumtriangles = 0;
8802 rsurface.batchvertex3f = NULL;
8803 rsurface.batchvertex3f_vertexbuffer = NULL;
8804 rsurface.batchvertex3f_bufferoffset = 0;
8805 rsurface.batchsvector3f = NULL;
8806 rsurface.batchsvector3f_vertexbuffer = NULL;
8807 rsurface.batchsvector3f_bufferoffset = 0;
8808 rsurface.batchtvector3f = NULL;
8809 rsurface.batchtvector3f_vertexbuffer = NULL;
8810 rsurface.batchtvector3f_bufferoffset = 0;
8811 rsurface.batchnormal3f = NULL;
8812 rsurface.batchnormal3f_vertexbuffer = NULL;
8813 rsurface.batchnormal3f_bufferoffset = 0;
8814 rsurface.batchlightmapcolor4f = NULL;
8815 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8816 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8817 rsurface.batchtexcoordtexture2f = NULL;
8818 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8819 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8820 rsurface.batchtexcoordlightmap2f = NULL;
8821 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8822 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8823 rsurface.batchskeletalindex4ub = NULL;
8824 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8825 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8826 rsurface.batchskeletalweight4ub = NULL;
8827 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8828 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8829 rsurface.batchvertexmesh = NULL;
8830 rsurface.batchvertexmesh_vertexbuffer = NULL;
8831 rsurface.batchvertexmesh_bufferoffset = 0;
8832 rsurface.batchelement3i = NULL;
8833 rsurface.batchelement3i_indexbuffer = NULL;
8834 rsurface.batchelement3i_bufferoffset = 0;
8835 rsurface.batchelement3s = NULL;
8836 rsurface.batchelement3s_indexbuffer = NULL;
8837 rsurface.batchelement3s_bufferoffset = 0;
8838 rsurface.passcolor4f = NULL;
8839 rsurface.passcolor4f_vertexbuffer = NULL;
8840 rsurface.passcolor4f_bufferoffset = 0;
8841 rsurface.forcecurrenttextureupdate = false;
8844 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)
8846 rsurface.entity = r_refdef.scene.worldentity;
8847 rsurface.skeleton = NULL;
8848 rsurface.ent_skinnum = 0;
8849 rsurface.ent_qwskin = -1;
8850 rsurface.ent_flags = entflags;
8851 rsurface.shadertime = r_refdef.scene.time - shadertime;
8852 rsurface.modelnumvertices = numvertices;
8853 rsurface.modelnumtriangles = numtriangles;
8854 rsurface.matrix = *matrix;
8855 rsurface.inversematrix = *inversematrix;
8856 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8857 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8858 R_EntityMatrix(&rsurface.matrix);
8859 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8860 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8861 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8862 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8863 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8864 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8865 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8866 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8867 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8868 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8869 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8870 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8871 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);
8872 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8873 rsurface.frameblend[0].lerp = 1;
8874 rsurface.ent_alttextures = false;
8875 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8876 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8877 rsurface.entityskeletaltransform3x4 = NULL;
8878 rsurface.entityskeletaltransform3x4buffer = NULL;
8879 rsurface.entityskeletaltransform3x4offset = 0;
8880 rsurface.entityskeletaltransform3x4size = 0;
8881 rsurface.entityskeletalnumtransforms = 0;
8882 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8883 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8884 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8885 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8888 rsurface.modelvertex3f = (float *)vertex3f;
8889 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8890 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8891 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8893 else if (wantnormals)
8895 rsurface.modelvertex3f = (float *)vertex3f;
8896 rsurface.modelsvector3f = NULL;
8897 rsurface.modeltvector3f = NULL;
8898 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8902 rsurface.modelvertex3f = (float *)vertex3f;
8903 rsurface.modelsvector3f = NULL;
8904 rsurface.modeltvector3f = NULL;
8905 rsurface.modelnormal3f = NULL;
8907 rsurface.modelvertexmesh = NULL;
8908 rsurface.modelvertexmesh_vertexbuffer = NULL;
8909 rsurface.modelvertexmesh_bufferoffset = 0;
8910 rsurface.modelvertex3f_vertexbuffer = 0;
8911 rsurface.modelvertex3f_bufferoffset = 0;
8912 rsurface.modelsvector3f_vertexbuffer = 0;
8913 rsurface.modelsvector3f_bufferoffset = 0;
8914 rsurface.modeltvector3f_vertexbuffer = 0;
8915 rsurface.modeltvector3f_bufferoffset = 0;
8916 rsurface.modelnormal3f_vertexbuffer = 0;
8917 rsurface.modelnormal3f_bufferoffset = 0;
8918 rsurface.modelgeneratedvertex = true;
8919 rsurface.modellightmapcolor4f = (float *)color4f;
8920 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8921 rsurface.modellightmapcolor4f_bufferoffset = 0;
8922 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8923 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8924 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8925 rsurface.modeltexcoordlightmap2f = NULL;
8926 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8927 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8928 rsurface.modelskeletalindex4ub = NULL;
8929 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8930 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8931 rsurface.modelskeletalweight4ub = NULL;
8932 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8933 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8934 rsurface.modelelement3i = (int *)element3i;
8935 rsurface.modelelement3i_indexbuffer = NULL;
8936 rsurface.modelelement3i_bufferoffset = 0;
8937 rsurface.modelelement3s = (unsigned short *)element3s;
8938 rsurface.modelelement3s_indexbuffer = NULL;
8939 rsurface.modelelement3s_bufferoffset = 0;
8940 rsurface.modellightmapoffsets = NULL;
8941 rsurface.modelsurfaces = NULL;
8942 rsurface.batchgeneratedvertex = false;
8943 rsurface.batchfirstvertex = 0;
8944 rsurface.batchnumvertices = 0;
8945 rsurface.batchfirsttriangle = 0;
8946 rsurface.batchnumtriangles = 0;
8947 rsurface.batchvertex3f = NULL;
8948 rsurface.batchvertex3f_vertexbuffer = NULL;
8949 rsurface.batchvertex3f_bufferoffset = 0;
8950 rsurface.batchsvector3f = NULL;
8951 rsurface.batchsvector3f_vertexbuffer = NULL;
8952 rsurface.batchsvector3f_bufferoffset = 0;
8953 rsurface.batchtvector3f = NULL;
8954 rsurface.batchtvector3f_vertexbuffer = NULL;
8955 rsurface.batchtvector3f_bufferoffset = 0;
8956 rsurface.batchnormal3f = NULL;
8957 rsurface.batchnormal3f_vertexbuffer = NULL;
8958 rsurface.batchnormal3f_bufferoffset = 0;
8959 rsurface.batchlightmapcolor4f = NULL;
8960 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8961 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8962 rsurface.batchtexcoordtexture2f = NULL;
8963 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8964 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8965 rsurface.batchtexcoordlightmap2f = NULL;
8966 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8967 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8968 rsurface.batchskeletalindex4ub = NULL;
8969 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8970 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8971 rsurface.batchskeletalweight4ub = NULL;
8972 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8973 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8974 rsurface.batchvertexmesh = NULL;
8975 rsurface.batchvertexmesh_vertexbuffer = NULL;
8976 rsurface.batchvertexmesh_bufferoffset = 0;
8977 rsurface.batchelement3i = NULL;
8978 rsurface.batchelement3i_indexbuffer = NULL;
8979 rsurface.batchelement3i_bufferoffset = 0;
8980 rsurface.batchelement3s = NULL;
8981 rsurface.batchelement3s_indexbuffer = NULL;
8982 rsurface.batchelement3s_bufferoffset = 0;
8983 rsurface.passcolor4f = NULL;
8984 rsurface.passcolor4f_vertexbuffer = NULL;
8985 rsurface.passcolor4f_bufferoffset = 0;
8986 rsurface.forcecurrenttextureupdate = true;
8988 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8990 if ((wantnormals || wanttangents) && !normal3f)
8992 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8993 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8995 if (wanttangents && !svector3f)
8997 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8998 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8999 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9004 float RSurf_FogPoint(const float *v)
9006 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9007 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9008 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9009 float FogHeightFade = r_refdef.fogheightfade;
9011 unsigned int fogmasktableindex;
9012 if (r_refdef.fogplaneviewabove)
9013 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9015 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9016 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9017 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9020 float RSurf_FogVertex(const float *v)
9022 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9023 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9024 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9025 float FogHeightFade = rsurface.fogheightfade;
9027 unsigned int fogmasktableindex;
9028 if (r_refdef.fogplaneviewabove)
9029 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9031 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9032 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9033 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9036 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
9039 for (i = 0;i < numelements;i++)
9040 outelement3i[i] = inelement3i[i] + adjust;
9043 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9044 extern cvar_t gl_vbo;
9045 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9053 int surfacefirsttriangle;
9054 int surfacenumtriangles;
9055 int surfacefirstvertex;
9056 int surfaceendvertex;
9057 int surfacenumvertices;
9058 int batchnumsurfaces = texturenumsurfaces;
9059 int batchnumvertices;
9060 int batchnumtriangles;
9064 qboolean dynamicvertex;
9067 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9070 q3shaderinfo_deform_t *deform;
9071 const msurface_t *surface, *firstsurface;
9072 r_vertexmesh_t *vertexmesh;
9073 if (!texturenumsurfaces)
9075 // find vertex range of this surface batch
9077 firstsurface = texturesurfacelist[0];
9078 firsttriangle = firstsurface->num_firsttriangle;
9079 batchnumvertices = 0;
9080 batchnumtriangles = 0;
9081 firstvertex = endvertex = firstsurface->num_firstvertex;
9082 for (i = 0;i < texturenumsurfaces;i++)
9084 surface = texturesurfacelist[i];
9085 if (surface != firstsurface + i)
9087 surfacefirstvertex = surface->num_firstvertex;
9088 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9089 surfacenumvertices = surface->num_vertices;
9090 surfacenumtriangles = surface->num_triangles;
9091 if (firstvertex > surfacefirstvertex)
9092 firstvertex = surfacefirstvertex;
9093 if (endvertex < surfaceendvertex)
9094 endvertex = surfaceendvertex;
9095 batchnumvertices += surfacenumvertices;
9096 batchnumtriangles += surfacenumtriangles;
9099 r_refdef.stats[r_stat_batch_batches]++;
9101 r_refdef.stats[r_stat_batch_withgaps]++;
9102 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9103 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9104 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9106 // we now know the vertex range used, and if there are any gaps in it
9107 rsurface.batchfirstvertex = firstvertex;
9108 rsurface.batchnumvertices = endvertex - firstvertex;
9109 rsurface.batchfirsttriangle = firsttriangle;
9110 rsurface.batchnumtriangles = batchnumtriangles;
9112 // this variable holds flags for which properties have been updated that
9113 // may require regenerating vertexmesh array...
9116 // check if any dynamic vertex processing must occur
9117 dynamicvertex = false;
9119 // a cvar to force the dynamic vertex path to be taken, for debugging
9120 if (r_batch_debugdynamicvertexpath.integer)
9124 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9125 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9126 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9127 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9129 dynamicvertex = true;
9132 // if there is a chance of animated vertex colors, it's a dynamic batch
9133 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9137 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9138 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9139 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9140 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9142 dynamicvertex = true;
9143 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9146 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9148 switch (deform->deform)
9151 case Q3DEFORM_PROJECTIONSHADOW:
9152 case Q3DEFORM_TEXT0:
9153 case Q3DEFORM_TEXT1:
9154 case Q3DEFORM_TEXT2:
9155 case Q3DEFORM_TEXT3:
9156 case Q3DEFORM_TEXT4:
9157 case Q3DEFORM_TEXT5:
9158 case Q3DEFORM_TEXT6:
9159 case Q3DEFORM_TEXT7:
9162 case Q3DEFORM_AUTOSPRITE:
9165 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9166 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9167 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9168 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9170 dynamicvertex = true;
9171 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9172 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9174 case Q3DEFORM_AUTOSPRITE2:
9177 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9178 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9179 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9180 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9182 dynamicvertex = true;
9183 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9184 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9186 case Q3DEFORM_NORMAL:
9189 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9190 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9191 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9192 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9194 dynamicvertex = true;
9195 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9196 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9199 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9200 break; // if wavefunc is a nop, ignore this transform
9203 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9204 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9205 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9206 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9208 dynamicvertex = true;
9209 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9210 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9212 case Q3DEFORM_BULGE:
9215 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9216 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9217 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9218 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9220 dynamicvertex = true;
9221 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9222 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9225 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9226 break; // if wavefunc is a nop, ignore this transform
9229 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9230 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9231 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9232 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9234 dynamicvertex = true;
9235 batchneed |= BATCHNEED_ARRAY_VERTEX;
9236 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9240 switch(rsurface.texture->tcgen.tcgen)
9243 case Q3TCGEN_TEXTURE:
9245 case Q3TCGEN_LIGHTMAP:
9248 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9249 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9250 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9251 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9253 dynamicvertex = true;
9254 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9255 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9257 case Q3TCGEN_VECTOR:
9260 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9261 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9262 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9263 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9265 dynamicvertex = true;
9266 batchneed |= BATCHNEED_ARRAY_VERTEX;
9267 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9269 case Q3TCGEN_ENVIRONMENT:
9272 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9273 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9274 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9275 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9277 dynamicvertex = true;
9278 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9279 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9282 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9286 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9287 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9288 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9289 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9291 dynamicvertex = true;
9292 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9293 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9296 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9300 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9301 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9302 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9303 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9305 dynamicvertex = true;
9306 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9309 // when the model data has no vertex buffer (dynamic mesh), we need to
9311 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9312 batchneed |= BATCHNEED_NOGAPS;
9314 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9315 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9316 // we ensure this by treating the vertex batch as dynamic...
9317 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9321 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9322 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9323 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9324 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9326 dynamicvertex = true;
9331 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9332 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9333 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9334 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9335 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9336 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9337 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9338 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9341 // if needsupdate, we have to do a dynamic vertex batch for sure
9342 if (needsupdate & batchneed)
9346 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9347 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9348 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9349 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9351 dynamicvertex = true;
9354 // see if we need to build vertexmesh from arrays
9355 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9359 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9360 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9361 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9362 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9364 dynamicvertex = true;
9367 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9368 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9369 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9371 rsurface.batchvertex3f = rsurface.modelvertex3f;
9372 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9373 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9374 rsurface.batchsvector3f = rsurface.modelsvector3f;
9375 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9376 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9377 rsurface.batchtvector3f = rsurface.modeltvector3f;
9378 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9379 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9380 rsurface.batchnormal3f = rsurface.modelnormal3f;
9381 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9382 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9383 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9384 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9385 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9386 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9387 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9388 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9389 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9390 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9391 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9392 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9393 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9394 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9395 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9396 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9397 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9398 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9399 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9400 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9401 rsurface.batchelement3i = rsurface.modelelement3i;
9402 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9403 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9404 rsurface.batchelement3s = rsurface.modelelement3s;
9405 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9406 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9407 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9408 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9409 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9410 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9411 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9413 // if any dynamic vertex processing has to occur in software, we copy the
9414 // entire surface list together before processing to rebase the vertices
9415 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9417 // if any gaps exist and we do not have a static vertex buffer, we have to
9418 // copy the surface list together to avoid wasting upload bandwidth on the
9419 // vertices in the gaps.
9421 // if gaps exist and we have a static vertex buffer, we can choose whether
9422 // to combine the index buffer ranges into one dynamic index buffer or
9423 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9425 // in many cases the batch is reduced to one draw call.
9427 rsurface.batchmultidraw = false;
9428 rsurface.batchmultidrawnumsurfaces = 0;
9429 rsurface.batchmultidrawsurfacelist = NULL;
9433 // static vertex data, just set pointers...
9434 rsurface.batchgeneratedvertex = false;
9435 // if there are gaps, we want to build a combined index buffer,
9436 // otherwise use the original static buffer with an appropriate offset
9439 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9440 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9441 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9442 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9443 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9445 rsurface.batchmultidraw = true;
9446 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9447 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9450 // build a new triangle elements array for this batch
9451 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9452 rsurface.batchfirsttriangle = 0;
9454 for (i = 0;i < texturenumsurfaces;i++)
9456 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9457 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9458 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9459 numtriangles += surfacenumtriangles;
9461 rsurface.batchelement3i_indexbuffer = NULL;
9462 rsurface.batchelement3i_bufferoffset = 0;
9463 rsurface.batchelement3s = NULL;
9464 rsurface.batchelement3s_indexbuffer = NULL;
9465 rsurface.batchelement3s_bufferoffset = 0;
9466 if (endvertex <= 65536)
9468 // make a 16bit (unsigned short) index array if possible
9469 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9470 for (i = 0;i < numtriangles*3;i++)
9471 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9473 // upload buffer data for the copytriangles batch
9474 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9476 if (rsurface.batchelement3s)
9477 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9478 else if (rsurface.batchelement3i)
9479 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9484 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9485 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9486 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9487 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9492 // something needs software processing, do it for real...
9493 // we only directly handle separate array data in this case and then
9494 // generate interleaved data if needed...
9495 rsurface.batchgeneratedvertex = true;
9496 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9497 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9498 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9499 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9501 // now copy the vertex data into a combined array and make an index array
9502 // (this is what Quake3 does all the time)
9503 // we also apply any skeletal animation here that would have been done in
9504 // the vertex shader, because most of the dynamic vertex animation cases
9505 // need actual vertex positions and normals
9506 //if (dynamicvertex)
9508 rsurface.batchvertexmesh = NULL;
9509 rsurface.batchvertexmesh_vertexbuffer = NULL;
9510 rsurface.batchvertexmesh_bufferoffset = 0;
9511 rsurface.batchvertex3f = NULL;
9512 rsurface.batchvertex3f_vertexbuffer = NULL;
9513 rsurface.batchvertex3f_bufferoffset = 0;
9514 rsurface.batchsvector3f = NULL;
9515 rsurface.batchsvector3f_vertexbuffer = NULL;
9516 rsurface.batchsvector3f_bufferoffset = 0;
9517 rsurface.batchtvector3f = NULL;
9518 rsurface.batchtvector3f_vertexbuffer = NULL;
9519 rsurface.batchtvector3f_bufferoffset = 0;
9520 rsurface.batchnormal3f = NULL;
9521 rsurface.batchnormal3f_vertexbuffer = NULL;
9522 rsurface.batchnormal3f_bufferoffset = 0;
9523 rsurface.batchlightmapcolor4f = NULL;
9524 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9525 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9526 rsurface.batchtexcoordtexture2f = NULL;
9527 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9528 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9529 rsurface.batchtexcoordlightmap2f = NULL;
9530 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9531 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9532 rsurface.batchskeletalindex4ub = NULL;
9533 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9534 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9535 rsurface.batchskeletalweight4ub = NULL;
9536 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9537 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9538 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9539 rsurface.batchelement3i_indexbuffer = NULL;
9540 rsurface.batchelement3i_bufferoffset = 0;
9541 rsurface.batchelement3s = NULL;
9542 rsurface.batchelement3s_indexbuffer = NULL;
9543 rsurface.batchelement3s_bufferoffset = 0;
9544 rsurface.batchskeletaltransform3x4buffer = NULL;
9545 rsurface.batchskeletaltransform3x4offset = 0;
9546 rsurface.batchskeletaltransform3x4size = 0;
9547 // we'll only be setting up certain arrays as needed
9548 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9549 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9550 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9551 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9552 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9553 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9554 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9556 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9557 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9559 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9560 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9561 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9562 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9563 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9564 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9565 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9567 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9568 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9572 for (i = 0;i < texturenumsurfaces;i++)
9574 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9575 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9576 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9577 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9578 // copy only the data requested
9579 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9580 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9581 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9583 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9585 if (rsurface.batchvertex3f)
9586 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9588 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9590 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9592 if (rsurface.modelnormal3f)
9593 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9595 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9597 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9599 if (rsurface.modelsvector3f)
9601 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9602 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9606 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9607 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9610 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9612 if (rsurface.modellightmapcolor4f)
9613 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9615 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9617 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9619 if (rsurface.modeltexcoordtexture2f)
9620 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9622 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9624 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9626 if (rsurface.modeltexcoordlightmap2f)
9627 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9629 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9631 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9633 if (rsurface.modelskeletalindex4ub)
9635 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9636 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9640 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9641 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9642 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9643 for (j = 0;j < surfacenumvertices;j++)
9648 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9649 numvertices += surfacenumvertices;
9650 numtriangles += surfacenumtriangles;
9653 // generate a 16bit index array as well if possible
9654 // (in general, dynamic batches fit)
9655 if (numvertices <= 65536)
9657 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9658 for (i = 0;i < numtriangles*3;i++)
9659 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9662 // since we've copied everything, the batch now starts at 0
9663 rsurface.batchfirstvertex = 0;
9664 rsurface.batchnumvertices = batchnumvertices;
9665 rsurface.batchfirsttriangle = 0;
9666 rsurface.batchnumtriangles = batchnumtriangles;
9669 // apply skeletal animation that would have been done in the vertex shader
9670 if (rsurface.batchskeletaltransform3x4)
9672 const unsigned char *si;
9673 const unsigned char *sw;
9675 const float *b = rsurface.batchskeletaltransform3x4;
9676 float *vp, *vs, *vt, *vn;
9678 float m[3][4], n[3][4];
9679 float tp[3], ts[3], tt[3], tn[3];
9680 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9681 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9682 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9683 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9684 si = rsurface.batchskeletalindex4ub;
9685 sw = rsurface.batchskeletalweight4ub;
9686 vp = rsurface.batchvertex3f;
9687 vs = rsurface.batchsvector3f;
9688 vt = rsurface.batchtvector3f;
9689 vn = rsurface.batchnormal3f;
9690 memset(m[0], 0, sizeof(m));
9691 memset(n[0], 0, sizeof(n));
9692 for (i = 0;i < batchnumvertices;i++)
9694 t[0] = b + si[0]*12;
9697 // common case - only one matrix
9711 else if (sw[2] + sw[3])
9714 t[1] = b + si[1]*12;
9715 t[2] = b + si[2]*12;
9716 t[3] = b + si[3]*12;
9717 w[0] = sw[0] * (1.0f / 255.0f);
9718 w[1] = sw[1] * (1.0f / 255.0f);
9719 w[2] = sw[2] * (1.0f / 255.0f);
9720 w[3] = sw[3] * (1.0f / 255.0f);
9721 // blend the matrices
9722 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9723 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9724 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9725 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9726 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9727 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9728 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9729 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9730 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9731 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9732 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9733 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9738 t[1] = b + si[1]*12;
9739 w[0] = sw[0] * (1.0f / 255.0f);
9740 w[1] = sw[1] * (1.0f / 255.0f);
9741 // blend the matrices
9742 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9743 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9744 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9745 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9746 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9747 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9748 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9749 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9750 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9751 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9752 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9753 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9757 // modify the vertex
9759 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9760 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9761 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9765 // the normal transformation matrix is a set of cross products...
9766 CrossProduct(m[1], m[2], n[0]);
9767 CrossProduct(m[2], m[0], n[1]);
9768 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9770 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9771 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9772 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9773 VectorNormalize(vn);
9778 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9779 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9780 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9781 VectorNormalize(vs);
9784 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9785 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9786 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9787 VectorNormalize(vt);
9792 rsurface.batchskeletaltransform3x4 = NULL;
9793 rsurface.batchskeletalnumtransforms = 0;
9796 // q1bsp surfaces rendered in vertex color mode have to have colors
9797 // calculated based on lightstyles
9798 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9800 // generate color arrays for the surfaces in this list
9805 const unsigned char *lm;
9806 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9807 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9808 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9810 for (i = 0;i < texturenumsurfaces;i++)
9812 surface = texturesurfacelist[i];
9813 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9814 surfacenumvertices = surface->num_vertices;
9815 if (surface->lightmapinfo->samples)
9817 for (j = 0;j < surfacenumvertices;j++)
9819 lm = surface->lightmapinfo->samples + offsets[j];
9820 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9821 VectorScale(lm, scale, c);
9822 if (surface->lightmapinfo->styles[1] != 255)
9824 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9826 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9827 VectorMA(c, scale, lm, c);
9828 if (surface->lightmapinfo->styles[2] != 255)
9831 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9832 VectorMA(c, scale, lm, c);
9833 if (surface->lightmapinfo->styles[3] != 255)
9836 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9837 VectorMA(c, scale, lm, c);
9844 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);
9850 for (j = 0;j < surfacenumvertices;j++)
9852 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9859 // if vertices are deformed (sprite flares and things in maps, possibly
9860 // water waves, bulges and other deformations), modify the copied vertices
9862 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9865 switch (deform->deform)
9868 case Q3DEFORM_PROJECTIONSHADOW:
9869 case Q3DEFORM_TEXT0:
9870 case Q3DEFORM_TEXT1:
9871 case Q3DEFORM_TEXT2:
9872 case Q3DEFORM_TEXT3:
9873 case Q3DEFORM_TEXT4:
9874 case Q3DEFORM_TEXT5:
9875 case Q3DEFORM_TEXT6:
9876 case Q3DEFORM_TEXT7:
9879 case Q3DEFORM_AUTOSPRITE:
9880 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9881 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9882 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9883 VectorNormalize(newforward);
9884 VectorNormalize(newright);
9885 VectorNormalize(newup);
9886 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9887 // rsurface.batchvertex3f_vertexbuffer = NULL;
9888 // rsurface.batchvertex3f_bufferoffset = 0;
9889 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9890 // rsurface.batchsvector3f_vertexbuffer = NULL;
9891 // rsurface.batchsvector3f_bufferoffset = 0;
9892 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9893 // rsurface.batchtvector3f_vertexbuffer = NULL;
9894 // rsurface.batchtvector3f_bufferoffset = 0;
9895 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9896 // rsurface.batchnormal3f_vertexbuffer = NULL;
9897 // rsurface.batchnormal3f_bufferoffset = 0;
9898 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9899 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9900 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9901 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9902 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);
9903 // a single autosprite surface can contain multiple sprites...
9904 for (j = 0;j < batchnumvertices - 3;j += 4)
9906 VectorClear(center);
9907 for (i = 0;i < 4;i++)
9908 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9909 VectorScale(center, 0.25f, center);
9910 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9911 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9912 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9913 for (i = 0;i < 4;i++)
9915 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9916 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9919 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9920 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9921 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);
9923 case Q3DEFORM_AUTOSPRITE2:
9924 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9925 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9926 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9927 VectorNormalize(newforward);
9928 VectorNormalize(newright);
9929 VectorNormalize(newup);
9930 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9931 // rsurface.batchvertex3f_vertexbuffer = NULL;
9932 // rsurface.batchvertex3f_bufferoffset = 0;
9934 const float *v1, *v2;
9944 memset(shortest, 0, sizeof(shortest));
9945 // a single autosprite surface can contain multiple sprites...
9946 for (j = 0;j < batchnumvertices - 3;j += 4)
9948 VectorClear(center);
9949 for (i = 0;i < 4;i++)
9950 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9951 VectorScale(center, 0.25f, center);
9952 // find the two shortest edges, then use them to define the
9953 // axis vectors for rotating around the central axis
9954 for (i = 0;i < 6;i++)
9956 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9957 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9958 l = VectorDistance2(v1, v2);
9959 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9961 l += (1.0f / 1024.0f);
9962 if (shortest[0].length2 > l || i == 0)
9964 shortest[1] = shortest[0];
9965 shortest[0].length2 = l;
9966 shortest[0].v1 = v1;
9967 shortest[0].v2 = v2;
9969 else if (shortest[1].length2 > l || i == 1)
9971 shortest[1].length2 = l;
9972 shortest[1].v1 = v1;
9973 shortest[1].v2 = v2;
9976 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9977 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9978 // this calculates the right vector from the shortest edge
9979 // and the up vector from the edge midpoints
9980 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9981 VectorNormalize(right);
9982 VectorSubtract(end, start, up);
9983 VectorNormalize(up);
9984 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9985 VectorSubtract(rsurface.localvieworigin, center, forward);
9986 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9987 VectorNegate(forward, forward);
9988 VectorReflect(forward, 0, up, forward);
9989 VectorNormalize(forward);
9990 CrossProduct(up, forward, newright);
9991 VectorNormalize(newright);
9992 // rotate the quad around the up axis vector, this is made
9993 // especially easy by the fact we know the quad is flat,
9994 // so we only have to subtract the center position and
9995 // measure distance along the right vector, and then
9996 // multiply that by the newright vector and add back the
9998 // we also need to subtract the old position to undo the
9999 // displacement from the center, which we do with a
10000 // DotProduct, the subtraction/addition of center is also
10001 // optimized into DotProducts here
10002 l = DotProduct(right, center);
10003 for (i = 0;i < 4;i++)
10005 v1 = rsurface.batchvertex3f + 3*(j+i);
10006 f = DotProduct(right, v1) - l;
10007 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
10011 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
10013 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10014 // rsurface.batchnormal3f_vertexbuffer = NULL;
10015 // rsurface.batchnormal3f_bufferoffset = 0;
10016 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10018 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10020 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10021 // rsurface.batchsvector3f_vertexbuffer = NULL;
10022 // rsurface.batchsvector3f_bufferoffset = 0;
10023 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10024 // rsurface.batchtvector3f_vertexbuffer = NULL;
10025 // rsurface.batchtvector3f_bufferoffset = 0;
10026 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);
10029 case Q3DEFORM_NORMAL:
10030 // deform the normals to make reflections wavey
10031 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10032 rsurface.batchnormal3f_vertexbuffer = NULL;
10033 rsurface.batchnormal3f_bufferoffset = 0;
10034 for (j = 0;j < batchnumvertices;j++)
10037 float *normal = rsurface.batchnormal3f + 3*j;
10038 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10039 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10040 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10041 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10042 VectorNormalize(normal);
10044 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10046 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10047 // rsurface.batchsvector3f_vertexbuffer = NULL;
10048 // rsurface.batchsvector3f_bufferoffset = 0;
10049 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10050 // rsurface.batchtvector3f_vertexbuffer = NULL;
10051 // rsurface.batchtvector3f_bufferoffset = 0;
10052 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);
10055 case Q3DEFORM_WAVE:
10056 // deform vertex array to make wavey water and flags and such
10057 waveparms[0] = deform->waveparms[0];
10058 waveparms[1] = deform->waveparms[1];
10059 waveparms[2] = deform->waveparms[2];
10060 waveparms[3] = deform->waveparms[3];
10061 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10062 break; // if wavefunc is a nop, don't make a dynamic vertex array
10063 // this is how a divisor of vertex influence on deformation
10064 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10065 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10066 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10067 // rsurface.batchvertex3f_vertexbuffer = NULL;
10068 // rsurface.batchvertex3f_bufferoffset = 0;
10069 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10070 // rsurface.batchnormal3f_vertexbuffer = NULL;
10071 // rsurface.batchnormal3f_bufferoffset = 0;
10072 for (j = 0;j < batchnumvertices;j++)
10074 // if the wavefunc depends on time, evaluate it per-vertex
10077 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10078 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10080 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10082 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10083 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10084 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10086 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10087 // rsurface.batchsvector3f_vertexbuffer = NULL;
10088 // rsurface.batchsvector3f_bufferoffset = 0;
10089 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10090 // rsurface.batchtvector3f_vertexbuffer = NULL;
10091 // rsurface.batchtvector3f_bufferoffset = 0;
10092 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);
10095 case Q3DEFORM_BULGE:
10096 // deform vertex array to make the surface have moving bulges
10097 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10098 // rsurface.batchvertex3f_vertexbuffer = NULL;
10099 // rsurface.batchvertex3f_bufferoffset = 0;
10100 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10101 // rsurface.batchnormal3f_vertexbuffer = NULL;
10102 // rsurface.batchnormal3f_bufferoffset = 0;
10103 for (j = 0;j < batchnumvertices;j++)
10105 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10106 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10108 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10109 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10110 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10112 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10113 // rsurface.batchsvector3f_vertexbuffer = NULL;
10114 // rsurface.batchsvector3f_bufferoffset = 0;
10115 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10116 // rsurface.batchtvector3f_vertexbuffer = NULL;
10117 // rsurface.batchtvector3f_bufferoffset = 0;
10118 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);
10121 case Q3DEFORM_MOVE:
10122 // deform vertex array
10123 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10124 break; // if wavefunc is a nop, don't make a dynamic vertex array
10125 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10126 VectorScale(deform->parms, scale, waveparms);
10127 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10128 // rsurface.batchvertex3f_vertexbuffer = NULL;
10129 // rsurface.batchvertex3f_bufferoffset = 0;
10130 for (j = 0;j < batchnumvertices;j++)
10131 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10136 if (rsurface.batchtexcoordtexture2f)
10138 // generate texcoords based on the chosen texcoord source
10139 switch(rsurface.texture->tcgen.tcgen)
10142 case Q3TCGEN_TEXTURE:
10144 case Q3TCGEN_LIGHTMAP:
10145 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10146 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10147 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10148 if (rsurface.batchtexcoordlightmap2f)
10149 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10151 case Q3TCGEN_VECTOR:
10152 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10153 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10154 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10155 for (j = 0;j < batchnumvertices;j++)
10157 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10158 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10161 case Q3TCGEN_ENVIRONMENT:
10162 // make environment reflections using a spheremap
10163 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10164 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10165 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10166 for (j = 0;j < batchnumvertices;j++)
10168 // identical to Q3A's method, but executed in worldspace so
10169 // carried models can be shiny too
10171 float viewer[3], d, reflected[3], worldreflected[3];
10173 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10174 // VectorNormalize(viewer);
10176 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10178 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10179 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10180 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10181 // note: this is proportinal to viewer, so we can normalize later
10183 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10184 VectorNormalize(worldreflected);
10186 // note: this sphere map only uses world x and z!
10187 // so positive and negative y will LOOK THE SAME.
10188 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10189 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10193 // the only tcmod that needs software vertex processing is turbulent, so
10194 // check for it here and apply the changes if needed
10195 // and we only support that as the first one
10196 // (handling a mixture of turbulent and other tcmods would be problematic
10197 // without punting it entirely to a software path)
10198 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10200 amplitude = rsurface.texture->tcmods[0].parms[1];
10201 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10202 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10203 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10204 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10205 for (j = 0;j < batchnumvertices;j++)
10207 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);
10208 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10213 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10215 // convert the modified arrays to vertex structs
10216 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10217 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10218 // rsurface.batchvertexmesh_bufferoffset = 0;
10219 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10220 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10221 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10222 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10223 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10224 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10225 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10227 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10229 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10230 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10233 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10234 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10235 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10236 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10237 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10238 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10239 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10240 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10241 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10242 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10244 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10246 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10247 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10252 // upload buffer data for the dynamic batch
10253 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10255 if (rsurface.batchvertexmesh)
10256 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10259 if (rsurface.batchvertex3f)
10260 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10261 if (rsurface.batchsvector3f)
10262 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10263 if (rsurface.batchtvector3f)
10264 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10265 if (rsurface.batchnormal3f)
10266 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10267 if (rsurface.batchlightmapcolor4f)
10268 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10269 if (rsurface.batchtexcoordtexture2f)
10270 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10271 if (rsurface.batchtexcoordlightmap2f)
10272 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10273 if (rsurface.batchskeletalindex4ub)
10274 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10275 if (rsurface.batchskeletalweight4ub)
10276 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10278 if (rsurface.batchelement3s)
10279 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10280 else if (rsurface.batchelement3i)
10281 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10285 void RSurf_DrawBatch(void)
10287 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10288 // through the pipeline, killing it earlier in the pipeline would have
10289 // per-surface overhead rather than per-batch overhead, so it's best to
10290 // reject it here, before it hits glDraw.
10291 if (rsurface.batchnumtriangles == 0)
10294 // batch debugging code
10295 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10301 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10302 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10305 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10307 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10309 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10310 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);
10317 if (rsurface.batchmultidraw)
10319 // issue multiple draws rather than copying index data
10320 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10321 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10322 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10323 for (i = 0;i < numsurfaces;)
10325 // combine consecutive surfaces as one draw
10326 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10327 if (surfacelist[j] != surfacelist[k] + 1)
10329 firstvertex = surfacelist[i]->num_firstvertex;
10330 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10331 firsttriangle = surfacelist[i]->num_firsttriangle;
10332 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10333 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);
10339 // there is only one consecutive run of index data (may have been combined)
10340 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);
10344 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10346 // pick the closest matching water plane
10347 int planeindex, vertexindex, bestplaneindex = -1;
10351 r_waterstate_waterplane_t *p;
10352 qboolean prepared = false;
10354 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10356 if(p->camera_entity != rsurface.texture->camera_entity)
10361 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10363 if(rsurface.batchnumvertices == 0)
10366 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10368 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10369 d += fabs(PlaneDiff(vert, &p->plane));
10371 if (bestd > d || bestplaneindex < 0)
10374 bestplaneindex = planeindex;
10377 return bestplaneindex;
10378 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10379 // this situation though, as it might be better to render single larger
10380 // batches with useless stuff (backface culled for example) than to
10381 // render multiple smaller batches
10384 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10387 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10388 rsurface.passcolor4f_vertexbuffer = 0;
10389 rsurface.passcolor4f_bufferoffset = 0;
10390 for (i = 0;i < rsurface.batchnumvertices;i++)
10391 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10394 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10401 if (rsurface.passcolor4f)
10403 // generate color arrays
10404 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10405 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10406 rsurface.passcolor4f_vertexbuffer = 0;
10407 rsurface.passcolor4f_bufferoffset = 0;
10408 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)
10410 f = RSurf_FogVertex(v);
10419 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10420 rsurface.passcolor4f_vertexbuffer = 0;
10421 rsurface.passcolor4f_bufferoffset = 0;
10422 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10424 f = RSurf_FogVertex(v);
10433 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10440 if (!rsurface.passcolor4f)
10442 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10443 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10444 rsurface.passcolor4f_vertexbuffer = 0;
10445 rsurface.passcolor4f_bufferoffset = 0;
10446 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)
10448 f = RSurf_FogVertex(v);
10449 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10450 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10451 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10456 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10461 if (!rsurface.passcolor4f)
10463 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10464 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10465 rsurface.passcolor4f_vertexbuffer = 0;
10466 rsurface.passcolor4f_bufferoffset = 0;
10467 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10476 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10481 if (!rsurface.passcolor4f)
10483 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10484 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10485 rsurface.passcolor4f_vertexbuffer = 0;
10486 rsurface.passcolor4f_bufferoffset = 0;
10487 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10489 c2[0] = c[0] + r_refdef.scene.ambient;
10490 c2[1] = c[1] + r_refdef.scene.ambient;
10491 c2[2] = c[2] + r_refdef.scene.ambient;
10496 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10499 rsurface.passcolor4f = NULL;
10500 rsurface.passcolor4f_vertexbuffer = 0;
10501 rsurface.passcolor4f_bufferoffset = 0;
10502 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10503 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10504 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10505 GL_Color(r, g, b, a);
10506 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10507 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10508 R_Mesh_TexMatrix(0, NULL);
10512 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10514 // TODO: optimize applyfog && applycolor case
10515 // just apply fog if necessary, and tint the fog color array if necessary
10516 rsurface.passcolor4f = NULL;
10517 rsurface.passcolor4f_vertexbuffer = 0;
10518 rsurface.passcolor4f_bufferoffset = 0;
10519 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10520 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10521 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10522 GL_Color(r, g, b, a);
10526 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10529 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10530 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10531 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10532 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10533 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10534 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10535 GL_Color(r, g, b, a);
10539 static void RSurf_DrawBatch_GL11_ClampColor(void)
10544 if (!rsurface.passcolor4f)
10546 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10548 c2[0] = bound(0.0f, c1[0], 1.0f);
10549 c2[1] = bound(0.0f, c1[1], 1.0f);
10550 c2[2] = bound(0.0f, c1[2], 1.0f);
10551 c2[3] = bound(0.0f, c1[3], 1.0f);
10555 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10565 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10566 rsurface.passcolor4f_vertexbuffer = 0;
10567 rsurface.passcolor4f_bufferoffset = 0;
10568 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)
10570 f = -DotProduct(r_refdef.view.forward, n);
10572 f = f * 0.85 + 0.15; // work around so stuff won't get black
10573 f *= r_refdef.lightmapintensity;
10574 Vector4Set(c, f, f, f, 1);
10578 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10580 RSurf_DrawBatch_GL11_ApplyFakeLight();
10581 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10582 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10583 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10584 GL_Color(r, g, b, a);
10588 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10596 vec3_t ambientcolor;
10597 vec3_t diffusecolor;
10601 VectorCopy(rsurface.modellight_lightdir, lightdir);
10602 f = 0.5f * r_refdef.lightmapintensity;
10603 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10604 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10605 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10606 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10607 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10608 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10610 if (VectorLength2(diffusecolor) > 0)
10612 // q3-style directional shading
10613 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10614 rsurface.passcolor4f_vertexbuffer = 0;
10615 rsurface.passcolor4f_bufferoffset = 0;
10616 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)
10618 if ((f = DotProduct(n, lightdir)) > 0)
10619 VectorMA(ambientcolor, f, diffusecolor, c);
10621 VectorCopy(ambientcolor, c);
10628 *applycolor = false;
10632 *r = ambientcolor[0];
10633 *g = ambientcolor[1];
10634 *b = ambientcolor[2];
10635 rsurface.passcolor4f = NULL;
10636 rsurface.passcolor4f_vertexbuffer = 0;
10637 rsurface.passcolor4f_bufferoffset = 0;
10641 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10643 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10644 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10645 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10646 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10647 GL_Color(r, g, b, a);
10651 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10659 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10660 rsurface.passcolor4f_vertexbuffer = 0;
10661 rsurface.passcolor4f_bufferoffset = 0;
10663 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10665 f = 1 - RSurf_FogVertex(v);
10673 void RSurf_SetupDepthAndCulling(void)
10675 // submodels are biased to avoid z-fighting with world surfaces that they
10676 // may be exactly overlapping (avoids z-fighting artifacts on certain
10677 // doors and things in Quake maps)
10678 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10679 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10680 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10681 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10684 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10686 // transparent sky would be ridiculous
10687 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10689 R_SetupShader_Generic_NoTexture(false, false);
10690 skyrenderlater = true;
10691 RSurf_SetupDepthAndCulling();
10692 GL_DepthMask(true);
10693 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10694 // skymasking on them, and Quake3 never did sky masking (unlike
10695 // software Quake and software Quake2), so disable the sky masking
10696 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10697 // and skymasking also looks very bad when noclipping outside the
10698 // level, so don't use it then either.
10699 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10701 R_Mesh_ResetTextureState();
10702 if (skyrendermasked)
10704 R_SetupShader_DepthOrShadow(false, false, false);
10705 // depth-only (masking)
10706 GL_ColorMask(0,0,0,0);
10707 // just to make sure that braindead drivers don't draw
10708 // anything despite that colormask...
10709 GL_BlendFunc(GL_ZERO, GL_ONE);
10710 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10711 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10715 R_SetupShader_Generic_NoTexture(false, false);
10717 GL_BlendFunc(GL_ONE, GL_ZERO);
10718 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10719 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10720 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10723 if (skyrendermasked)
10724 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10726 R_Mesh_ResetTextureState();
10727 GL_Color(1, 1, 1, 1);
10730 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10731 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10732 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10734 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10738 // render screenspace normalmap to texture
10739 GL_DepthMask(true);
10740 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10745 // bind lightmap texture
10747 // water/refraction/reflection/camera surfaces have to be handled specially
10748 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10750 int start, end, startplaneindex;
10751 for (start = 0;start < texturenumsurfaces;start = end)
10753 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10754 if(startplaneindex < 0)
10756 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10757 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10761 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10763 // now that we have a batch using the same planeindex, render it
10764 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10766 // render water or distortion background
10767 GL_DepthMask(true);
10768 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);
10770 // blend surface on top
10771 GL_DepthMask(false);
10772 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10775 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10777 // render surface with reflection texture as input
10778 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10779 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);
10786 // render surface batch normally
10787 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10788 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);
10792 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10794 // OpenGL 1.3 path - anything not completely ancient
10795 qboolean applycolor;
10798 const texturelayer_t *layer;
10799 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);
10800 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10802 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10805 int layertexrgbscale;
10806 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10808 if (layerindex == 0)
10809 GL_AlphaTest(true);
10812 GL_AlphaTest(false);
10813 GL_DepthFunc(GL_EQUAL);
10816 GL_DepthMask(layer->depthmask && writedepth);
10817 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10818 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10820 layertexrgbscale = 4;
10821 VectorScale(layer->color, 0.25f, layercolor);
10823 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10825 layertexrgbscale = 2;
10826 VectorScale(layer->color, 0.5f, layercolor);
10830 layertexrgbscale = 1;
10831 VectorScale(layer->color, 1.0f, layercolor);
10833 layercolor[3] = layer->color[3];
10834 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10835 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10836 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10837 switch (layer->type)
10839 case TEXTURELAYERTYPE_LITTEXTURE:
10840 // single-pass lightmapped texture with 2x rgbscale
10841 R_Mesh_TexBind(0, r_texture_white);
10842 R_Mesh_TexMatrix(0, NULL);
10843 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10844 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10845 R_Mesh_TexBind(1, layer->texture);
10846 R_Mesh_TexMatrix(1, &layer->texmatrix);
10847 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10848 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10849 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10850 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10851 else if (FAKELIGHT_ENABLED)
10852 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10853 else if (rsurface.uselightmaptexture)
10854 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10856 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10858 case TEXTURELAYERTYPE_TEXTURE:
10859 // singletexture unlit texture with transparency support
10860 R_Mesh_TexBind(0, layer->texture);
10861 R_Mesh_TexMatrix(0, &layer->texmatrix);
10862 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10863 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10864 R_Mesh_TexBind(1, 0);
10865 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10866 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10868 case TEXTURELAYERTYPE_FOG:
10869 // singletexture fogging
10870 if (layer->texture)
10872 R_Mesh_TexBind(0, layer->texture);
10873 R_Mesh_TexMatrix(0, &layer->texmatrix);
10874 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10875 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10879 R_Mesh_TexBind(0, 0);
10880 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10882 R_Mesh_TexBind(1, 0);
10883 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10884 // generate a color array for the fog pass
10885 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10886 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10890 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10893 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10895 GL_DepthFunc(GL_LEQUAL);
10896 GL_AlphaTest(false);
10900 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10902 // OpenGL 1.1 - crusty old voodoo path
10905 const texturelayer_t *layer;
10906 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);
10907 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10909 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10911 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10913 if (layerindex == 0)
10914 GL_AlphaTest(true);
10917 GL_AlphaTest(false);
10918 GL_DepthFunc(GL_EQUAL);
10921 GL_DepthMask(layer->depthmask && writedepth);
10922 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10923 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10924 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10925 switch (layer->type)
10927 case TEXTURELAYERTYPE_LITTEXTURE:
10928 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10930 // two-pass lit texture with 2x rgbscale
10931 // first the lightmap pass
10932 R_Mesh_TexBind(0, r_texture_white);
10933 R_Mesh_TexMatrix(0, NULL);
10934 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10935 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10936 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10937 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10938 else if (FAKELIGHT_ENABLED)
10939 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10940 else if (rsurface.uselightmaptexture)
10941 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10943 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10944 // then apply the texture to it
10945 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10946 R_Mesh_TexBind(0, layer->texture);
10947 R_Mesh_TexMatrix(0, &layer->texmatrix);
10948 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10949 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10950 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);
10954 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10955 R_Mesh_TexBind(0, layer->texture);
10956 R_Mesh_TexMatrix(0, &layer->texmatrix);
10957 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10958 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10959 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10960 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);
10961 else if (FAKELIGHT_ENABLED)
10962 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);
10964 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);
10967 case TEXTURELAYERTYPE_TEXTURE:
10968 // singletexture unlit texture with transparency support
10969 R_Mesh_TexBind(0, layer->texture);
10970 R_Mesh_TexMatrix(0, &layer->texmatrix);
10971 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10972 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10973 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);
10975 case TEXTURELAYERTYPE_FOG:
10976 // singletexture fogging
10977 if (layer->texture)
10979 R_Mesh_TexBind(0, layer->texture);
10980 R_Mesh_TexMatrix(0, &layer->texmatrix);
10981 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10982 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10986 R_Mesh_TexBind(0, 0);
10987 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10989 // generate a color array for the fog pass
10990 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10991 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10995 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10998 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11000 GL_DepthFunc(GL_LEQUAL);
11001 GL_AlphaTest(false);
11005 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11009 r_vertexgeneric_t *batchvertex;
11012 // R_Mesh_ResetTextureState();
11013 R_SetupShader_Generic_NoTexture(false, false);
11015 if(rsurface.texture && rsurface.texture->currentskinframe)
11017 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11018 c[3] *= rsurface.texture->currentalpha;
11028 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11030 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11031 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11032 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11035 // brighten it up (as texture value 127 means "unlit")
11036 c[0] *= 2 * r_refdef.view.colorscale;
11037 c[1] *= 2 * r_refdef.view.colorscale;
11038 c[2] *= 2 * r_refdef.view.colorscale;
11040 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11041 c[3] *= r_wateralpha.value;
11043 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11045 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11046 GL_DepthMask(false);
11048 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11050 GL_BlendFunc(GL_ONE, GL_ONE);
11051 GL_DepthMask(false);
11053 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11055 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11056 GL_DepthMask(false);
11058 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11060 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11061 GL_DepthMask(false);
11065 GL_BlendFunc(GL_ONE, GL_ZERO);
11066 GL_DepthMask(writedepth);
11069 if (r_showsurfaces.integer == 3)
11071 rsurface.passcolor4f = NULL;
11073 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11075 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11077 rsurface.passcolor4f = NULL;
11078 rsurface.passcolor4f_vertexbuffer = 0;
11079 rsurface.passcolor4f_bufferoffset = 0;
11081 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11083 qboolean applycolor = true;
11086 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11088 r_refdef.lightmapintensity = 1;
11089 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11090 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11092 else if (FAKELIGHT_ENABLED)
11094 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11096 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11097 RSurf_DrawBatch_GL11_ApplyFakeLight();
11098 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11102 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11104 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11105 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11106 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11109 if(!rsurface.passcolor4f)
11110 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11112 RSurf_DrawBatch_GL11_ApplyAmbient();
11113 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11114 if(r_refdef.fogenabled)
11115 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11116 RSurf_DrawBatch_GL11_ClampColor();
11118 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11119 R_SetupShader_Generic_NoTexture(false, false);
11122 else if (!r_refdef.view.showdebug)
11124 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11125 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11126 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11128 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11129 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11131 R_Mesh_PrepareVertices_Generic_Unlock();
11134 else if (r_showsurfaces.integer == 4)
11136 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11137 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11138 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11140 unsigned char d = (vi << 3) * (1.0f / 256.0f);
11141 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11142 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
11144 R_Mesh_PrepareVertices_Generic_Unlock();
11147 else if (r_showsurfaces.integer == 2)
11150 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11151 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11152 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11154 unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11155 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11156 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11157 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11158 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
11159 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
11160 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
11162 R_Mesh_PrepareVertices_Generic_Unlock();
11163 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11167 int texturesurfaceindex;
11169 const msurface_t *surface;
11170 float surfacecolor4f[4];
11171 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11172 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11174 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11176 surface = texturesurfacelist[texturesurfaceindex];
11177 k = (int)(((size_t)surface) / sizeof(msurface_t));
11178 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11179 for (j = 0;j < surface->num_vertices;j++)
11181 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11182 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11186 R_Mesh_PrepareVertices_Generic_Unlock();
11191 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11194 RSurf_SetupDepthAndCulling();
11195 if (r_showsurfaces.integer)
11197 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11200 switch (vid.renderpath)
11202 case RENDERPATH_GL20:
11203 case RENDERPATH_D3D9:
11204 case RENDERPATH_D3D10:
11205 case RENDERPATH_D3D11:
11206 case RENDERPATH_SOFT:
11207 case RENDERPATH_GLES2:
11208 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11210 case RENDERPATH_GL13:
11211 case RENDERPATH_GLES1:
11212 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11214 case RENDERPATH_GL11:
11215 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11221 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11224 RSurf_SetupDepthAndCulling();
11225 if (r_showsurfaces.integer)
11227 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11230 switch (vid.renderpath)
11232 case RENDERPATH_GL20:
11233 case RENDERPATH_D3D9:
11234 case RENDERPATH_D3D10:
11235 case RENDERPATH_D3D11:
11236 case RENDERPATH_SOFT:
11237 case RENDERPATH_GLES2:
11238 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11240 case RENDERPATH_GL13:
11241 case RENDERPATH_GLES1:
11242 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11244 case RENDERPATH_GL11:
11245 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11251 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11254 int texturenumsurfaces, endsurface;
11255 texture_t *texture;
11256 const msurface_t *surface;
11257 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11259 // if the model is static it doesn't matter what value we give for
11260 // wantnormals and wanttangents, so this logic uses only rules applicable
11261 // to a model, knowing that they are meaningless otherwise
11262 if (ent == r_refdef.scene.worldentity)
11263 RSurf_ActiveWorldEntity();
11264 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11265 RSurf_ActiveModelEntity(ent, false, false, false);
11268 switch (vid.renderpath)
11270 case RENDERPATH_GL20:
11271 case RENDERPATH_D3D9:
11272 case RENDERPATH_D3D10:
11273 case RENDERPATH_D3D11:
11274 case RENDERPATH_SOFT:
11275 case RENDERPATH_GLES2:
11276 RSurf_ActiveModelEntity(ent, true, true, false);
11278 case RENDERPATH_GL11:
11279 case RENDERPATH_GL13:
11280 case RENDERPATH_GLES1:
11281 RSurf_ActiveModelEntity(ent, true, false, false);
11286 if (r_transparentdepthmasking.integer)
11288 qboolean setup = false;
11289 for (i = 0;i < numsurfaces;i = j)
11292 surface = rsurface.modelsurfaces + surfacelist[i];
11293 texture = surface->texture;
11294 rsurface.texture = R_GetCurrentTexture(texture);
11295 rsurface.lightmaptexture = NULL;
11296 rsurface.deluxemaptexture = NULL;
11297 rsurface.uselightmaptexture = false;
11298 // scan ahead until we find a different texture
11299 endsurface = min(i + 1024, numsurfaces);
11300 texturenumsurfaces = 0;
11301 texturesurfacelist[texturenumsurfaces++] = surface;
11302 for (;j < endsurface;j++)
11304 surface = rsurface.modelsurfaces + surfacelist[j];
11305 if (texture != surface->texture)
11307 texturesurfacelist[texturenumsurfaces++] = surface;
11309 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11311 // render the range of surfaces as depth
11315 GL_ColorMask(0,0,0,0);
11317 GL_DepthTest(true);
11318 GL_BlendFunc(GL_ONE, GL_ZERO);
11319 GL_DepthMask(true);
11320 // R_Mesh_ResetTextureState();
11322 RSurf_SetupDepthAndCulling();
11323 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11324 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11325 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11329 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11332 for (i = 0;i < numsurfaces;i = j)
11335 surface = rsurface.modelsurfaces + surfacelist[i];
11336 texture = surface->texture;
11337 rsurface.texture = R_GetCurrentTexture(texture);
11338 // scan ahead until we find a different texture
11339 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11340 texturenumsurfaces = 0;
11341 texturesurfacelist[texturenumsurfaces++] = surface;
11342 if(FAKELIGHT_ENABLED)
11344 rsurface.lightmaptexture = NULL;
11345 rsurface.deluxemaptexture = NULL;
11346 rsurface.uselightmaptexture = false;
11347 for (;j < endsurface;j++)
11349 surface = rsurface.modelsurfaces + surfacelist[j];
11350 if (texture != surface->texture)
11352 texturesurfacelist[texturenumsurfaces++] = surface;
11357 rsurface.lightmaptexture = surface->lightmaptexture;
11358 rsurface.deluxemaptexture = surface->deluxemaptexture;
11359 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11360 for (;j < endsurface;j++)
11362 surface = rsurface.modelsurfaces + surfacelist[j];
11363 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11365 texturesurfacelist[texturenumsurfaces++] = surface;
11368 // render the range of surfaces
11369 if (ent == r_refdef.scene.worldentity)
11370 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11372 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11374 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11377 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11379 // transparent surfaces get pushed off into the transparent queue
11380 int surfacelistindex;
11381 const msurface_t *surface;
11382 vec3_t tempcenter, center;
11383 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11385 surface = texturesurfacelist[surfacelistindex];
11386 if (r_transparent_sortsurfacesbynearest.integer)
11388 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11389 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11390 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11394 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11395 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11396 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11398 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11399 if (rsurface.entity->transparent_offset) // transparent offset
11401 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11402 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11403 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11405 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);
11409 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11411 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11413 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11415 RSurf_SetupDepthAndCulling();
11416 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11417 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11418 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11422 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11426 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11429 if (!rsurface.texture->currentnumlayers)
11431 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11432 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11434 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11436 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11437 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11438 else if (!rsurface.texture->currentnumlayers)
11440 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11442 // in the deferred case, transparent surfaces were queued during prepass
11443 if (!r_shadow_usingdeferredprepass)
11444 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11448 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11449 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11454 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11457 texture_t *texture;
11458 R_FrameData_SetMark();
11459 // break the surface list down into batches by texture and use of lightmapping
11460 for (i = 0;i < numsurfaces;i = j)
11463 // texture is the base texture pointer, rsurface.texture is the
11464 // current frame/skin the texture is directing us to use (for example
11465 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11466 // use skin 1 instead)
11467 texture = surfacelist[i]->texture;
11468 rsurface.texture = R_GetCurrentTexture(texture);
11469 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11471 // if this texture is not the kind we want, skip ahead to the next one
11472 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11476 if(FAKELIGHT_ENABLED || depthonly || prepass)
11478 rsurface.lightmaptexture = NULL;
11479 rsurface.deluxemaptexture = NULL;
11480 rsurface.uselightmaptexture = false;
11481 // simply scan ahead until we find a different texture or lightmap state
11482 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11487 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11488 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11489 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11490 // simply scan ahead until we find a different texture or lightmap state
11491 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11494 // render the range of surfaces
11495 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11497 R_FrameData_ReturnToMark();
11500 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11504 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11507 if (!rsurface.texture->currentnumlayers)
11509 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11510 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11512 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11514 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11515 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11516 else if (!rsurface.texture->currentnumlayers)
11518 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11520 // in the deferred case, transparent surfaces were queued during prepass
11521 if (!r_shadow_usingdeferredprepass)
11522 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11526 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11527 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11532 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11535 texture_t *texture;
11536 R_FrameData_SetMark();
11537 // break the surface list down into batches by texture and use of lightmapping
11538 for (i = 0;i < numsurfaces;i = j)
11541 // texture is the base texture pointer, rsurface.texture is the
11542 // current frame/skin the texture is directing us to use (for example
11543 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11544 // use skin 1 instead)
11545 texture = surfacelist[i]->texture;
11546 rsurface.texture = R_GetCurrentTexture(texture);
11547 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11549 // if this texture is not the kind we want, skip ahead to the next one
11550 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11554 if(FAKELIGHT_ENABLED || depthonly || prepass)
11556 rsurface.lightmaptexture = NULL;
11557 rsurface.deluxemaptexture = NULL;
11558 rsurface.uselightmaptexture = false;
11559 // simply scan ahead until we find a different texture or lightmap state
11560 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11565 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11566 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11567 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11568 // simply scan ahead until we find a different texture or lightmap state
11569 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11572 // render the range of surfaces
11573 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11575 R_FrameData_ReturnToMark();
11578 float locboxvertex3f[6*4*3] =
11580 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11581 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11582 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11583 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11584 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11585 1,0,0, 0,0,0, 0,1,0, 1,1,0
11588 unsigned short locboxelements[6*2*3] =
11593 12,13,14, 12,14,15,
11594 16,17,18, 16,18,19,
11598 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11601 cl_locnode_t *loc = (cl_locnode_t *)ent;
11603 float vertex3f[6*4*3];
11605 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11606 GL_DepthMask(false);
11607 GL_DepthRange(0, 1);
11608 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11609 GL_DepthTest(true);
11610 GL_CullFace(GL_NONE);
11611 R_EntityMatrix(&identitymatrix);
11613 // R_Mesh_ResetTextureState();
11615 i = surfacelist[0];
11616 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11617 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11618 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11619 surfacelist[0] < 0 ? 0.5f : 0.125f);
11621 if (VectorCompare(loc->mins, loc->maxs))
11623 VectorSet(size, 2, 2, 2);
11624 VectorMA(loc->mins, -0.5f, size, mins);
11628 VectorCopy(loc->mins, mins);
11629 VectorSubtract(loc->maxs, loc->mins, size);
11632 for (i = 0;i < 6*4*3;)
11633 for (j = 0;j < 3;j++, i++)
11634 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11636 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11637 R_SetupShader_Generic_NoTexture(false, false);
11638 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11641 void R_DrawLocs(void)
11644 cl_locnode_t *loc, *nearestloc;
11646 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11647 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11649 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11650 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11654 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11656 if (decalsystem->decals)
11657 Mem_Free(decalsystem->decals);
11658 memset(decalsystem, 0, sizeof(*decalsystem));
11661 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
11664 tridecal_t *decals;
11667 // expand or initialize the system
11668 if (decalsystem->maxdecals <= decalsystem->numdecals)
11670 decalsystem_t old = *decalsystem;
11671 qboolean useshortelements;
11672 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11673 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11674 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)));
11675 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11676 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11677 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11678 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11679 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11680 if (decalsystem->numdecals)
11681 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11683 Mem_Free(old.decals);
11684 for (i = 0;i < decalsystem->maxdecals*3;i++)
11685 decalsystem->element3i[i] = i;
11686 if (useshortelements)
11687 for (i = 0;i < decalsystem->maxdecals*3;i++)
11688 decalsystem->element3s[i] = i;
11691 // grab a decal and search for another free slot for the next one
11692 decals = decalsystem->decals;
11693 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11694 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11696 decalsystem->freedecal = i;
11697 if (decalsystem->numdecals <= i)
11698 decalsystem->numdecals = i + 1;
11700 // initialize the decal
11702 decal->triangleindex = triangleindex;
11703 decal->surfaceindex = surfaceindex;
11704 decal->decalsequence = decalsequence;
11705 decal->color4f[0][0] = c0[0];
11706 decal->color4f[0][1] = c0[1];
11707 decal->color4f[0][2] = c0[2];
11708 decal->color4f[0][3] = 1;
11709 decal->color4f[1][0] = c1[0];
11710 decal->color4f[1][1] = c1[1];
11711 decal->color4f[1][2] = c1[2];
11712 decal->color4f[1][3] = 1;
11713 decal->color4f[2][0] = c2[0];
11714 decal->color4f[2][1] = c2[1];
11715 decal->color4f[2][2] = c2[2];
11716 decal->color4f[2][3] = 1;
11717 decal->vertex3f[0][0] = v0[0];
11718 decal->vertex3f[0][1] = v0[1];
11719 decal->vertex3f[0][2] = v0[2];
11720 decal->vertex3f[1][0] = v1[0];
11721 decal->vertex3f[1][1] = v1[1];
11722 decal->vertex3f[1][2] = v1[2];
11723 decal->vertex3f[2][0] = v2[0];
11724 decal->vertex3f[2][1] = v2[1];
11725 decal->vertex3f[2][2] = v2[2];
11726 decal->texcoord2f[0][0] = t0[0];
11727 decal->texcoord2f[0][1] = t0[1];
11728 decal->texcoord2f[1][0] = t1[0];
11729 decal->texcoord2f[1][1] = t1[1];
11730 decal->texcoord2f[2][0] = t2[0];
11731 decal->texcoord2f[2][1] = t2[1];
11732 TriangleNormal(v0, v1, v2, decal->plane);
11733 VectorNormalize(decal->plane);
11734 decal->plane[3] = DotProduct(v0, decal->plane);
11737 extern cvar_t cl_decals_bias;
11738 extern cvar_t cl_decals_models;
11739 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11740 // baseparms, parms, temps
11741 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11746 const float *vertex3f;
11747 const float *normal3f;
11749 float points[2][9][3];
11756 e = rsurface.modelelement3i + 3*triangleindex;
11758 vertex3f = rsurface.modelvertex3f;
11759 normal3f = rsurface.modelnormal3f;
11763 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11765 index = 3*e[cornerindex];
11766 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11771 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11773 index = 3*e[cornerindex];
11774 VectorCopy(vertex3f + index, v[cornerindex]);
11779 //TriangleNormal(v[0], v[1], v[2], normal);
11780 //if (DotProduct(normal, localnormal) < 0.0f)
11782 // clip by each of the box planes formed from the projection matrix
11783 // if anything survives, we emit the decal
11784 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]);
11787 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]);
11790 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]);
11793 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]);
11796 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]);
11799 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]);
11802 // some part of the triangle survived, so we have to accept it...
11805 // dynamic always uses the original triangle
11807 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11809 index = 3*e[cornerindex];
11810 VectorCopy(vertex3f + index, v[cornerindex]);
11813 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11815 // convert vertex positions to texcoords
11816 Matrix4x4_Transform(projection, v[cornerindex], temp);
11817 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11818 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11819 // calculate distance fade from the projection origin
11820 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11821 f = bound(0.0f, f, 1.0f);
11822 c[cornerindex][0] = r * f;
11823 c[cornerindex][1] = g * f;
11824 c[cornerindex][2] = b * f;
11825 c[cornerindex][3] = 1.0f;
11826 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11829 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);
11831 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11832 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);
11834 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
11836 matrix4x4_t projection;
11837 decalsystem_t *decalsystem;
11840 const msurface_t *surface;
11841 const msurface_t *surfaces;
11842 const int *surfacelist;
11843 const texture_t *texture;
11845 int numsurfacelist;
11846 int surfacelistindex;
11849 float localorigin[3];
11850 float localnormal[3];
11851 float localmins[3];
11852 float localmaxs[3];
11855 float planes[6][4];
11858 int bih_triangles_count;
11859 int bih_triangles[256];
11860 int bih_surfaces[256];
11862 decalsystem = &ent->decalsystem;
11863 model = ent->model;
11864 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11866 R_DecalSystem_Reset(&ent->decalsystem);
11870 if (!model->brush.data_leafs && !cl_decals_models.integer)
11872 if (decalsystem->model)
11873 R_DecalSystem_Reset(decalsystem);
11877 if (decalsystem->model != model)
11878 R_DecalSystem_Reset(decalsystem);
11879 decalsystem->model = model;
11881 RSurf_ActiveModelEntity(ent, true, false, false);
11883 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11884 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11885 VectorNormalize(localnormal);
11886 localsize = worldsize*rsurface.inversematrixscale;
11887 localmins[0] = localorigin[0] - localsize;
11888 localmins[1] = localorigin[1] - localsize;
11889 localmins[2] = localorigin[2] - localsize;
11890 localmaxs[0] = localorigin[0] + localsize;
11891 localmaxs[1] = localorigin[1] + localsize;
11892 localmaxs[2] = localorigin[2] + localsize;
11894 //VectorCopy(localnormal, planes[4]);
11895 //VectorVectors(planes[4], planes[2], planes[0]);
11896 AnglesFromVectors(angles, localnormal, NULL, false);
11897 AngleVectors(angles, planes[0], planes[2], planes[4]);
11898 VectorNegate(planes[0], planes[1]);
11899 VectorNegate(planes[2], planes[3]);
11900 VectorNegate(planes[4], planes[5]);
11901 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11902 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11903 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11904 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11905 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11906 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11911 matrix4x4_t forwardprojection;
11912 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11913 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11918 float projectionvector[4][3];
11919 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11920 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11921 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11922 projectionvector[0][0] = planes[0][0] * ilocalsize;
11923 projectionvector[0][1] = planes[1][0] * ilocalsize;
11924 projectionvector[0][2] = planes[2][0] * ilocalsize;
11925 projectionvector[1][0] = planes[0][1] * ilocalsize;
11926 projectionvector[1][1] = planes[1][1] * ilocalsize;
11927 projectionvector[1][2] = planes[2][1] * ilocalsize;
11928 projectionvector[2][0] = planes[0][2] * ilocalsize;
11929 projectionvector[2][1] = planes[1][2] * ilocalsize;
11930 projectionvector[2][2] = planes[2][2] * ilocalsize;
11931 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11932 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11933 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11934 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11938 dynamic = model->surfmesh.isanimated;
11939 numsurfacelist = model->nummodelsurfaces;
11940 surfacelist = model->sortedmodelsurfaces;
11941 surfaces = model->data_surfaces;
11944 bih_triangles_count = -1;
11947 if(model->render_bih.numleafs)
11948 bih = &model->render_bih;
11949 else if(model->collision_bih.numleafs)
11950 bih = &model->collision_bih;
11953 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11954 if(bih_triangles_count == 0)
11956 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11958 if(bih_triangles_count > 0)
11960 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11962 surfaceindex = bih_surfaces[triangleindex];
11963 surface = surfaces + surfaceindex;
11964 texture = surface->texture;
11965 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11967 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11969 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11974 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11976 surfaceindex = surfacelist[surfacelistindex];
11977 surface = surfaces + surfaceindex;
11978 // check cull box first because it rejects more than any other check
11979 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11981 // skip transparent surfaces
11982 texture = surface->texture;
11983 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11985 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11987 numtriangles = surface->num_triangles;
11988 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11989 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11994 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11995 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
11997 int renderentityindex;
11998 float worldmins[3];
11999 float worldmaxs[3];
12000 entity_render_t *ent;
12002 if (!cl_decals_newsystem.integer)
12005 worldmins[0] = worldorigin[0] - worldsize;
12006 worldmins[1] = worldorigin[1] - worldsize;
12007 worldmins[2] = worldorigin[2] - worldsize;
12008 worldmaxs[0] = worldorigin[0] + worldsize;
12009 worldmaxs[1] = worldorigin[1] + worldsize;
12010 worldmaxs[2] = worldorigin[2] + worldsize;
12012 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12014 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12016 ent = r_refdef.scene.entities[renderentityindex];
12017 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12020 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12024 typedef struct r_decalsystem_splatqueue_s
12026 vec3_t worldorigin;
12027 vec3_t worldnormal;
12031 unsigned int decalsequence;
12033 r_decalsystem_splatqueue_t;
12035 int r_decalsystem_numqueued = 0;
12036 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12038 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)
12040 r_decalsystem_splatqueue_t *queue;
12042 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12045 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12046 VectorCopy(worldorigin, queue->worldorigin);
12047 VectorCopy(worldnormal, queue->worldnormal);
12048 Vector4Set(queue->color, r, g, b, a);
12049 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12050 queue->worldsize = worldsize;
12051 queue->decalsequence = cl.decalsequence++;
12054 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12057 r_decalsystem_splatqueue_t *queue;
12059 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12060 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);
12061 r_decalsystem_numqueued = 0;
12064 extern cvar_t cl_decals_max;
12065 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12068 decalsystem_t *decalsystem = &ent->decalsystem;
12070 unsigned int killsequence;
12075 if (!decalsystem->numdecals)
12078 if (r_showsurfaces.integer)
12081 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12083 R_DecalSystem_Reset(decalsystem);
12087 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
12088 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12090 if (decalsystem->lastupdatetime)
12091 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12094 decalsystem->lastupdatetime = r_refdef.scene.time;
12095 numdecals = decalsystem->numdecals;
12097 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12099 if (decal->color4f[0][3])
12101 decal->lived += frametime;
12102 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
12104 memset(decal, 0, sizeof(*decal));
12105 if (decalsystem->freedecal > i)
12106 decalsystem->freedecal = i;
12110 decal = decalsystem->decals;
12111 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12114 // collapse the array by shuffling the tail decals into the gaps
12117 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12118 decalsystem->freedecal++;
12119 if (decalsystem->freedecal == numdecals)
12121 decal[decalsystem->freedecal] = decal[--numdecals];
12124 decalsystem->numdecals = numdecals;
12126 if (numdecals <= 0)
12128 // if there are no decals left, reset decalsystem
12129 R_DecalSystem_Reset(decalsystem);
12133 extern skinframe_t *decalskinframe;
12134 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12137 decalsystem_t *decalsystem = &ent->decalsystem;
12146 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12149 numdecals = decalsystem->numdecals;
12153 if (r_showsurfaces.integer)
12156 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12158 R_DecalSystem_Reset(decalsystem);
12162 // if the model is static it doesn't matter what value we give for
12163 // wantnormals and wanttangents, so this logic uses only rules applicable
12164 // to a model, knowing that they are meaningless otherwise
12165 if (ent == r_refdef.scene.worldentity)
12166 RSurf_ActiveWorldEntity();
12168 RSurf_ActiveModelEntity(ent, false, false, false);
12170 decalsystem->lastupdatetime = r_refdef.scene.time;
12172 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12174 // update vertex positions for animated models
12175 v3f = decalsystem->vertex3f;
12176 c4f = decalsystem->color4f;
12177 t2f = decalsystem->texcoord2f;
12178 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12180 if (!decal->color4f[0][3])
12183 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12187 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12190 // update color values for fading decals
12191 if (decal->lived >= cl_decals_time.value)
12192 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12196 c4f[ 0] = decal->color4f[0][0] * alpha;
12197 c4f[ 1] = decal->color4f[0][1] * alpha;
12198 c4f[ 2] = decal->color4f[0][2] * alpha;
12200 c4f[ 4] = decal->color4f[1][0] * alpha;
12201 c4f[ 5] = decal->color4f[1][1] * alpha;
12202 c4f[ 6] = decal->color4f[1][2] * alpha;
12204 c4f[ 8] = decal->color4f[2][0] * alpha;
12205 c4f[ 9] = decal->color4f[2][1] * alpha;
12206 c4f[10] = decal->color4f[2][2] * alpha;
12209 t2f[0] = decal->texcoord2f[0][0];
12210 t2f[1] = decal->texcoord2f[0][1];
12211 t2f[2] = decal->texcoord2f[1][0];
12212 t2f[3] = decal->texcoord2f[1][1];
12213 t2f[4] = decal->texcoord2f[2][0];
12214 t2f[5] = decal->texcoord2f[2][1];
12216 // update vertex positions for animated models
12217 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12219 e = rsurface.modelelement3i + 3*decal->triangleindex;
12220 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12221 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12222 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12226 VectorCopy(decal->vertex3f[0], v3f);
12227 VectorCopy(decal->vertex3f[1], v3f + 3);
12228 VectorCopy(decal->vertex3f[2], v3f + 6);
12231 if (r_refdef.fogenabled)
12233 alpha = RSurf_FogVertex(v3f);
12234 VectorScale(c4f, alpha, c4f);
12235 alpha = RSurf_FogVertex(v3f + 3);
12236 VectorScale(c4f + 4, alpha, c4f + 4);
12237 alpha = RSurf_FogVertex(v3f + 6);
12238 VectorScale(c4f + 8, alpha, c4f + 8);
12249 r_refdef.stats[r_stat_drawndecals] += numtris;
12251 // now render the decals all at once
12252 // (this assumes they all use one particle font texture!)
12253 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);
12254 // R_Mesh_ResetTextureState();
12255 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12256 GL_DepthMask(false);
12257 GL_DepthRange(0, 1);
12258 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12259 GL_DepthTest(true);
12260 GL_CullFace(GL_NONE);
12261 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12262 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12263 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12267 static void R_DrawModelDecals(void)
12271 // fade faster when there are too many decals
12272 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12273 for (i = 0;i < r_refdef.scene.numentities;i++)
12274 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12276 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12277 for (i = 0;i < r_refdef.scene.numentities;i++)
12278 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12279 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12281 R_DecalSystem_ApplySplatEntitiesQueue();
12283 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12284 for (i = 0;i < r_refdef.scene.numentities;i++)
12285 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12287 r_refdef.stats[r_stat_totaldecals] += numdecals;
12289 if (r_showsurfaces.integer)
12292 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12294 for (i = 0;i < r_refdef.scene.numentities;i++)
12296 if (!r_refdef.viewcache.entityvisible[i])
12298 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12299 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12303 extern cvar_t mod_collision_bih;
12304 static void R_DrawDebugModel(void)
12306 entity_render_t *ent = rsurface.entity;
12307 int i, j, flagsmask;
12308 const msurface_t *surface;
12309 dp_model_t *model = ent->model;
12311 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12314 if (r_showoverdraw.value > 0)
12316 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12317 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12318 R_SetupShader_Generic_NoTexture(false, false);
12319 GL_DepthTest(false);
12320 GL_DepthMask(false);
12321 GL_DepthRange(0, 1);
12322 GL_BlendFunc(GL_ONE, GL_ONE);
12323 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12325 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12327 rsurface.texture = R_GetCurrentTexture(surface->texture);
12328 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12330 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12331 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12332 if (!rsurface.texture->currentlayers->depthmask)
12333 GL_Color(c, 0, 0, 1.0f);
12334 else if (ent == r_refdef.scene.worldentity)
12335 GL_Color(c, c, c, 1.0f);
12337 GL_Color(0, c, 0, 1.0f);
12338 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12342 rsurface.texture = NULL;
12345 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12347 // R_Mesh_ResetTextureState();
12348 R_SetupShader_Generic_NoTexture(false, false);
12349 GL_DepthRange(0, 1);
12350 GL_DepthTest(!r_showdisabledepthtest.integer);
12351 GL_DepthMask(false);
12352 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12354 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12358 qboolean cullbox = false;
12359 const q3mbrush_t *brush;
12360 const bih_t *bih = &model->collision_bih;
12361 const bih_leaf_t *bihleaf;
12362 float vertex3f[3][3];
12363 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12364 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12366 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12368 switch (bihleaf->type)
12371 brush = model->brush.data_brushes + bihleaf->itemindex;
12372 if (brush->colbrushf && brush->colbrushf->numtriangles)
12374 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);
12375 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12376 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12379 case BIH_COLLISIONTRIANGLE:
12380 triangleindex = bihleaf->itemindex;
12381 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12382 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12383 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12384 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);
12385 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12386 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12388 case BIH_RENDERTRIANGLE:
12389 triangleindex = bihleaf->itemindex;
12390 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12391 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12392 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12393 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);
12394 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12395 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12401 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12404 if (r_showtris.integer && qglPolygonMode)
12406 if (r_showdisabledepthtest.integer)
12408 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12409 GL_DepthMask(false);
12413 GL_BlendFunc(GL_ONE, GL_ZERO);
12414 GL_DepthMask(true);
12416 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12417 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12419 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12421 rsurface.texture = R_GetCurrentTexture(surface->texture);
12422 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12424 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12425 if (!rsurface.texture->currentlayers->depthmask)
12426 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12427 else if (ent == r_refdef.scene.worldentity)
12428 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12430 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12431 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12435 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12436 rsurface.texture = NULL;
12439 if (r_shownormals.value != 0 && qglBegin)
12443 if (r_showdisabledepthtest.integer)
12445 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12446 GL_DepthMask(false);
12450 GL_BlendFunc(GL_ONE, GL_ZERO);
12451 GL_DepthMask(true);
12453 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12455 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12457 rsurface.texture = R_GetCurrentTexture(surface->texture);
12458 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12460 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12461 qglBegin(GL_LINES);
12462 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12464 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12466 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12467 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12468 qglVertex3f(v[0], v[1], v[2]);
12469 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12470 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12471 qglVertex3f(v[0], v[1], v[2]);
12474 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12476 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12478 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12479 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12480 qglVertex3f(v[0], v[1], v[2]);
12481 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12482 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12483 qglVertex3f(v[0], v[1], v[2]);
12486 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12488 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12490 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12491 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12492 qglVertex3f(v[0], v[1], v[2]);
12493 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12494 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12495 qglVertex3f(v[0], v[1], v[2]);
12498 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12500 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12502 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12503 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12504 qglVertex3f(v[0], v[1], v[2]);
12505 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12506 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12507 qglVertex3f(v[0], v[1], v[2]);
12514 rsurface.texture = NULL;
12519 int r_maxsurfacelist = 0;
12520 const msurface_t **r_surfacelist = NULL;
12521 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12523 int i, j, endj, flagsmask;
12524 dp_model_t *model = r_refdef.scene.worldmodel;
12525 msurface_t *surfaces;
12526 unsigned char *update;
12527 int numsurfacelist = 0;
12531 if (r_maxsurfacelist < model->num_surfaces)
12533 r_maxsurfacelist = model->num_surfaces;
12535 Mem_Free((msurface_t**)r_surfacelist);
12536 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12539 RSurf_ActiveWorldEntity();
12541 surfaces = model->data_surfaces;
12542 update = model->brushq1.lightmapupdateflags;
12544 // update light styles on this submodel
12545 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12547 model_brush_lightstyleinfo_t *style;
12548 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12550 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12552 int *list = style->surfacelist;
12553 style->value = r_refdef.scene.lightstylevalue[style->style];
12554 for (j = 0;j < style->numsurfaces;j++)
12555 update[list[j]] = true;
12560 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12564 R_DrawDebugModel();
12565 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12569 rsurface.lightmaptexture = NULL;
12570 rsurface.deluxemaptexture = NULL;
12571 rsurface.uselightmaptexture = false;
12572 rsurface.texture = NULL;
12573 rsurface.rtlight = NULL;
12574 numsurfacelist = 0;
12575 // add visible surfaces to draw list
12576 for (i = 0;i < model->nummodelsurfaces;i++)
12578 j = model->sortedmodelsurfaces[i];
12579 if (r_refdef.viewcache.world_surfacevisible[j])
12580 r_surfacelist[numsurfacelist++] = surfaces + j;
12582 // update lightmaps if needed
12583 if (model->brushq1.firstrender)
12585 model->brushq1.firstrender = false;
12586 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12588 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12592 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12593 if (r_refdef.viewcache.world_surfacevisible[j])
12595 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12597 // don't do anything if there were no surfaces
12598 if (!numsurfacelist)
12600 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12603 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12605 // add to stats if desired
12606 if (r_speeds.integer && !skysurfaces && !depthonly)
12608 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12609 for (j = 0;j < numsurfacelist;j++)
12610 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12613 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12616 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12618 int i, j, endj, flagsmask;
12619 dp_model_t *model = ent->model;
12620 msurface_t *surfaces;
12621 unsigned char *update;
12622 int numsurfacelist = 0;
12626 if (r_maxsurfacelist < model->num_surfaces)
12628 r_maxsurfacelist = model->num_surfaces;
12630 Mem_Free((msurface_t **)r_surfacelist);
12631 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12634 // if the model is static it doesn't matter what value we give for
12635 // wantnormals and wanttangents, so this logic uses only rules applicable
12636 // to a model, knowing that they are meaningless otherwise
12637 if (ent == r_refdef.scene.worldentity)
12638 RSurf_ActiveWorldEntity();
12639 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12640 RSurf_ActiveModelEntity(ent, false, false, false);
12642 RSurf_ActiveModelEntity(ent, true, true, true);
12643 else if (depthonly)
12645 switch (vid.renderpath)
12647 case RENDERPATH_GL20:
12648 case RENDERPATH_D3D9:
12649 case RENDERPATH_D3D10:
12650 case RENDERPATH_D3D11:
12651 case RENDERPATH_SOFT:
12652 case RENDERPATH_GLES2:
12653 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12655 case RENDERPATH_GL11:
12656 case RENDERPATH_GL13:
12657 case RENDERPATH_GLES1:
12658 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12664 switch (vid.renderpath)
12666 case RENDERPATH_GL20:
12667 case RENDERPATH_D3D9:
12668 case RENDERPATH_D3D10:
12669 case RENDERPATH_D3D11:
12670 case RENDERPATH_SOFT:
12671 case RENDERPATH_GLES2:
12672 RSurf_ActiveModelEntity(ent, true, true, false);
12674 case RENDERPATH_GL11:
12675 case RENDERPATH_GL13:
12676 case RENDERPATH_GLES1:
12677 RSurf_ActiveModelEntity(ent, true, false, false);
12682 surfaces = model->data_surfaces;
12683 update = model->brushq1.lightmapupdateflags;
12685 // update light styles
12686 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12688 model_brush_lightstyleinfo_t *style;
12689 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12691 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12693 int *list = style->surfacelist;
12694 style->value = r_refdef.scene.lightstylevalue[style->style];
12695 for (j = 0;j < style->numsurfaces;j++)
12696 update[list[j]] = true;
12701 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12705 R_DrawDebugModel();
12706 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12710 rsurface.lightmaptexture = NULL;
12711 rsurface.deluxemaptexture = NULL;
12712 rsurface.uselightmaptexture = false;
12713 rsurface.texture = NULL;
12714 rsurface.rtlight = NULL;
12715 numsurfacelist = 0;
12716 // add visible surfaces to draw list
12717 for (i = 0;i < model->nummodelsurfaces;i++)
12718 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12719 // don't do anything if there were no surfaces
12720 if (!numsurfacelist)
12722 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12725 // update lightmaps if needed
12729 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12734 R_BuildLightMap(ent, surfaces + j);
12739 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12741 // add to stats if desired
12742 if (r_speeds.integer && !skysurfaces && !depthonly)
12744 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12745 for (j = 0;j < numsurfacelist;j++)
12746 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12749 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12752 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12754 static texture_t texture;
12755 static msurface_t surface;
12756 const msurface_t *surfacelist = &surface;
12758 // fake enough texture and surface state to render this geometry
12760 texture.update_lastrenderframe = -1; // regenerate this texture
12761 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12762 texture.basealpha = 1.0f;
12763 texture.currentskinframe = skinframe;
12764 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12765 texture.offsetmapping = OFFSETMAPPING_OFF;
12766 texture.offsetscale = 1;
12767 texture.specularscalemod = 1;
12768 texture.specularpowermod = 1;
12769 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12770 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12771 // JUST GREP FOR "specularscalemod = 1".
12773 surface.texture = &texture;
12774 surface.num_triangles = numtriangles;
12775 surface.num_firsttriangle = firsttriangle;
12776 surface.num_vertices = numvertices;
12777 surface.num_firstvertex = firstvertex;
12780 rsurface.texture = R_GetCurrentTexture(surface.texture);
12781 rsurface.lightmaptexture = NULL;
12782 rsurface.deluxemaptexture = NULL;
12783 rsurface.uselightmaptexture = false;
12784 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12787 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)
12789 static msurface_t surface;
12790 const msurface_t *surfacelist = &surface;
12792 // fake enough texture and surface state to render this geometry
12793 surface.texture = texture;
12794 surface.num_triangles = numtriangles;
12795 surface.num_firsttriangle = firsttriangle;
12796 surface.num_vertices = numvertices;
12797 surface.num_firstvertex = firstvertex;
12800 rsurface.texture = R_GetCurrentTexture(surface.texture);
12801 rsurface.lightmaptexture = NULL;
12802 rsurface.deluxemaptexture = NULL;
12803 rsurface.uselightmaptexture = false;
12804 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);