2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
170 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
171 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
172 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
186 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
187 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
188 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
189 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
191 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
192 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
193 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
194 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
195 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
196 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
197 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
199 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
200 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
201 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
202 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
203 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
204 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
205 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
206 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
208 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
209 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
210 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
212 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
214 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
216 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
218 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
220 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
221 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
223 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
225 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
227 extern cvar_t v_glslgamma;
228 extern cvar_t v_glslgamma_2d;
230 extern qboolean v_flipped_state;
232 static struct r_bloomstate_s
237 int bloomwidth, bloomheight;
239 textype_t texturetype;
240 int viewfbo; // used to check if r_viewfbo cvar has changed
242 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
243 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
244 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
246 int screentexturewidth, screentextureheight;
247 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
249 int bloomtexturewidth, bloomtextureheight;
250 rtexture_t *texture_bloom;
252 // arrays for rendering the screen passes
253 float screentexcoord2f[8];
254 float bloomtexcoord2f[8];
255 float offsettexcoord2f[8];
257 r_viewport_t viewport;
261 r_waterstate_t r_waterstate;
263 /// shadow volume bsp struct with automatically growing nodes buffer
266 rtexture_t *r_texture_blanknormalmap;
267 rtexture_t *r_texture_white;
268 rtexture_t *r_texture_grey128;
269 rtexture_t *r_texture_black;
270 rtexture_t *r_texture_notexture;
271 rtexture_t *r_texture_whitecube;
272 rtexture_t *r_texture_normalizationcube;
273 rtexture_t *r_texture_fogattenuation;
274 rtexture_t *r_texture_fogheighttexture;
275 rtexture_t *r_texture_gammaramps;
276 unsigned int r_texture_gammaramps_serial;
277 //rtexture_t *r_texture_fogintensity;
278 rtexture_t *r_texture_reflectcube;
280 // TODO: hash lookups?
281 typedef struct cubemapinfo_s
288 int r_texture_numcubemaps;
289 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
291 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
292 unsigned int r_numqueries;
293 unsigned int r_maxqueries;
295 typedef struct r_qwskincache_s
297 char name[MAX_QPATH];
298 skinframe_t *skinframe;
302 static r_qwskincache_t *r_qwskincache;
303 static int r_qwskincache_size;
305 /// vertex coordinates for a quad that covers the screen exactly
306 extern const float r_screenvertex3f[12];
307 extern const float r_d3dscreenvertex3f[12];
308 const float r_screenvertex3f[12] =
315 const float r_d3dscreenvertex3f[12] =
323 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
326 for (i = 0;i < verts;i++)
337 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
340 for (i = 0;i < verts;i++)
350 // FIXME: move this to client?
353 if (gamemode == GAME_NEHAHRA)
355 Cvar_Set("gl_fogenable", "0");
356 Cvar_Set("gl_fogdensity", "0.2");
357 Cvar_Set("gl_fogred", "0.3");
358 Cvar_Set("gl_foggreen", "0.3");
359 Cvar_Set("gl_fogblue", "0.3");
361 r_refdef.fog_density = 0;
362 r_refdef.fog_red = 0;
363 r_refdef.fog_green = 0;
364 r_refdef.fog_blue = 0;
365 r_refdef.fog_alpha = 1;
366 r_refdef.fog_start = 0;
367 r_refdef.fog_end = 16384;
368 r_refdef.fog_height = 1<<30;
369 r_refdef.fog_fadedepth = 128;
370 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
373 static void R_BuildBlankTextures(void)
375 unsigned char data[4];
376 data[2] = 128; // normal X
377 data[1] = 128; // normal Y
378 data[0] = 255; // normal Z
379 data[3] = 255; // height
380 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildNoTexture(void)
401 unsigned char pix[16][16][4];
402 // this makes a light grey/dark grey checkerboard texture
403 for (y = 0;y < 16;y++)
405 for (x = 0;x < 16;x++)
407 if ((y < 8) ^ (x < 8))
423 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
426 static void R_BuildWhiteCube(void)
428 unsigned char data[6*1*1*4];
429 memset(data, 255, sizeof(data));
430 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
433 static void R_BuildNormalizationCube(void)
437 vec_t s, t, intensity;
440 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
441 for (side = 0;side < 6;side++)
443 for (y = 0;y < NORMSIZE;y++)
445 for (x = 0;x < NORMSIZE;x++)
447 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
448 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
483 intensity = 127.0f / sqrt(DotProduct(v, v));
484 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
485 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
486 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
487 data[((side*64+y)*64+x)*4+3] = 255;
491 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
495 static void R_BuildFogTexture(void)
499 unsigned char data1[FOGWIDTH][4];
500 //unsigned char data2[FOGWIDTH][4];
503 r_refdef.fogmasktable_start = r_refdef.fog_start;
504 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
505 r_refdef.fogmasktable_range = r_refdef.fogrange;
506 r_refdef.fogmasktable_density = r_refdef.fog_density;
508 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
509 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
511 d = (x * r - r_refdef.fogmasktable_start);
512 if(developer_extra.integer)
513 Con_DPrintf("%f ", d);
515 if (r_fog_exp2.integer)
516 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
518 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
519 if(developer_extra.integer)
520 Con_DPrintf(" : %f ", alpha);
521 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
522 if(developer_extra.integer)
523 Con_DPrintf(" = %f\n", alpha);
524 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
527 for (x = 0;x < FOGWIDTH;x++)
529 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
534 //data2[x][0] = 255 - b;
535 //data2[x][1] = 255 - b;
536 //data2[x][2] = 255 - b;
539 if (r_texture_fogattenuation)
541 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
542 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
547 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
551 static void R_BuildFogHeightTexture(void)
553 unsigned char *inpixels;
561 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
562 if (r_refdef.fogheighttexturename[0])
563 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
566 r_refdef.fog_height_tablesize = 0;
567 if (r_texture_fogheighttexture)
568 R_FreeTexture(r_texture_fogheighttexture);
569 r_texture_fogheighttexture = NULL;
570 if (r_refdef.fog_height_table2d)
571 Mem_Free(r_refdef.fog_height_table2d);
572 r_refdef.fog_height_table2d = NULL;
573 if (r_refdef.fog_height_table1d)
574 Mem_Free(r_refdef.fog_height_table1d);
575 r_refdef.fog_height_table1d = NULL;
579 r_refdef.fog_height_tablesize = size;
580 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
581 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
582 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
584 // LordHavoc: now the magic - what is that table2d for? it is a cooked
585 // average fog color table accounting for every fog layer between a point
586 // and the camera. (Note: attenuation is handled separately!)
587 for (y = 0;y < size;y++)
589 for (x = 0;x < size;x++)
595 for (j = x;j <= y;j++)
597 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
603 for (j = x;j >= y;j--)
605 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
610 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
611 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
612 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
613 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
616 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
619 //=======================================================================================================================================================
621 static const char *builtinshaderstring =
622 #include "shader_glsl.h"
625 const char *builtinhlslshaderstring =
626 #include "shader_hlsl.h"
629 char *glslshaderstring = NULL;
630 char *hlslshaderstring = NULL;
632 //=======================================================================================================================================================
634 typedef struct shaderpermutationinfo_s
639 shaderpermutationinfo_t;
641 typedef struct shadermodeinfo_s
643 const char *vertexfilename;
644 const char *geometryfilename;
645 const char *fragmentfilename;
651 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
652 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
654 {"#define USEDIFFUSE\n", " diffuse"},
655 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
656 {"#define USEVIEWTINT\n", " viewtint"},
657 {"#define USECOLORMAPPING\n", " colormapping"},
658 {"#define USESATURATION\n", " saturation"},
659 {"#define USEFOGINSIDE\n", " foginside"},
660 {"#define USEFOGOUTSIDE\n", " fogoutside"},
661 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
662 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
663 {"#define USEGAMMARAMPS\n", " gammaramps"},
664 {"#define USECUBEFILTER\n", " cubefilter"},
665 {"#define USEGLOW\n", " glow"},
666 {"#define USEBLOOM\n", " bloom"},
667 {"#define USESPECULAR\n", " specular"},
668 {"#define USEPOSTPROCESSING\n", " postprocessing"},
669 {"#define USEREFLECTION\n", " reflection"},
670 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
671 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
672 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
673 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
674 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
675 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
676 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
677 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
678 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
679 {"#define USEALPHAKILL\n", " alphakill"},
680 {"#define USEREFLECTCUBE\n", " reflectcube"},
681 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
682 {"#define USEBOUNCEGRID\n", " bouncegrid"},
683 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
684 {"#define USETRIPPY\n", " trippy"},
687 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
688 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
696 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
697 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
698 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
699 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
700 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
701 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
702 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
703 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
704 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
705 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
706 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
707 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
710 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
716 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
717 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
718 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
719 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
720 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
721 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
722 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
723 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
724 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
725 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
726 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
727 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
728 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
729 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
732 struct r_glsl_permutation_s;
733 typedef struct r_glsl_permutation_s
736 struct r_glsl_permutation_s *hashnext;
738 unsigned int permutation;
740 /// indicates if we have tried compiling this permutation already
742 /// 0 if compilation failed
744 // texture units assigned to each detected uniform
745 int tex_Texture_First;
746 int tex_Texture_Second;
747 int tex_Texture_GammaRamps;
748 int tex_Texture_Normal;
749 int tex_Texture_Color;
750 int tex_Texture_Gloss;
751 int tex_Texture_Glow;
752 int tex_Texture_SecondaryNormal;
753 int tex_Texture_SecondaryColor;
754 int tex_Texture_SecondaryGloss;
755 int tex_Texture_SecondaryGlow;
756 int tex_Texture_Pants;
757 int tex_Texture_Shirt;
758 int tex_Texture_FogHeightTexture;
759 int tex_Texture_FogMask;
760 int tex_Texture_Lightmap;
761 int tex_Texture_Deluxemap;
762 int tex_Texture_Attenuation;
763 int tex_Texture_Cube;
764 int tex_Texture_Refraction;
765 int tex_Texture_Reflection;
766 int tex_Texture_ShadowMap2D;
767 int tex_Texture_CubeProjection;
768 int tex_Texture_ScreenDepth;
769 int tex_Texture_ScreenNormalMap;
770 int tex_Texture_ScreenDiffuse;
771 int tex_Texture_ScreenSpecular;
772 int tex_Texture_ReflectMask;
773 int tex_Texture_ReflectCube;
774 int tex_Texture_BounceGrid;
775 /// locations of detected uniforms in program object, or -1 if not found
776 int loc_Texture_First;
777 int loc_Texture_Second;
778 int loc_Texture_GammaRamps;
779 int loc_Texture_Normal;
780 int loc_Texture_Color;
781 int loc_Texture_Gloss;
782 int loc_Texture_Glow;
783 int loc_Texture_SecondaryNormal;
784 int loc_Texture_SecondaryColor;
785 int loc_Texture_SecondaryGloss;
786 int loc_Texture_SecondaryGlow;
787 int loc_Texture_Pants;
788 int loc_Texture_Shirt;
789 int loc_Texture_FogHeightTexture;
790 int loc_Texture_FogMask;
791 int loc_Texture_Lightmap;
792 int loc_Texture_Deluxemap;
793 int loc_Texture_Attenuation;
794 int loc_Texture_Cube;
795 int loc_Texture_Refraction;
796 int loc_Texture_Reflection;
797 int loc_Texture_ShadowMap2D;
798 int loc_Texture_CubeProjection;
799 int loc_Texture_ScreenDepth;
800 int loc_Texture_ScreenNormalMap;
801 int loc_Texture_ScreenDiffuse;
802 int loc_Texture_ScreenSpecular;
803 int loc_Texture_ReflectMask;
804 int loc_Texture_ReflectCube;
805 int loc_Texture_BounceGrid;
807 int loc_BloomBlur_Parameters;
809 int loc_Color_Ambient;
810 int loc_Color_Diffuse;
811 int loc_Color_Specular;
815 int loc_DeferredColor_Ambient;
816 int loc_DeferredColor_Diffuse;
817 int loc_DeferredColor_Specular;
818 int loc_DeferredMod_Diffuse;
819 int loc_DeferredMod_Specular;
820 int loc_DistortScaleRefractReflect;
823 int loc_FogHeightFade;
825 int loc_FogPlaneViewDist;
826 int loc_FogRangeRecip;
829 int loc_LightPosition;
830 int loc_OffsetMapping_ScaleSteps;
831 int loc_OffsetMapping_LodDistance;
832 int loc_OffsetMapping_Bias;
834 int loc_ReflectColor;
835 int loc_ReflectFactor;
836 int loc_ReflectOffset;
837 int loc_RefractColor;
839 int loc_ScreenCenterRefractReflect;
840 int loc_ScreenScaleRefractReflect;
841 int loc_ScreenToDepth;
842 int loc_ShadowMap_Parameters;
843 int loc_ShadowMap_TextureScale;
844 int loc_SpecularPower;
849 int loc_ViewTintColor;
851 int loc_ModelToLight;
853 int loc_BackgroundTexMatrix;
854 int loc_ModelViewProjectionMatrix;
855 int loc_ModelViewMatrix;
856 int loc_PixelToScreenTexCoord;
857 int loc_ModelToReflectCube;
858 int loc_ShadowMapMatrix;
859 int loc_BloomColorSubtract;
860 int loc_NormalmapScrollBlend;
861 int loc_BounceGridMatrix;
862 int loc_BounceGridIntensity;
864 r_glsl_permutation_t;
866 #define SHADERPERMUTATION_HASHSIZE 256
869 // non-degradable "lightweight" shader parameters to keep the permutations simpler
870 // these can NOT degrade! only use for simple stuff
873 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
874 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
875 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
877 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
878 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
879 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
880 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
882 #define SHADERSTATICPARMS_COUNT 8
884 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
885 static int shaderstaticparms_count = 0;
887 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
888 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
889 qboolean R_CompileShader_CheckStaticParms(void)
891 static int r_compileshader_staticparms_save[1];
892 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
893 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
896 if (r_glsl_saturation_redcompensate.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
898 if (r_glsl_vertextextureblend_usebothalphas.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
900 if (r_shadow_glossexact.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
902 if (r_glsl_postprocess.integer)
904 if (r_glsl_postprocess_uservec1_enable.integer)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
906 if (r_glsl_postprocess_uservec2_enable.integer)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
908 if (r_glsl_postprocess_uservec3_enable.integer)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
910 if (r_glsl_postprocess_uservec4_enable.integer)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
913 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
915 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
918 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
919 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
920 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
922 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
923 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
925 shaderstaticparms_count = 0;
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
938 /// information about each possible shader permutation
939 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
940 /// currently selected permutation
941 r_glsl_permutation_t *r_glsl_permutation;
942 /// storage for permutations linked in the hash table
943 memexpandablearray_t r_glsl_permutationarray;
945 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
947 //unsigned int hashdepth = 0;
948 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
949 r_glsl_permutation_t *p;
950 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
952 if (p->mode == mode && p->permutation == permutation)
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
960 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
962 p->permutation = permutation;
963 p->hashnext = r_glsl_permutationhash[mode][hashindex];
964 r_glsl_permutationhash[mode][hashindex] = p;
965 //if (hashdepth > 10)
966 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
970 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
973 if (!filename || !filename[0])
975 if (!strcmp(filename, "glsl/default.glsl"))
977 if (!glslshaderstring)
979 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
980 if (glslshaderstring)
981 Con_DPrintf("Loading shaders from file %s...\n", filename);
983 glslshaderstring = (char *)builtinshaderstring;
985 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
986 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
989 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
992 if (printfromdisknotice)
993 Con_DPrintf("from disk %s... ", filename);
999 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1003 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1004 char *vertexstring, *geometrystring, *fragmentstring;
1005 char permutationname[256];
1006 int vertstrings_count = 0;
1007 int geomstrings_count = 0;
1008 int fragstrings_count = 0;
1009 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1010 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1011 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1018 permutationname[0] = 0;
1019 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1020 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1021 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1023 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1025 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1026 if(vid.support.gl20shaders130)
1028 vertstrings_list[vertstrings_count++] = "#version 130\n";
1029 geomstrings_list[geomstrings_count++] = "#version 130\n";
1030 fragstrings_list[fragstrings_count++] = "#version 130\n";
1031 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1032 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1033 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1036 // the first pretext is which type of shader to compile as
1037 // (later these will all be bound together as a program object)
1038 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1039 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1040 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1042 // the second pretext is the mode (for example a light source)
1043 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1044 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1045 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1046 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1048 // now add all the permutation pretexts
1049 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1051 if (permutation & (1<<i))
1053 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1054 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1055 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1056 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1060 // keep line numbers correct
1061 vertstrings_list[vertstrings_count++] = "\n";
1062 geomstrings_list[geomstrings_count++] = "\n";
1063 fragstrings_list[fragstrings_count++] = "\n";
1068 R_CompileShader_AddStaticParms(mode, permutation);
1069 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1070 vertstrings_count += shaderstaticparms_count;
1071 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1072 geomstrings_count += shaderstaticparms_count;
1073 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1074 fragstrings_count += shaderstaticparms_count;
1076 // now append the shader text itself
1077 vertstrings_list[vertstrings_count++] = vertexstring;
1078 geomstrings_list[geomstrings_count++] = geometrystring;
1079 fragstrings_list[fragstrings_count++] = fragmentstring;
1081 // if any sources were NULL, clear the respective list
1083 vertstrings_count = 0;
1084 if (!geometrystring)
1085 geomstrings_count = 0;
1086 if (!fragmentstring)
1087 fragstrings_count = 0;
1089 // compile the shader program
1090 if (vertstrings_count + geomstrings_count + fragstrings_count)
1091 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1095 qglUseProgram(p->program);CHECKGLERROR
1096 // look up all the uniform variable names we care about, so we don't
1097 // have to look them up every time we set them
1099 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1100 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1101 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1102 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1103 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1104 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1105 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1106 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1107 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1108 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1109 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1110 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1111 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1112 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1113 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1114 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1115 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1116 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1117 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1118 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1119 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1120 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1121 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1122 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1123 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1124 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1125 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1126 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1127 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1128 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1129 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1130 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1131 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1132 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1133 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1134 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1135 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1136 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1137 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1138 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1139 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1140 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1141 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1142 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1143 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1144 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1145 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1146 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1147 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1148 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1149 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1150 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1151 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1152 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1153 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1154 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1155 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1156 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1157 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1158 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1159 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1160 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1161 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1162 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1163 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1164 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1165 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1166 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1167 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1168 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1169 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1170 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1171 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1172 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1173 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1174 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1175 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1176 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1177 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1178 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1179 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1180 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1181 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1182 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1183 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1184 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1185 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1186 // initialize the samplers to refer to the texture units we use
1187 p->tex_Texture_First = -1;
1188 p->tex_Texture_Second = -1;
1189 p->tex_Texture_GammaRamps = -1;
1190 p->tex_Texture_Normal = -1;
1191 p->tex_Texture_Color = -1;
1192 p->tex_Texture_Gloss = -1;
1193 p->tex_Texture_Glow = -1;
1194 p->tex_Texture_SecondaryNormal = -1;
1195 p->tex_Texture_SecondaryColor = -1;
1196 p->tex_Texture_SecondaryGloss = -1;
1197 p->tex_Texture_SecondaryGlow = -1;
1198 p->tex_Texture_Pants = -1;
1199 p->tex_Texture_Shirt = -1;
1200 p->tex_Texture_FogHeightTexture = -1;
1201 p->tex_Texture_FogMask = -1;
1202 p->tex_Texture_Lightmap = -1;
1203 p->tex_Texture_Deluxemap = -1;
1204 p->tex_Texture_Attenuation = -1;
1205 p->tex_Texture_Cube = -1;
1206 p->tex_Texture_Refraction = -1;
1207 p->tex_Texture_Reflection = -1;
1208 p->tex_Texture_ShadowMap2D = -1;
1209 p->tex_Texture_CubeProjection = -1;
1210 p->tex_Texture_ScreenDepth = -1;
1211 p->tex_Texture_ScreenNormalMap = -1;
1212 p->tex_Texture_ScreenDiffuse = -1;
1213 p->tex_Texture_ScreenSpecular = -1;
1214 p->tex_Texture_ReflectMask = -1;
1215 p->tex_Texture_ReflectCube = -1;
1216 p->tex_Texture_BounceGrid = -1;
1218 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1219 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1220 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1221 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1222 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1223 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1224 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1225 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1226 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1227 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1228 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1229 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1230 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1231 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1232 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1233 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1234 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1235 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1236 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1237 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1238 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1239 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1240 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1241 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1242 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1243 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1244 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1245 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1246 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1247 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1249 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1252 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1256 Mem_Free(vertexstring);
1258 Mem_Free(geometrystring);
1260 Mem_Free(fragmentstring);
1263 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1265 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1266 if (r_glsl_permutation != perm)
1268 r_glsl_permutation = perm;
1269 if (!r_glsl_permutation->program)
1271 if (!r_glsl_permutation->compiled)
1272 R_GLSL_CompilePermutation(perm, mode, permutation);
1273 if (!r_glsl_permutation->program)
1275 // remove features until we find a valid permutation
1277 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1279 // reduce i more quickly whenever it would not remove any bits
1280 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1281 if (!(permutation & j))
1284 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1285 if (!r_glsl_permutation->compiled)
1286 R_GLSL_CompilePermutation(perm, mode, permutation);
1287 if (r_glsl_permutation->program)
1290 if (i >= SHADERPERMUTATION_COUNT)
1292 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1293 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1294 qglUseProgram(0);CHECKGLERROR
1295 return; // no bit left to clear, entire mode is broken
1300 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1302 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1303 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1304 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1311 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1312 extern D3DCAPS9 vid_d3d9caps;
1315 struct r_hlsl_permutation_s;
1316 typedef struct r_hlsl_permutation_s
1318 /// hash lookup data
1319 struct r_hlsl_permutation_s *hashnext;
1321 unsigned int permutation;
1323 /// indicates if we have tried compiling this permutation already
1325 /// NULL if compilation failed
1326 IDirect3DVertexShader9 *vertexshader;
1327 IDirect3DPixelShader9 *pixelshader;
1329 r_hlsl_permutation_t;
1331 typedef enum D3DVSREGISTER_e
1333 D3DVSREGISTER_TexMatrix = 0, // float4x4
1334 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1335 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1336 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1337 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1338 D3DVSREGISTER_ModelToLight = 20, // float4x4
1339 D3DVSREGISTER_EyePosition = 24,
1340 D3DVSREGISTER_FogPlane = 25,
1341 D3DVSREGISTER_LightDir = 26,
1342 D3DVSREGISTER_LightPosition = 27,
1346 typedef enum D3DPSREGISTER_e
1348 D3DPSREGISTER_Alpha = 0,
1349 D3DPSREGISTER_BloomBlur_Parameters = 1,
1350 D3DPSREGISTER_ClientTime = 2,
1351 D3DPSREGISTER_Color_Ambient = 3,
1352 D3DPSREGISTER_Color_Diffuse = 4,
1353 D3DPSREGISTER_Color_Specular = 5,
1354 D3DPSREGISTER_Color_Glow = 6,
1355 D3DPSREGISTER_Color_Pants = 7,
1356 D3DPSREGISTER_Color_Shirt = 8,
1357 D3DPSREGISTER_DeferredColor_Ambient = 9,
1358 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1359 D3DPSREGISTER_DeferredColor_Specular = 11,
1360 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1361 D3DPSREGISTER_DeferredMod_Specular = 13,
1362 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1363 D3DPSREGISTER_EyePosition = 15, // unused
1364 D3DPSREGISTER_FogColor = 16,
1365 D3DPSREGISTER_FogHeightFade = 17,
1366 D3DPSREGISTER_FogPlane = 18,
1367 D3DPSREGISTER_FogPlaneViewDist = 19,
1368 D3DPSREGISTER_FogRangeRecip = 20,
1369 D3DPSREGISTER_LightColor = 21,
1370 D3DPSREGISTER_LightDir = 22, // unused
1371 D3DPSREGISTER_LightPosition = 23,
1372 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1373 D3DPSREGISTER_PixelSize = 25,
1374 D3DPSREGISTER_ReflectColor = 26,
1375 D3DPSREGISTER_ReflectFactor = 27,
1376 D3DPSREGISTER_ReflectOffset = 28,
1377 D3DPSREGISTER_RefractColor = 29,
1378 D3DPSREGISTER_Saturation = 30,
1379 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1380 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1381 D3DPSREGISTER_ScreenToDepth = 33,
1382 D3DPSREGISTER_ShadowMap_Parameters = 34,
1383 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1384 D3DPSREGISTER_SpecularPower = 36,
1385 D3DPSREGISTER_UserVec1 = 37,
1386 D3DPSREGISTER_UserVec2 = 38,
1387 D3DPSREGISTER_UserVec3 = 39,
1388 D3DPSREGISTER_UserVec4 = 40,
1389 D3DPSREGISTER_ViewTintColor = 41,
1390 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1391 D3DPSREGISTER_BloomColorSubtract = 43,
1392 D3DPSREGISTER_ViewToLight = 44, // float4x4
1393 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1394 D3DPSREGISTER_NormalmapScrollBlend = 52,
1395 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1396 D3DPSREGISTER_OffsetMapping_Bias = 54,
1401 /// information about each possible shader permutation
1402 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1403 /// currently selected permutation
1404 r_hlsl_permutation_t *r_hlsl_permutation;
1405 /// storage for permutations linked in the hash table
1406 memexpandablearray_t r_hlsl_permutationarray;
1408 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1410 //unsigned int hashdepth = 0;
1411 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1412 r_hlsl_permutation_t *p;
1413 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1415 if (p->mode == mode && p->permutation == permutation)
1417 //if (hashdepth > 10)
1418 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1423 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1425 p->permutation = permutation;
1426 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1427 r_hlsl_permutationhash[mode][hashindex] = p;
1428 //if (hashdepth > 10)
1429 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1433 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1436 if (!filename || !filename[0])
1438 if (!strcmp(filename, "hlsl/default.hlsl"))
1440 if (!hlslshaderstring)
1442 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1443 if (hlslshaderstring)
1444 Con_DPrintf("Loading shaders from file %s...\n", filename);
1446 hlslshaderstring = (char *)builtinhlslshaderstring;
1448 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1449 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1450 return shaderstring;
1452 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1455 if (printfromdisknotice)
1456 Con_DPrintf("from disk %s... ", filename);
1457 return shaderstring;
1459 return shaderstring;
1463 //#include <d3dx9shader.h>
1464 //#include <d3dx9mesh.h>
1466 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1468 DWORD *vsbin = NULL;
1469 DWORD *psbin = NULL;
1470 fs_offset_t vsbinsize;
1471 fs_offset_t psbinsize;
1472 // IDirect3DVertexShader9 *vs = NULL;
1473 // IDirect3DPixelShader9 *ps = NULL;
1474 ID3DXBuffer *vslog = NULL;
1475 ID3DXBuffer *vsbuffer = NULL;
1476 ID3DXConstantTable *vsconstanttable = NULL;
1477 ID3DXBuffer *pslog = NULL;
1478 ID3DXBuffer *psbuffer = NULL;
1479 ID3DXConstantTable *psconstanttable = NULL;
1482 char temp[MAX_INPUTLINE];
1483 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1484 qboolean debugshader = gl_paranoid.integer != 0;
1485 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1486 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1489 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1490 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1492 if ((!vsbin && vertstring) || (!psbin && fragstring))
1494 const char* dllnames_d3dx9 [] =
1518 dllhandle_t d3dx9_dll = NULL;
1519 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1520 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1521 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1522 dllfunction_t d3dx9_dllfuncs[] =
1524 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1525 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1526 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1529 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1531 DWORD shaderflags = 0;
1533 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1534 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1535 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1536 if (vertstring && vertstring[0])
1540 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1541 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1542 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1543 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1546 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1549 vsbinsize = vsbuffer->GetBufferSize();
1550 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1551 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1552 vsbuffer->Release();
1556 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1557 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1561 if (fragstring && fragstring[0])
1565 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1566 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1567 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1568 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1571 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1574 psbinsize = psbuffer->GetBufferSize();
1575 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1576 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1577 psbuffer->Release();
1581 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1582 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1586 Sys_UnloadLibrary(&d3dx9_dll);
1589 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1593 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1594 if (FAILED(vsresult))
1595 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1596 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1597 if (FAILED(psresult))
1598 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1600 // free the shader data
1601 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1602 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1605 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1608 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1609 int vertstring_length = 0;
1610 int geomstring_length = 0;
1611 int fragstring_length = 0;
1613 char *vertexstring, *geometrystring, *fragmentstring;
1614 char *vertstring, *geomstring, *fragstring;
1615 char permutationname[256];
1616 char cachename[256];
1617 int vertstrings_count = 0;
1618 int geomstrings_count = 0;
1619 int fragstrings_count = 0;
1620 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1621 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1622 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1627 p->vertexshader = NULL;
1628 p->pixelshader = NULL;
1630 permutationname[0] = 0;
1632 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1633 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1634 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1636 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1637 strlcat(cachename, "hlsl/", sizeof(cachename));
1639 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1640 vertstrings_count = 0;
1641 geomstrings_count = 0;
1642 fragstrings_count = 0;
1643 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1644 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1645 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1647 // the first pretext is which type of shader to compile as
1648 // (later these will all be bound together as a program object)
1649 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1650 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1651 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1653 // the second pretext is the mode (for example a light source)
1654 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1655 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1656 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1657 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1658 strlcat(cachename, modeinfo->name, sizeof(cachename));
1660 // now add all the permutation pretexts
1661 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1663 if (permutation & (1<<i))
1665 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1666 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1667 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1668 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1669 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1673 // keep line numbers correct
1674 vertstrings_list[vertstrings_count++] = "\n";
1675 geomstrings_list[geomstrings_count++] = "\n";
1676 fragstrings_list[fragstrings_count++] = "\n";
1681 R_CompileShader_AddStaticParms(mode, permutation);
1682 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1683 vertstrings_count += shaderstaticparms_count;
1684 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1685 geomstrings_count += shaderstaticparms_count;
1686 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1687 fragstrings_count += shaderstaticparms_count;
1689 // replace spaces in the cachename with _ characters
1690 for (i = 0;cachename[i];i++)
1691 if (cachename[i] == ' ')
1694 // now append the shader text itself
1695 vertstrings_list[vertstrings_count++] = vertexstring;
1696 geomstrings_list[geomstrings_count++] = geometrystring;
1697 fragstrings_list[fragstrings_count++] = fragmentstring;
1699 // if any sources were NULL, clear the respective list
1701 vertstrings_count = 0;
1702 if (!geometrystring)
1703 geomstrings_count = 0;
1704 if (!fragmentstring)
1705 fragstrings_count = 0;
1707 vertstring_length = 0;
1708 for (i = 0;i < vertstrings_count;i++)
1709 vertstring_length += strlen(vertstrings_list[i]);
1710 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1711 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1712 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1714 geomstring_length = 0;
1715 for (i = 0;i < geomstrings_count;i++)
1716 geomstring_length += strlen(geomstrings_list[i]);
1717 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1718 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1719 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1721 fragstring_length = 0;
1722 for (i = 0;i < fragstrings_count;i++)
1723 fragstring_length += strlen(fragstrings_list[i]);
1724 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1725 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1726 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1728 // try to load the cached shader, or generate one
1729 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1731 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1732 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1734 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1738 Mem_Free(vertstring);
1740 Mem_Free(geomstring);
1742 Mem_Free(fragstring);
1744 Mem_Free(vertexstring);
1746 Mem_Free(geometrystring);
1748 Mem_Free(fragmentstring);
1751 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1752 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1753 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1754 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1755 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1756 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1758 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1759 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1760 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1761 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1762 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1763 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1765 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1767 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1768 if (r_hlsl_permutation != perm)
1770 r_hlsl_permutation = perm;
1771 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1773 if (!r_hlsl_permutation->compiled)
1774 R_HLSL_CompilePermutation(perm, mode, permutation);
1775 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1777 // remove features until we find a valid permutation
1779 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1781 // reduce i more quickly whenever it would not remove any bits
1782 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1783 if (!(permutation & j))
1786 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1787 if (!r_hlsl_permutation->compiled)
1788 R_HLSL_CompilePermutation(perm, mode, permutation);
1789 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1792 if (i >= SHADERPERMUTATION_COUNT)
1794 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1795 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1796 return; // no bit left to clear, entire mode is broken
1800 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1801 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1803 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1804 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1805 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1809 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1811 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1812 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1813 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1814 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1817 void R_GLSL_Restart_f(void)
1819 unsigned int i, limit;
1820 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1821 Mem_Free(glslshaderstring);
1822 glslshaderstring = NULL;
1823 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1824 Mem_Free(hlslshaderstring);
1825 hlslshaderstring = NULL;
1826 switch(vid.renderpath)
1828 case RENDERPATH_D3D9:
1831 r_hlsl_permutation_t *p;
1832 r_hlsl_permutation = NULL;
1833 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1834 for (i = 0;i < limit;i++)
1836 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1838 if (p->vertexshader)
1839 IDirect3DVertexShader9_Release(p->vertexshader);
1841 IDirect3DPixelShader9_Release(p->pixelshader);
1842 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1845 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1849 case RENDERPATH_D3D10:
1850 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1852 case RENDERPATH_D3D11:
1853 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1855 case RENDERPATH_GL20:
1856 case RENDERPATH_GLES2:
1858 r_glsl_permutation_t *p;
1859 r_glsl_permutation = NULL;
1860 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1861 for (i = 0;i < limit;i++)
1863 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1865 GL_Backend_FreeProgram(p->program);
1866 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1869 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1872 case RENDERPATH_GL11:
1873 case RENDERPATH_GL13:
1874 case RENDERPATH_GLES1:
1876 case RENDERPATH_SOFT:
1881 void R_GLSL_DumpShader_f(void)
1886 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1889 FS_Print(file, "/* The engine may define the following macros:\n");
1890 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1891 for (i = 0;i < SHADERMODE_COUNT;i++)
1892 FS_Print(file, glslshadermodeinfo[i].pretext);
1893 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1894 FS_Print(file, shaderpermutationinfo[i].pretext);
1895 FS_Print(file, "*/\n");
1896 FS_Print(file, builtinshaderstring);
1898 Con_Printf("glsl/default.glsl written\n");
1901 Con_Printf("failed to write to glsl/default.glsl\n");
1903 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1906 FS_Print(file, "/* The engine may define the following macros:\n");
1907 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1908 for (i = 0;i < SHADERMODE_COUNT;i++)
1909 FS_Print(file, hlslshadermodeinfo[i].pretext);
1910 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1911 FS_Print(file, shaderpermutationinfo[i].pretext);
1912 FS_Print(file, "*/\n");
1913 FS_Print(file, builtinhlslshaderstring);
1915 Con_Printf("hlsl/default.hlsl written\n");
1918 Con_Printf("failed to write to hlsl/default.hlsl\n");
1921 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1923 unsigned int permutation = 0;
1924 if (r_trippy.integer && !notrippy)
1925 permutation |= SHADERPERMUTATION_TRIPPY;
1926 permutation |= SHADERPERMUTATION_VIEWTINT;
1928 permutation |= SHADERPERMUTATION_DIFFUSE;
1930 permutation |= SHADERPERMUTATION_SPECULAR;
1931 if (texturemode == GL_MODULATE)
1932 permutation |= SHADERPERMUTATION_COLORMAPPING;
1933 else if (texturemode == GL_ADD)
1934 permutation |= SHADERPERMUTATION_GLOW;
1935 else if (texturemode == GL_DECAL)
1936 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1937 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1938 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1940 texturemode = GL_MODULATE;
1941 if (vid.allowalphatocoverage)
1942 GL_AlphaToCoverage(false);
1943 switch (vid.renderpath)
1945 case RENDERPATH_D3D9:
1947 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1948 R_Mesh_TexBind(GL20TU_FIRST , first );
1949 R_Mesh_TexBind(GL20TU_SECOND, second);
1950 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1951 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1954 case RENDERPATH_D3D10:
1955 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1957 case RENDERPATH_D3D11:
1958 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1960 case RENDERPATH_GL20:
1961 case RENDERPATH_GLES2:
1962 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1964 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1965 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1966 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1968 case RENDERPATH_GL13:
1969 case RENDERPATH_GLES1:
1970 R_Mesh_TexBind(0, first );
1971 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1972 R_Mesh_TexBind(1, second);
1974 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1976 case RENDERPATH_GL11:
1977 R_Mesh_TexBind(0, first );
1979 case RENDERPATH_SOFT:
1980 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1981 R_Mesh_TexBind(GL20TU_FIRST , first );
1982 R_Mesh_TexBind(GL20TU_SECOND, second);
1987 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1989 unsigned int permutation = 0;
1990 if (r_trippy.integer && !notrippy)
1991 permutation |= SHADERPERMUTATION_TRIPPY;
1992 if (vid.allowalphatocoverage)
1993 GL_AlphaToCoverage(false);
1994 switch (vid.renderpath)
1996 case RENDERPATH_D3D9:
1998 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2001 case RENDERPATH_D3D10:
2002 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2004 case RENDERPATH_D3D11:
2005 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2007 case RENDERPATH_GL20:
2008 case RENDERPATH_GLES2:
2009 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2011 case RENDERPATH_GL13:
2012 case RENDERPATH_GLES1:
2013 R_Mesh_TexBind(0, 0);
2014 R_Mesh_TexBind(1, 0);
2016 case RENDERPATH_GL11:
2017 R_Mesh_TexBind(0, 0);
2019 case RENDERPATH_SOFT:
2020 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2025 void R_SetupShader_ShowDepth(qboolean notrippy)
2027 int permutation = 0;
2028 if (r_trippy.integer && !notrippy)
2029 permutation |= SHADERPERMUTATION_TRIPPY;
2030 if (vid.allowalphatocoverage)
2031 GL_AlphaToCoverage(false);
2032 switch (vid.renderpath)
2034 case RENDERPATH_D3D9:
2036 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2039 case RENDERPATH_D3D10:
2040 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2042 case RENDERPATH_D3D11:
2043 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2045 case RENDERPATH_GL20:
2046 case RENDERPATH_GLES2:
2047 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2049 case RENDERPATH_GL13:
2050 case RENDERPATH_GLES1:
2052 case RENDERPATH_GL11:
2054 case RENDERPATH_SOFT:
2055 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2060 extern qboolean r_shadow_usingdeferredprepass;
2061 extern cvar_t r_shadow_deferred_8bitrange;
2062 extern rtexture_t *r_shadow_attenuationgradienttexture;
2063 extern rtexture_t *r_shadow_attenuation2dtexture;
2064 extern rtexture_t *r_shadow_attenuation3dtexture;
2065 extern qboolean r_shadow_usingshadowmap2d;
2066 extern qboolean r_shadow_usingshadowmaportho;
2067 extern float r_shadow_shadowmap_texturescale[2];
2068 extern float r_shadow_shadowmap_parameters[4];
2069 extern qboolean r_shadow_shadowmapvsdct;
2070 extern qboolean r_shadow_shadowmapsampler;
2071 extern int r_shadow_shadowmappcf;
2072 extern rtexture_t *r_shadow_shadowmap2dtexture;
2073 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2074 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2075 extern matrix4x4_t r_shadow_shadowmapmatrix;
2076 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2077 extern int r_shadow_prepass_width;
2078 extern int r_shadow_prepass_height;
2079 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2080 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2081 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2082 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2083 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2085 #define BLENDFUNC_ALLOWS_COLORMOD 1
2086 #define BLENDFUNC_ALLOWS_FOG 2
2087 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2088 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2089 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2090 static int R_BlendFuncFlags(int src, int dst)
2094 // a blendfunc allows colormod if:
2095 // a) it can never keep the destination pixel invariant, or
2096 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2097 // this is to prevent unintended side effects from colormod
2099 // a blendfunc allows fog if:
2100 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2101 // this is to prevent unintended side effects from fog
2103 // these checks are the output of fogeval.pl
2105 r |= BLENDFUNC_ALLOWS_COLORMOD;
2106 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2107 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2108 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2109 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2110 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2112 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2113 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2114 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2115 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2116 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2117 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2118 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2119 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2120 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2121 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2122 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2123 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2124 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2125 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2126 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2131 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2133 // select a permutation of the lighting shader appropriate to this
2134 // combination of texture, entity, light source, and fogging, only use the
2135 // minimum features necessary to avoid wasting rendering time in the
2136 // fragment shader on features that are not being used
2137 unsigned int permutation = 0;
2138 unsigned int mode = 0;
2140 static float dummy_colormod[3] = {1, 1, 1};
2141 float *colormod = rsurface.colormod;
2143 matrix4x4_t tempmatrix;
2144 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2145 if (r_trippy.integer && !notrippy)
2146 permutation |= SHADERPERMUTATION_TRIPPY;
2147 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2148 permutation |= SHADERPERMUTATION_ALPHAKILL;
2149 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2150 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2151 if (rsurfacepass == RSURFPASS_BACKGROUND)
2153 // distorted background
2154 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2156 mode = SHADERMODE_WATER;
2157 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2159 // this is the right thing to do for wateralpha
2160 GL_BlendFunc(GL_ONE, GL_ZERO);
2161 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2165 // this is the right thing to do for entity alpha
2166 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2167 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2170 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2172 mode = SHADERMODE_REFRACTION;
2173 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2174 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2178 mode = SHADERMODE_GENERIC;
2179 permutation |= SHADERPERMUTATION_DIFFUSE;
2180 GL_BlendFunc(GL_ONE, GL_ZERO);
2181 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2183 if (vid.allowalphatocoverage)
2184 GL_AlphaToCoverage(false);
2186 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2188 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2190 switch(rsurface.texture->offsetmapping)
2192 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2193 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195 case OFFSETMAPPING_OFF: break;
2198 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2199 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2200 // normalmap (deferred prepass), may use alpha test on diffuse
2201 mode = SHADERMODE_DEFERREDGEOMETRY;
2202 GL_BlendFunc(GL_ONE, GL_ZERO);
2203 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2204 if (vid.allowalphatocoverage)
2205 GL_AlphaToCoverage(false);
2207 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2209 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2211 switch(rsurface.texture->offsetmapping)
2213 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2214 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2215 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2216 case OFFSETMAPPING_OFF: break;
2219 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2220 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2222 mode = SHADERMODE_LIGHTSOURCE;
2223 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2224 permutation |= SHADERPERMUTATION_CUBEFILTER;
2225 if (diffusescale > 0)
2226 permutation |= SHADERPERMUTATION_DIFFUSE;
2227 if (specularscale > 0)
2228 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2229 if (r_refdef.fogenabled)
2230 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2231 if (rsurface.texture->colormapping)
2232 permutation |= SHADERPERMUTATION_COLORMAPPING;
2233 if (r_shadow_usingshadowmap2d)
2235 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2236 if(r_shadow_shadowmapvsdct)
2237 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2239 if (r_shadow_shadowmapsampler)
2240 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2241 if (r_shadow_shadowmappcf > 1)
2242 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2243 else if (r_shadow_shadowmappcf)
2244 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2246 if (rsurface.texture->reflectmasktexture)
2247 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2248 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2249 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2250 if (vid.allowalphatocoverage)
2251 GL_AlphaToCoverage(false);
2253 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2255 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2257 switch(rsurface.texture->offsetmapping)
2259 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2260 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2261 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2262 case OFFSETMAPPING_OFF: break;
2265 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2266 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2267 // unshaded geometry (fullbright or ambient model lighting)
2268 mode = SHADERMODE_FLATCOLOR;
2269 ambientscale = diffusescale = specularscale = 0;
2270 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2271 permutation |= SHADERPERMUTATION_GLOW;
2272 if (r_refdef.fogenabled)
2273 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2274 if (rsurface.texture->colormapping)
2275 permutation |= SHADERPERMUTATION_COLORMAPPING;
2276 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2278 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2279 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2281 if (r_shadow_shadowmapsampler)
2282 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2283 if (r_shadow_shadowmappcf > 1)
2284 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2285 else if (r_shadow_shadowmappcf)
2286 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2288 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2289 permutation |= SHADERPERMUTATION_REFLECTION;
2290 if (rsurface.texture->reflectmasktexture)
2291 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2292 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2293 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2294 // when using alphatocoverage, we don't need alphakill
2295 if (vid.allowalphatocoverage)
2297 if (r_transparent_alphatocoverage.integer)
2299 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2300 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2303 GL_AlphaToCoverage(false);
2306 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2308 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2310 switch(rsurface.texture->offsetmapping)
2312 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2313 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2314 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2315 case OFFSETMAPPING_OFF: break;
2318 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2319 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2320 // directional model lighting
2321 mode = SHADERMODE_LIGHTDIRECTION;
2322 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2323 permutation |= SHADERPERMUTATION_GLOW;
2324 permutation |= SHADERPERMUTATION_DIFFUSE;
2325 if (specularscale > 0)
2326 permutation |= SHADERPERMUTATION_SPECULAR;
2327 if (r_refdef.fogenabled)
2328 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2329 if (rsurface.texture->colormapping)
2330 permutation |= SHADERPERMUTATION_COLORMAPPING;
2331 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2333 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2334 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2336 if (r_shadow_shadowmapsampler)
2337 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2338 if (r_shadow_shadowmappcf > 1)
2339 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2340 else if (r_shadow_shadowmappcf)
2341 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2343 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2344 permutation |= SHADERPERMUTATION_REFLECTION;
2345 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2346 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2347 if (rsurface.texture->reflectmasktexture)
2348 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2349 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2351 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2352 if (r_shadow_bouncegriddirectional)
2353 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2355 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2357 // when using alphatocoverage, we don't need alphakill
2358 if (vid.allowalphatocoverage)
2360 if (r_transparent_alphatocoverage.integer)
2362 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2363 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2366 GL_AlphaToCoverage(false);
2369 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2371 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2373 switch(rsurface.texture->offsetmapping)
2375 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2376 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2378 case OFFSETMAPPING_OFF: break;
2381 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2382 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2383 // ambient model lighting
2384 mode = SHADERMODE_LIGHTDIRECTION;
2385 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2386 permutation |= SHADERPERMUTATION_GLOW;
2387 if (r_refdef.fogenabled)
2388 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2389 if (rsurface.texture->colormapping)
2390 permutation |= SHADERPERMUTATION_COLORMAPPING;
2391 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2393 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2394 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2396 if (r_shadow_shadowmapsampler)
2397 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2398 if (r_shadow_shadowmappcf > 1)
2399 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2400 else if (r_shadow_shadowmappcf)
2401 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2403 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2404 permutation |= SHADERPERMUTATION_REFLECTION;
2405 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2406 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2407 if (rsurface.texture->reflectmasktexture)
2408 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2409 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2411 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2412 if (r_shadow_bouncegriddirectional)
2413 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2415 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2416 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2417 // when using alphatocoverage, we don't need alphakill
2418 if (vid.allowalphatocoverage)
2420 if (r_transparent_alphatocoverage.integer)
2422 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2423 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2426 GL_AlphaToCoverage(false);
2431 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2433 switch(rsurface.texture->offsetmapping)
2435 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2436 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2437 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2438 case OFFSETMAPPING_OFF: break;
2441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2442 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2444 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2445 permutation |= SHADERPERMUTATION_GLOW;
2446 if (r_refdef.fogenabled)
2447 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2448 if (rsurface.texture->colormapping)
2449 permutation |= SHADERPERMUTATION_COLORMAPPING;
2450 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2452 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2453 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2455 if (r_shadow_shadowmapsampler)
2456 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2457 if (r_shadow_shadowmappcf > 1)
2458 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2459 else if (r_shadow_shadowmappcf)
2460 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2462 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2463 permutation |= SHADERPERMUTATION_REFLECTION;
2464 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2465 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2466 if (rsurface.texture->reflectmasktexture)
2467 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2468 if (FAKELIGHT_ENABLED)
2470 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2471 mode = SHADERMODE_FAKELIGHT;
2472 permutation |= SHADERPERMUTATION_DIFFUSE;
2473 if (specularscale > 0)
2474 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2476 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2478 // deluxemapping (light direction texture)
2479 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2480 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2482 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2483 permutation |= SHADERPERMUTATION_DIFFUSE;
2484 if (specularscale > 0)
2485 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2487 else if (r_glsl_deluxemapping.integer >= 2)
2489 // fake deluxemapping (uniform light direction in tangentspace)
2490 if (rsurface.uselightmaptexture)
2491 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2493 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2494 permutation |= SHADERPERMUTATION_DIFFUSE;
2495 if (specularscale > 0)
2496 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2498 else if (rsurface.uselightmaptexture)
2500 // ordinary lightmapping (q1bsp, q3bsp)
2501 mode = SHADERMODE_LIGHTMAP;
2505 // ordinary vertex coloring (q3bsp)
2506 mode = SHADERMODE_VERTEXCOLOR;
2508 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2510 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2511 if (r_shadow_bouncegriddirectional)
2512 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2514 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2515 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2516 // when using alphatocoverage, we don't need alphakill
2517 if (vid.allowalphatocoverage)
2519 if (r_transparent_alphatocoverage.integer)
2521 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2522 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2525 GL_AlphaToCoverage(false);
2528 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2529 colormod = dummy_colormod;
2530 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2531 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2532 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2533 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2534 switch(vid.renderpath)
2536 case RENDERPATH_D3D9:
2538 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2539 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2540 R_SetupShader_SetPermutationHLSL(mode, permutation);
2541 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2542 if (mode == SHADERMODE_LIGHTSOURCE)
2544 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2545 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2549 if (mode == SHADERMODE_LIGHTDIRECTION)
2551 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2554 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2555 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2556 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2557 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2558 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2560 if (mode == SHADERMODE_LIGHTSOURCE)
2562 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2564 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2565 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2566 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2568 // additive passes are only darkened by fog, not tinted
2569 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2570 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2574 if (mode == SHADERMODE_FLATCOLOR)
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2578 else if (mode == SHADERMODE_LIGHTDIRECTION)
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2582 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2583 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2584 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2585 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2586 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2591 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2592 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2593 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2594 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2596 // additive passes are only darkened by fog, not tinted
2597 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2598 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2600 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2601 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2603 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2604 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2605 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2606 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2607 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2608 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2609 if (mode == SHADERMODE_WATER)
2610 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2612 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2613 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2614 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2615 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2616 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2617 if (rsurface.texture->pantstexture)
2618 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2620 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2621 if (rsurface.texture->shirttexture)
2622 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2624 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2625 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2626 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2627 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2628 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2629 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2630 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2631 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2632 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2633 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2635 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2636 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2637 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2638 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2640 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2641 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2642 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2643 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2644 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2645 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2646 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2647 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2648 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2649 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2650 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2651 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2652 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2653 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2654 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2655 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2656 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2657 if (rsurfacepass == RSURFPASS_BACKGROUND)
2659 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2660 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2661 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2665 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2667 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2668 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2669 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2670 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2671 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2673 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2674 if (rsurface.rtlight)
2676 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2677 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2682 case RENDERPATH_D3D10:
2683 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2685 case RENDERPATH_D3D11:
2686 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2688 case RENDERPATH_GL20:
2689 case RENDERPATH_GLES2:
2690 if (!vid.useinterleavedarrays)
2692 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2693 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2694 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2695 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2696 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2697 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2698 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2699 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2703 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2704 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2706 R_SetupShader_SetPermutationGLSL(mode, permutation);
2707 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2708 if (mode == SHADERMODE_LIGHTSOURCE)
2710 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2711 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2712 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2713 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2714 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2715 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2717 // additive passes are only darkened by fog, not tinted
2718 if (r_glsl_permutation->loc_FogColor >= 0)
2719 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2720 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2724 if (mode == SHADERMODE_FLATCOLOR)
2726 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2728 else if (mode == SHADERMODE_LIGHTDIRECTION)
2730 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2731 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2732 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2733 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2734 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2735 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2736 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2740 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2741 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2742 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2743 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2744 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2746 // additive passes are only darkened by fog, not tinted
2747 if (r_glsl_permutation->loc_FogColor >= 0)
2749 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2750 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2752 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2754 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2755 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2756 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2757 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2758 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2759 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2760 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2761 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2762 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2764 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2765 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2766 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2767 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2768 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2770 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2771 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2772 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2773 if (r_glsl_permutation->loc_Color_Pants >= 0)
2775 if (rsurface.texture->pantstexture)
2776 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2778 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2780 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2782 if (rsurface.texture->shirttexture)
2783 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2785 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2787 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2788 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2789 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2790 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2791 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2792 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2793 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2794 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2795 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2797 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2798 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2799 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2800 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2801 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2802 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2804 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2805 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2806 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2807 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2808 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2809 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2810 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2811 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2812 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2813 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2814 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2815 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2816 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2817 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2818 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2819 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2820 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2821 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2822 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2823 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2824 if (rsurfacepass == RSURFPASS_BACKGROUND)
2826 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2827 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2828 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2832 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2834 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2835 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2836 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2837 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2838 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2840 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2841 if (rsurface.rtlight)
2843 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2844 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2847 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2850 case RENDERPATH_GL11:
2851 case RENDERPATH_GL13:
2852 case RENDERPATH_GLES1:
2854 case RENDERPATH_SOFT:
2855 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2856 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2857 R_SetupShader_SetPermutationSoft(mode, permutation);
2858 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2859 if (mode == SHADERMODE_LIGHTSOURCE)
2861 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2868 // additive passes are only darkened by fog, not tinted
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2870 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2874 if (mode == SHADERMODE_FLATCOLOR)
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2878 else if (mode == SHADERMODE_LIGHTDIRECTION)
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2891 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2894 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2896 // additive passes are only darkened by fog, not tinted
2897 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2898 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2900 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2901 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2903 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2904 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2905 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2906 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2907 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2908 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2909 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2911 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2912 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2913 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2914 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2915 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2917 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2918 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2920 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2922 if (rsurface.texture->pantstexture)
2923 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2925 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2927 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2929 if (rsurface.texture->shirttexture)
2930 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2932 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2934 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2935 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2936 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2937 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2938 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2939 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2940 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2941 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2942 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2944 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2945 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2946 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2947 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2949 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2950 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2951 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2952 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2953 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2954 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2955 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2956 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2957 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2958 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2959 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2960 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2961 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2962 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2963 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2964 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2965 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2966 if (rsurfacepass == RSURFPASS_BACKGROUND)
2968 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2969 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2970 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2974 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2976 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2977 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2978 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2979 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2980 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2982 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2983 if (rsurface.rtlight)
2985 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2986 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2993 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2995 // select a permutation of the lighting shader appropriate to this
2996 // combination of texture, entity, light source, and fogging, only use the
2997 // minimum features necessary to avoid wasting rendering time in the
2998 // fragment shader on features that are not being used
2999 unsigned int permutation = 0;
3000 unsigned int mode = 0;
3001 const float *lightcolorbase = rtlight->currentcolor;
3002 float ambientscale = rtlight->ambientscale;
3003 float diffusescale = rtlight->diffusescale;
3004 float specularscale = rtlight->specularscale;
3005 // this is the location of the light in view space
3006 vec3_t viewlightorigin;
3007 // this transforms from view space (camera) to light space (cubemap)
3008 matrix4x4_t viewtolight;
3009 matrix4x4_t lighttoview;
3010 float viewtolight16f[16];
3011 float range = 1.0f / r_shadow_deferred_8bitrange.value;
3013 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3014 if (rtlight->currentcubemap != r_texture_whitecube)
3015 permutation |= SHADERPERMUTATION_CUBEFILTER;
3016 if (diffusescale > 0)
3017 permutation |= SHADERPERMUTATION_DIFFUSE;
3018 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3019 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3020 if (r_shadow_usingshadowmap2d)
3022 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3023 if (r_shadow_shadowmapvsdct)
3024 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3026 if (r_shadow_shadowmapsampler)
3027 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3028 if (r_shadow_shadowmappcf > 1)
3029 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3030 else if (r_shadow_shadowmappcf)
3031 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3033 if (vid.allowalphatocoverage)
3034 GL_AlphaToCoverage(false);
3035 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3036 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3037 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3038 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3039 switch(vid.renderpath)
3041 case RENDERPATH_D3D9:
3043 R_SetupShader_SetPermutationHLSL(mode, permutation);
3044 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3045 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3046 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3047 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3048 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3049 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3050 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3051 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3052 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3053 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3055 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3056 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3057 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3058 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3059 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3060 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3063 case RENDERPATH_D3D10:
3064 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3066 case RENDERPATH_D3D11:
3067 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3069 case RENDERPATH_GL20:
3070 case RENDERPATH_GLES2:
3071 R_SetupShader_SetPermutationGLSL(mode, permutation);
3072 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3073 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3074 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3075 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3076 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3077 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3078 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3079 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3080 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3081 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3083 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3084 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3085 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3086 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3087 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3088 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3090 case RENDERPATH_GL11:
3091 case RENDERPATH_GL13:
3092 case RENDERPATH_GLES1:
3094 case RENDERPATH_SOFT:
3095 R_SetupShader_SetPermutationGLSL(mode, permutation);
3096 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3097 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3098 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3099 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3100 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3101 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3102 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3103 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3104 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3105 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3107 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3108 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3109 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3110 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3111 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3112 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3117 #define SKINFRAME_HASH 1024
3121 int loadsequence; // incremented each level change
3122 memexpandablearray_t array;
3123 skinframe_t *hash[SKINFRAME_HASH];
3126 r_skinframe_t r_skinframe;
3128 void R_SkinFrame_PrepareForPurge(void)
3130 r_skinframe.loadsequence++;
3131 // wrap it without hitting zero
3132 if (r_skinframe.loadsequence >= 200)
3133 r_skinframe.loadsequence = 1;
3136 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3140 // mark the skinframe as used for the purging code
3141 skinframe->loadsequence = r_skinframe.loadsequence;
3144 void R_SkinFrame_Purge(void)
3148 for (i = 0;i < SKINFRAME_HASH;i++)
3150 for (s = r_skinframe.hash[i];s;s = s->next)
3152 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3154 if (s->merged == s->base)
3156 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3157 R_PurgeTexture(s->stain );s->stain = NULL;
3158 R_PurgeTexture(s->merged);s->merged = NULL;
3159 R_PurgeTexture(s->base );s->base = NULL;
3160 R_PurgeTexture(s->pants );s->pants = NULL;
3161 R_PurgeTexture(s->shirt );s->shirt = NULL;
3162 R_PurgeTexture(s->nmap );s->nmap = NULL;
3163 R_PurgeTexture(s->gloss );s->gloss = NULL;
3164 R_PurgeTexture(s->glow );s->glow = NULL;
3165 R_PurgeTexture(s->fog );s->fog = NULL;
3166 R_PurgeTexture(s->reflect);s->reflect = NULL;
3167 s->loadsequence = 0;
3173 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3175 char basename[MAX_QPATH];
3177 Image_StripImageExtension(name, basename, sizeof(basename));
3179 if( last == NULL ) {
3181 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3182 item = r_skinframe.hash[hashindex];
3187 // linearly search through the hash bucket
3188 for( ; item ; item = item->next ) {
3189 if( !strcmp( item->basename, basename ) ) {
3196 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3200 char basename[MAX_QPATH];
3202 Image_StripImageExtension(name, basename, sizeof(basename));
3204 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3205 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3206 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3210 rtexture_t *dyntexture;
3211 // check whether its a dynamic texture
3212 dyntexture = CL_GetDynTexture( basename );
3213 if (!add && !dyntexture)
3215 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3216 memset(item, 0, sizeof(*item));
3217 strlcpy(item->basename, basename, sizeof(item->basename));
3218 item->base = dyntexture; // either NULL or dyntexture handle
3219 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3220 item->comparewidth = comparewidth;
3221 item->compareheight = compareheight;
3222 item->comparecrc = comparecrc;
3223 item->next = r_skinframe.hash[hashindex];
3224 r_skinframe.hash[hashindex] = item;
3226 else if (textureflags & TEXF_FORCE_RELOAD)
3228 rtexture_t *dyntexture;
3229 // check whether its a dynamic texture
3230 dyntexture = CL_GetDynTexture( basename );
3231 if (!add && !dyntexture)
3233 if (item->merged == item->base)
3234 item->merged = NULL;
3235 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3236 R_PurgeTexture(item->stain );item->stain = NULL;
3237 R_PurgeTexture(item->merged);item->merged = NULL;
3238 R_PurgeTexture(item->base );item->base = NULL;
3239 R_PurgeTexture(item->pants );item->pants = NULL;
3240 R_PurgeTexture(item->shirt );item->shirt = NULL;
3241 R_PurgeTexture(item->nmap );item->nmap = NULL;
3242 R_PurgeTexture(item->gloss );item->gloss = NULL;
3243 R_PurgeTexture(item->glow );item->glow = NULL;
3244 R_PurgeTexture(item->fog );item->fog = NULL;
3245 R_PurgeTexture(item->reflect);item->reflect = NULL;
3246 item->loadsequence = 0;
3248 else if( item->base == NULL )
3250 rtexture_t *dyntexture;
3251 // check whether its a dynamic texture
3252 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3253 dyntexture = CL_GetDynTexture( basename );
3254 item->base = dyntexture; // either NULL or dyntexture handle
3257 R_SkinFrame_MarkUsed(item);
3261 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3263 unsigned long long avgcolor[5], wsum; \
3271 for(pix = 0; pix < cnt; ++pix) \
3274 for(comp = 0; comp < 3; ++comp) \
3276 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3279 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3281 for(comp = 0; comp < 3; ++comp) \
3282 avgcolor[comp] += getpixel * w; \
3285 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3286 avgcolor[4] += getpixel; \
3288 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3290 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3291 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3292 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3293 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3296 extern cvar_t gl_picmip;
3297 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3300 unsigned char *pixels;
3301 unsigned char *bumppixels;
3302 unsigned char *basepixels = NULL;
3303 int basepixels_width = 0;
3304 int basepixels_height = 0;
3305 skinframe_t *skinframe;
3306 rtexture_t *ddsbase = NULL;
3307 qboolean ddshasalpha = false;
3308 float ddsavgcolor[4];
3309 char basename[MAX_QPATH];
3310 int miplevel = R_PicmipForFlags(textureflags);
3311 int savemiplevel = miplevel;
3314 if (cls.state == ca_dedicated)
3317 // return an existing skinframe if already loaded
3318 // if loading of the first image fails, don't make a new skinframe as it
3319 // would cause all future lookups of this to be missing
3320 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3321 if (skinframe && skinframe->base)
3324 Image_StripImageExtension(name, basename, sizeof(basename));
3326 // check for DDS texture file first
3327 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3329 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3330 if (basepixels == NULL)
3334 // FIXME handle miplevel
3336 if (developer_loading.integer)
3337 Con_Printf("loading skin \"%s\"\n", name);
3339 // we've got some pixels to store, so really allocate this new texture now
3341 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3342 textureflags &= ~TEXF_FORCE_RELOAD;
3343 skinframe->stain = NULL;
3344 skinframe->merged = NULL;
3345 skinframe->base = NULL;
3346 skinframe->pants = NULL;
3347 skinframe->shirt = NULL;
3348 skinframe->nmap = NULL;
3349 skinframe->gloss = NULL;
3350 skinframe->glow = NULL;
3351 skinframe->fog = NULL;
3352 skinframe->reflect = NULL;
3353 skinframe->hasalpha = false;
3357 skinframe->base = ddsbase;
3358 skinframe->hasalpha = ddshasalpha;
3359 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3360 if (r_loadfog && skinframe->hasalpha)
3361 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3362 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3366 basepixels_width = image_width;
3367 basepixels_height = image_height;
3368 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3369 if (textureflags & TEXF_ALPHA)
3371 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3373 if (basepixels[j] < 255)
3375 skinframe->hasalpha = true;
3379 if (r_loadfog && skinframe->hasalpha)
3381 // has transparent pixels
3382 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3383 for (j = 0;j < image_width * image_height * 4;j += 4)
3388 pixels[j+3] = basepixels[j+3];
3390 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3394 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3396 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3397 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3398 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3399 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3400 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3406 mymiplevel = savemiplevel;
3407 if (r_loadnormalmap)
3408 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3409 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3411 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3412 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3413 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3414 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3417 // _norm is the name used by tenebrae and has been adopted as standard
3418 if (r_loadnormalmap && skinframe->nmap == NULL)
3420 mymiplevel = savemiplevel;
3421 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3423 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3427 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3429 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3430 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3431 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3433 Mem_Free(bumppixels);
3435 else if (r_shadow_bumpscale_basetexture.value > 0)
3437 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3438 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3439 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3443 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3444 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3448 // _luma is supported only for tenebrae compatibility
3449 // _glow is the preferred name
3450 mymiplevel = savemiplevel;
3451 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3453 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3455 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3456 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3458 Mem_Free(pixels);pixels = NULL;
3461 mymiplevel = savemiplevel;
3462 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3464 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3466 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3467 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3473 mymiplevel = savemiplevel;
3474 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3476 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3478 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3479 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3485 mymiplevel = savemiplevel;
3486 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3488 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3490 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3491 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3497 mymiplevel = savemiplevel;
3498 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3500 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3502 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3503 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3510 Mem_Free(basepixels);
3515 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3516 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3519 unsigned char *temp1, *temp2;
3520 skinframe_t *skinframe;
3522 if (cls.state == ca_dedicated)
3525 // if already loaded just return it, otherwise make a new skinframe
3526 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3527 if (skinframe && skinframe->base)
3529 textureflags &= ~TEXF_FORCE_RELOAD;
3531 skinframe->stain = NULL;
3532 skinframe->merged = NULL;
3533 skinframe->base = NULL;
3534 skinframe->pants = NULL;
3535 skinframe->shirt = NULL;
3536 skinframe->nmap = NULL;
3537 skinframe->gloss = NULL;
3538 skinframe->glow = NULL;
3539 skinframe->fog = NULL;
3540 skinframe->reflect = NULL;
3541 skinframe->hasalpha = false;
3543 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3547 if (developer_loading.integer)
3548 Con_Printf("loading 32bit skin \"%s\"\n", name);
3550 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3552 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3553 temp2 = temp1 + width * height * 4;
3554 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3555 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3558 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3559 if (textureflags & TEXF_ALPHA)
3561 for (i = 3;i < width * height * 4;i += 4)
3563 if (skindata[i] < 255)
3565 skinframe->hasalpha = true;
3569 if (r_loadfog && skinframe->hasalpha)
3571 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3572 memcpy(fogpixels, skindata, width * height * 4);
3573 for (i = 0;i < width * height * 4;i += 4)
3574 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3575 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3576 Mem_Free(fogpixels);
3580 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3581 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3586 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3590 skinframe_t *skinframe;
3592 if (cls.state == ca_dedicated)
3595 // if already loaded just return it, otherwise make a new skinframe
3596 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3597 if (skinframe && skinframe->base)
3599 textureflags &= ~TEXF_FORCE_RELOAD;
3601 skinframe->stain = NULL;
3602 skinframe->merged = NULL;
3603 skinframe->base = NULL;
3604 skinframe->pants = NULL;
3605 skinframe->shirt = NULL;
3606 skinframe->nmap = NULL;
3607 skinframe->gloss = NULL;
3608 skinframe->glow = NULL;
3609 skinframe->fog = NULL;
3610 skinframe->reflect = NULL;
3611 skinframe->hasalpha = false;
3613 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3617 if (developer_loading.integer)
3618 Con_Printf("loading quake skin \"%s\"\n", name);
3620 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3621 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3622 memcpy(skinframe->qpixels, skindata, width*height);
3623 skinframe->qwidth = width;
3624 skinframe->qheight = height;
3627 for (i = 0;i < width * height;i++)
3628 featuresmask |= palette_featureflags[skindata[i]];
3630 skinframe->hasalpha = false;
3631 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3632 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3633 skinframe->qgeneratemerged = true;
3634 skinframe->qgeneratebase = skinframe->qhascolormapping;
3635 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3637 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3638 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3643 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3647 unsigned char *skindata;
3649 if (!skinframe->qpixels)
3652 if (!skinframe->qhascolormapping)
3653 colormapped = false;
3657 if (!skinframe->qgeneratebase)
3662 if (!skinframe->qgeneratemerged)
3666 width = skinframe->qwidth;
3667 height = skinframe->qheight;
3668 skindata = skinframe->qpixels;
3670 if (skinframe->qgeneratenmap)
3672 unsigned char *temp1, *temp2;
3673 skinframe->qgeneratenmap = false;
3674 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3675 temp2 = temp1 + width * height * 4;
3676 // use either a custom palette or the quake palette
3677 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3678 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3679 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3683 if (skinframe->qgenerateglow)
3685 skinframe->qgenerateglow = false;
3686 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3691 skinframe->qgeneratebase = false;
3692 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3693 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3694 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3698 skinframe->qgeneratemerged = false;
3699 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3702 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3704 Mem_Free(skinframe->qpixels);
3705 skinframe->qpixels = NULL;
3709 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3712 skinframe_t *skinframe;
3714 if (cls.state == ca_dedicated)
3717 // if already loaded just return it, otherwise make a new skinframe
3718 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3719 if (skinframe && skinframe->base)
3721 textureflags &= ~TEXF_FORCE_RELOAD;
3723 skinframe->stain = NULL;
3724 skinframe->merged = NULL;
3725 skinframe->base = NULL;
3726 skinframe->pants = NULL;
3727 skinframe->shirt = NULL;
3728 skinframe->nmap = NULL;
3729 skinframe->gloss = NULL;
3730 skinframe->glow = NULL;
3731 skinframe->fog = NULL;
3732 skinframe->reflect = NULL;
3733 skinframe->hasalpha = false;
3735 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3739 if (developer_loading.integer)
3740 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3742 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3743 if (textureflags & TEXF_ALPHA)
3745 for (i = 0;i < width * height;i++)
3747 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3749 skinframe->hasalpha = true;
3753 if (r_loadfog && skinframe->hasalpha)
3754 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3757 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3758 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3763 skinframe_t *R_SkinFrame_LoadMissing(void)
3765 skinframe_t *skinframe;
3767 if (cls.state == ca_dedicated)
3770 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3771 skinframe->stain = NULL;
3772 skinframe->merged = NULL;
3773 skinframe->base = NULL;
3774 skinframe->pants = NULL;
3775 skinframe->shirt = NULL;
3776 skinframe->nmap = NULL;
3777 skinframe->gloss = NULL;
3778 skinframe->glow = NULL;
3779 skinframe->fog = NULL;
3780 skinframe->reflect = NULL;
3781 skinframe->hasalpha = false;
3783 skinframe->avgcolor[0] = rand() / RAND_MAX;
3784 skinframe->avgcolor[1] = rand() / RAND_MAX;
3785 skinframe->avgcolor[2] = rand() / RAND_MAX;
3786 skinframe->avgcolor[3] = 1;
3791 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3792 typedef struct suffixinfo_s
3795 qboolean flipx, flipy, flipdiagonal;
3798 static suffixinfo_t suffix[3][6] =
3801 {"px", false, false, false},
3802 {"nx", false, false, false},
3803 {"py", false, false, false},
3804 {"ny", false, false, false},
3805 {"pz", false, false, false},
3806 {"nz", false, false, false}
3809 {"posx", false, false, false},
3810 {"negx", false, false, false},
3811 {"posy", false, false, false},
3812 {"negy", false, false, false},
3813 {"posz", false, false, false},
3814 {"negz", false, false, false}
3817 {"rt", true, false, true},
3818 {"lf", false, true, true},
3819 {"ft", true, true, false},
3820 {"bk", false, false, false},
3821 {"up", true, false, true},
3822 {"dn", true, false, true}
3826 static int componentorder[4] = {0, 1, 2, 3};
3828 rtexture_t *R_LoadCubemap(const char *basename)
3830 int i, j, cubemapsize;
3831 unsigned char *cubemappixels, *image_buffer;
3832 rtexture_t *cubemaptexture;
3834 // must start 0 so the first loadimagepixels has no requested width/height
3836 cubemappixels = NULL;
3837 cubemaptexture = NULL;
3838 // keep trying different suffix groups (posx, px, rt) until one loads
3839 for (j = 0;j < 3 && !cubemappixels;j++)
3841 // load the 6 images in the suffix group
3842 for (i = 0;i < 6;i++)
3844 // generate an image name based on the base and and suffix
3845 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3847 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3849 // an image loaded, make sure width and height are equal
3850 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3852 // if this is the first image to load successfully, allocate the cubemap memory
3853 if (!cubemappixels && image_width >= 1)
3855 cubemapsize = image_width;
3856 // note this clears to black, so unavailable sides are black
3857 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3859 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3861 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3864 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3866 Mem_Free(image_buffer);
3870 // if a cubemap loaded, upload it
3873 if (developer_loading.integer)
3874 Con_Printf("loading cubemap \"%s\"\n", basename);
3876 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3877 Mem_Free(cubemappixels);
3881 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3882 if (developer_loading.integer)
3884 Con_Printf("(tried tried images ");
3885 for (j = 0;j < 3;j++)
3886 for (i = 0;i < 6;i++)
3887 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3888 Con_Print(" and was unable to find any of them).\n");
3891 return cubemaptexture;
3894 rtexture_t *R_GetCubemap(const char *basename)
3897 for (i = 0;i < r_texture_numcubemaps;i++)
3898 if (r_texture_cubemaps[i] != NULL)
3899 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3900 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3901 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3902 return r_texture_whitecube;
3903 r_texture_numcubemaps++;
3904 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3905 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3906 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3907 return r_texture_cubemaps[i]->texture;
3910 void R_FreeCubemap(const char *basename)
3914 for (i = 0;i < r_texture_numcubemaps;i++)
3916 if (r_texture_cubemaps[i] != NULL)
3918 if (r_texture_cubemaps[i]->texture)
3920 if (developer_loading.integer)
3921 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3922 R_FreeTexture(r_texture_cubemaps[i]->texture);
3923 Mem_Free(r_texture_cubemaps[i]);
3924 r_texture_cubemaps[i] = NULL;
3930 void R_FreeCubemaps(void)
3933 for (i = 0;i < r_texture_numcubemaps;i++)
3935 if (developer_loading.integer)
3936 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3937 if (r_texture_cubemaps[i] != NULL)
3939 if (r_texture_cubemaps[i]->texture)
3940 R_FreeTexture(r_texture_cubemaps[i]->texture);
3941 Mem_Free(r_texture_cubemaps[i]);
3944 r_texture_numcubemaps = 0;
3947 void R_Main_FreeViewCache(void)
3949 if (r_refdef.viewcache.entityvisible)
3950 Mem_Free(r_refdef.viewcache.entityvisible);
3951 if (r_refdef.viewcache.world_pvsbits)
3952 Mem_Free(r_refdef.viewcache.world_pvsbits);
3953 if (r_refdef.viewcache.world_leafvisible)
3954 Mem_Free(r_refdef.viewcache.world_leafvisible);
3955 if (r_refdef.viewcache.world_surfacevisible)
3956 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3957 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3960 void R_Main_ResizeViewCache(void)
3962 int numentities = r_refdef.scene.numentities;
3963 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3964 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3965 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3966 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3967 if (r_refdef.viewcache.maxentities < numentities)
3969 r_refdef.viewcache.maxentities = numentities;
3970 if (r_refdef.viewcache.entityvisible)
3971 Mem_Free(r_refdef.viewcache.entityvisible);
3972 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3974 if (r_refdef.viewcache.world_numclusters != numclusters)
3976 r_refdef.viewcache.world_numclusters = numclusters;
3977 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3978 if (r_refdef.viewcache.world_pvsbits)
3979 Mem_Free(r_refdef.viewcache.world_pvsbits);
3980 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3982 if (r_refdef.viewcache.world_numleafs != numleafs)
3984 r_refdef.viewcache.world_numleafs = numleafs;
3985 if (r_refdef.viewcache.world_leafvisible)
3986 Mem_Free(r_refdef.viewcache.world_leafvisible);
3987 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3989 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3991 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3992 if (r_refdef.viewcache.world_surfacevisible)
3993 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3994 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3998 extern rtexture_t *loadingscreentexture;
3999 void gl_main_start(void)
4001 loadingscreentexture = NULL;
4002 r_texture_blanknormalmap = NULL;
4003 r_texture_white = NULL;
4004 r_texture_grey128 = NULL;
4005 r_texture_black = NULL;
4006 r_texture_whitecube = NULL;
4007 r_texture_normalizationcube = NULL;
4008 r_texture_fogattenuation = NULL;
4009 r_texture_fogheighttexture = NULL;
4010 r_texture_gammaramps = NULL;
4011 r_texture_numcubemaps = 0;
4013 r_loaddds = r_texture_dds_load.integer != 0;
4014 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4016 switch(vid.renderpath)
4018 case RENDERPATH_GL20:
4019 case RENDERPATH_D3D9:
4020 case RENDERPATH_D3D10:
4021 case RENDERPATH_D3D11:
4022 case RENDERPATH_SOFT:
4023 case RENDERPATH_GLES2:
4024 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4025 Cvar_SetValueQuick(&gl_combine, 1);
4026 Cvar_SetValueQuick(&r_glsl, 1);
4027 r_loadnormalmap = true;
4031 case RENDERPATH_GL13:
4032 case RENDERPATH_GLES1:
4033 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4034 Cvar_SetValueQuick(&gl_combine, 1);
4035 Cvar_SetValueQuick(&r_glsl, 0);
4036 r_loadnormalmap = false;
4037 r_loadgloss = false;
4040 case RENDERPATH_GL11:
4041 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4042 Cvar_SetValueQuick(&gl_combine, 0);
4043 Cvar_SetValueQuick(&r_glsl, 0);
4044 r_loadnormalmap = false;
4045 r_loadgloss = false;
4051 R_FrameData_Reset();
4055 memset(r_queries, 0, sizeof(r_queries));
4057 r_qwskincache = NULL;
4058 r_qwskincache_size = 0;
4060 // due to caching of texture_t references, the collision cache must be reset
4061 Collision_Cache_Reset(true);
4063 // set up r_skinframe loading system for textures
4064 memset(&r_skinframe, 0, sizeof(r_skinframe));
4065 r_skinframe.loadsequence = 1;
4066 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4068 r_main_texturepool = R_AllocTexturePool();
4069 R_BuildBlankTextures();
4071 if (vid.support.arb_texture_cube_map)
4074 R_BuildNormalizationCube();
4076 r_texture_fogattenuation = NULL;
4077 r_texture_fogheighttexture = NULL;
4078 r_texture_gammaramps = NULL;
4079 //r_texture_fogintensity = NULL;
4080 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4081 memset(&r_waterstate, 0, sizeof(r_waterstate));
4082 r_glsl_permutation = NULL;
4083 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4084 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4085 glslshaderstring = NULL;
4087 r_hlsl_permutation = NULL;
4088 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4089 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4091 hlslshaderstring = NULL;
4092 memset(&r_svbsp, 0, sizeof (r_svbsp));
4094 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4095 r_texture_numcubemaps = 0;
4097 r_refdef.fogmasktable_density = 0;
4100 void gl_main_shutdown(void)
4103 R_FrameData_Reset();
4105 R_Main_FreeViewCache();
4107 switch(vid.renderpath)
4109 case RENDERPATH_GL11:
4110 case RENDERPATH_GL13:
4111 case RENDERPATH_GL20:
4112 case RENDERPATH_GLES1:
4113 case RENDERPATH_GLES2:
4114 #ifdef GL_SAMPLES_PASSED_ARB
4116 qglDeleteQueriesARB(r_maxqueries, r_queries);
4119 case RENDERPATH_D3D9:
4120 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4122 case RENDERPATH_D3D10:
4123 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4125 case RENDERPATH_D3D11:
4126 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4128 case RENDERPATH_SOFT:
4134 memset(r_queries, 0, sizeof(r_queries));
4136 r_qwskincache = NULL;
4137 r_qwskincache_size = 0;
4139 // clear out the r_skinframe state
4140 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4141 memset(&r_skinframe, 0, sizeof(r_skinframe));
4144 Mem_Free(r_svbsp.nodes);
4145 memset(&r_svbsp, 0, sizeof (r_svbsp));
4146 R_FreeTexturePool(&r_main_texturepool);
4147 loadingscreentexture = NULL;
4148 r_texture_blanknormalmap = NULL;
4149 r_texture_white = NULL;
4150 r_texture_grey128 = NULL;
4151 r_texture_black = NULL;
4152 r_texture_whitecube = NULL;
4153 r_texture_normalizationcube = NULL;
4154 r_texture_fogattenuation = NULL;
4155 r_texture_fogheighttexture = NULL;
4156 r_texture_gammaramps = NULL;
4157 r_texture_numcubemaps = 0;
4158 //r_texture_fogintensity = NULL;
4159 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4160 memset(&r_waterstate, 0, sizeof(r_waterstate));
4163 r_glsl_permutation = NULL;
4164 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4165 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4166 glslshaderstring = NULL;
4168 r_hlsl_permutation = NULL;
4169 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4170 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4172 hlslshaderstring = NULL;
4175 extern void CL_ParseEntityLump(char *entitystring);
4176 void gl_main_newmap(void)
4178 // FIXME: move this code to client
4179 char *entities, entname[MAX_QPATH];
4181 Mem_Free(r_qwskincache);
4182 r_qwskincache = NULL;
4183 r_qwskincache_size = 0;
4186 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4187 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4189 CL_ParseEntityLump(entities);
4193 if (cl.worldmodel->brush.entities)
4194 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4196 R_Main_FreeViewCache();
4198 R_FrameData_Reset();
4201 void GL_Main_Init(void)
4203 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4205 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4206 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4207 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4208 if (gamemode == GAME_NEHAHRA)
4210 Cvar_RegisterVariable (&gl_fogenable);
4211 Cvar_RegisterVariable (&gl_fogdensity);
4212 Cvar_RegisterVariable (&gl_fogred);
4213 Cvar_RegisterVariable (&gl_foggreen);
4214 Cvar_RegisterVariable (&gl_fogblue);
4215 Cvar_RegisterVariable (&gl_fogstart);
4216 Cvar_RegisterVariable (&gl_fogend);
4217 Cvar_RegisterVariable (&gl_skyclip);
4219 Cvar_RegisterVariable(&r_motionblur);
4220 Cvar_RegisterVariable(&r_damageblur);
4221 Cvar_RegisterVariable(&r_motionblur_averaging);
4222 Cvar_RegisterVariable(&r_motionblur_randomize);
4223 Cvar_RegisterVariable(&r_motionblur_minblur);
4224 Cvar_RegisterVariable(&r_motionblur_maxblur);
4225 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4226 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4227 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4228 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4229 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4230 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4231 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4232 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4233 Cvar_RegisterVariable(&r_equalize_entities_by);
4234 Cvar_RegisterVariable(&r_equalize_entities_to);
4235 Cvar_RegisterVariable(&r_depthfirst);
4236 Cvar_RegisterVariable(&r_useinfinitefarclip);
4237 Cvar_RegisterVariable(&r_farclip_base);
4238 Cvar_RegisterVariable(&r_farclip_world);
4239 Cvar_RegisterVariable(&r_nearclip);
4240 Cvar_RegisterVariable(&r_deformvertexes);
4241 Cvar_RegisterVariable(&r_transparent);
4242 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4243 Cvar_RegisterVariable(&r_showoverdraw);
4244 Cvar_RegisterVariable(&r_showbboxes);
4245 Cvar_RegisterVariable(&r_showsurfaces);
4246 Cvar_RegisterVariable(&r_showtris);
4247 Cvar_RegisterVariable(&r_shownormals);
4248 Cvar_RegisterVariable(&r_showlighting);
4249 Cvar_RegisterVariable(&r_showshadowvolumes);
4250 Cvar_RegisterVariable(&r_showcollisionbrushes);
4251 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4252 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4253 Cvar_RegisterVariable(&r_showdisabledepthtest);
4254 Cvar_RegisterVariable(&r_drawportals);
4255 Cvar_RegisterVariable(&r_drawentities);
4256 Cvar_RegisterVariable(&r_draw2d);
4257 Cvar_RegisterVariable(&r_drawworld);
4258 Cvar_RegisterVariable(&r_cullentities_trace);
4259 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4260 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4261 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4262 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4263 Cvar_RegisterVariable(&r_sortentities);
4264 Cvar_RegisterVariable(&r_drawviewmodel);
4265 Cvar_RegisterVariable(&r_drawexteriormodel);
4266 Cvar_RegisterVariable(&r_speeds);
4267 Cvar_RegisterVariable(&r_fullbrights);
4268 Cvar_RegisterVariable(&r_wateralpha);
4269 Cvar_RegisterVariable(&r_dynamic);
4270 Cvar_RegisterVariable(&r_fakelight);
4271 Cvar_RegisterVariable(&r_fakelight_intensity);
4272 Cvar_RegisterVariable(&r_fullbright);
4273 Cvar_RegisterVariable(&r_shadows);
4274 Cvar_RegisterVariable(&r_shadows_darken);
4275 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4276 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4277 Cvar_RegisterVariable(&r_shadows_throwdistance);
4278 Cvar_RegisterVariable(&r_shadows_throwdirection);
4279 Cvar_RegisterVariable(&r_shadows_focus);
4280 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4281 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4282 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4283 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4284 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4285 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4286 Cvar_RegisterVariable(&r_fog_exp2);
4287 Cvar_RegisterVariable(&r_fog_clear);
4288 Cvar_RegisterVariable(&r_drawfog);
4289 Cvar_RegisterVariable(&r_transparentdepthmasking);
4290 Cvar_RegisterVariable(&r_transparent_sortmindist);
4291 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4292 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4293 Cvar_RegisterVariable(&r_texture_dds_load);
4294 Cvar_RegisterVariable(&r_texture_dds_save);
4295 Cvar_RegisterVariable(&r_textureunits);
4296 Cvar_RegisterVariable(&gl_combine);
4297 Cvar_RegisterVariable(&r_viewfbo);
4298 Cvar_RegisterVariable(&r_viewscale);
4299 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4300 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4301 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4302 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4303 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4304 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4305 Cvar_RegisterVariable(&r_glsl);
4306 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4307 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4308 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4309 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4310 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4311 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4312 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4313 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4314 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4315 Cvar_RegisterVariable(&r_glsl_postprocess);
4316 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4317 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4318 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4319 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4320 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4321 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4322 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4323 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4325 Cvar_RegisterVariable(&r_water);
4326 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4327 Cvar_RegisterVariable(&r_water_clippingplanebias);
4328 Cvar_RegisterVariable(&r_water_refractdistort);
4329 Cvar_RegisterVariable(&r_water_reflectdistort);
4330 Cvar_RegisterVariable(&r_water_scissormode);
4331 Cvar_RegisterVariable(&r_water_lowquality);
4333 Cvar_RegisterVariable(&r_lerpsprites);
4334 Cvar_RegisterVariable(&r_lerpmodels);
4335 Cvar_RegisterVariable(&r_lerplightstyles);
4336 Cvar_RegisterVariable(&r_waterscroll);
4337 Cvar_RegisterVariable(&r_bloom);
4338 Cvar_RegisterVariable(&r_bloom_colorscale);
4339 Cvar_RegisterVariable(&r_bloom_brighten);
4340 Cvar_RegisterVariable(&r_bloom_blur);
4341 Cvar_RegisterVariable(&r_bloom_resolution);
4342 Cvar_RegisterVariable(&r_bloom_colorexponent);
4343 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4344 Cvar_RegisterVariable(&r_hdr);
4345 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4346 Cvar_RegisterVariable(&r_hdr_glowintensity);
4347 Cvar_RegisterVariable(&r_hdr_range);
4348 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4349 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4350 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4351 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4352 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4353 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4354 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4355 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4356 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4357 Cvar_RegisterVariable(&developer_texturelogging);
4358 Cvar_RegisterVariable(&gl_lightmaps);
4359 Cvar_RegisterVariable(&r_test);
4360 Cvar_RegisterVariable(&r_glsl_saturation);
4361 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4362 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4363 Cvar_RegisterVariable(&r_framedatasize);
4364 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4365 Cvar_SetValue("r_fullbrights", 0);
4366 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4369 extern void R_Textures_Init(void);
4370 extern void GL_Draw_Init(void);
4371 extern void GL_Main_Init(void);
4372 extern void R_Shadow_Init(void);
4373 extern void R_Sky_Init(void);
4374 extern void GL_Surf_Init(void);
4375 extern void R_Particles_Init(void);
4376 extern void R_Explosion_Init(void);
4377 extern void gl_backend_init(void);
4378 extern void Sbar_Init(void);
4379 extern void R_LightningBeams_Init(void);
4380 extern void Mod_RenderInit(void);
4381 extern void Font_Init(void);
4383 void Render_Init(void)
4396 R_LightningBeams_Init();
4406 extern char *ENGINE_EXTENSIONS;
4409 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4410 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4411 gl_version = (const char *)qglGetString(GL_VERSION);
4412 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4416 if (!gl_platformextensions)
4417 gl_platformextensions = "";
4419 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4420 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4421 Con_Printf("GL_VERSION: %s\n", gl_version);
4422 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4423 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4425 VID_CheckExtensions();
4427 // LordHavoc: report supported extensions
4428 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4430 // clear to black (loading plaque will be seen over this)
4431 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4435 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4439 if (r_trippy.integer)
4441 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4443 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4446 p = r_refdef.view.frustum + i;
4451 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4455 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4459 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4463 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4467 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4471 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4475 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4479 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4487 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4491 if (r_trippy.integer)
4493 for (i = 0;i < numplanes;i++)
4500 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4504 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4508 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4512 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4516 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4520 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4524 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4528 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4536 //==================================================================================
4538 // LordHavoc: this stores temporary data used within the same frame
4540 typedef struct r_framedata_mem_s
4542 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4543 size_t size; // how much usable space
4544 size_t current; // how much space in use
4545 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4546 size_t wantedsize; // how much space was allocated
4547 unsigned char *data; // start of real data (16byte aligned)
4551 static r_framedata_mem_t *r_framedata_mem;
4553 void R_FrameData_Reset(void)
4555 while (r_framedata_mem)
4557 r_framedata_mem_t *next = r_framedata_mem->purge;
4558 Mem_Free(r_framedata_mem);
4559 r_framedata_mem = next;
4563 void R_FrameData_Resize(void)
4566 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4567 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4568 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4570 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4571 newmem->wantedsize = wantedsize;
4572 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4573 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4574 newmem->current = 0;
4576 newmem->purge = r_framedata_mem;
4577 r_framedata_mem = newmem;
4581 void R_FrameData_NewFrame(void)
4583 R_FrameData_Resize();
4584 if (!r_framedata_mem)
4586 // if we ran out of space on the last frame, free the old memory now
4587 while (r_framedata_mem->purge)
4589 // repeatedly remove the second item in the list, leaving only head
4590 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4591 Mem_Free(r_framedata_mem->purge);
4592 r_framedata_mem->purge = next;
4594 // reset the current mem pointer
4595 r_framedata_mem->current = 0;
4596 r_framedata_mem->mark = 0;
4599 void *R_FrameData_Alloc(size_t size)
4603 // align to 16 byte boundary - the data pointer is already aligned, so we
4604 // only need to ensure the size of every allocation is also aligned
4605 size = (size + 15) & ~15;
4607 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4609 // emergency - we ran out of space, allocate more memory
4610 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4611 R_FrameData_Resize();
4614 data = r_framedata_mem->data + r_framedata_mem->current;
4615 r_framedata_mem->current += size;
4617 // count the usage for stats
4618 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4619 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4621 return (void *)data;
4624 void *R_FrameData_Store(size_t size, void *data)
4626 void *d = R_FrameData_Alloc(size);
4628 memcpy(d, data, size);
4632 void R_FrameData_SetMark(void)
4634 if (!r_framedata_mem)
4636 r_framedata_mem->mark = r_framedata_mem->current;
4639 void R_FrameData_ReturnToMark(void)
4641 if (!r_framedata_mem)
4643 r_framedata_mem->current = r_framedata_mem->mark;
4646 //==================================================================================
4648 // LordHavoc: animcache originally written by Echon, rewritten since then
4651 * Animation cache prevents re-generating mesh data for an animated model
4652 * multiple times in one frame for lighting, shadowing, reflections, etc.
4655 void R_AnimCache_Free(void)
4659 void R_AnimCache_ClearCache(void)
4662 entity_render_t *ent;
4664 for (i = 0;i < r_refdef.scene.numentities;i++)
4666 ent = r_refdef.scene.entities[i];
4667 ent->animcache_vertex3f = NULL;
4668 ent->animcache_normal3f = NULL;
4669 ent->animcache_svector3f = NULL;
4670 ent->animcache_tvector3f = NULL;
4671 ent->animcache_vertexmesh = NULL;
4672 ent->animcache_vertex3fbuffer = NULL;
4673 ent->animcache_vertexmeshbuffer = NULL;
4677 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4681 // check if we need the meshbuffers
4682 if (!vid.useinterleavedarrays)
4685 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4686 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4687 // TODO: upload vertex3f buffer?
4688 if (ent->animcache_vertexmesh)
4690 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4691 for (i = 0;i < numvertices;i++)
4692 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4693 if (ent->animcache_svector3f)
4694 for (i = 0;i < numvertices;i++)
4695 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4696 if (ent->animcache_tvector3f)
4697 for (i = 0;i < numvertices;i++)
4698 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4699 if (ent->animcache_normal3f)
4700 for (i = 0;i < numvertices;i++)
4701 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4702 // TODO: upload vertexmeshbuffer?
4706 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4708 dp_model_t *model = ent->model;
4710 // see if it's already cached this frame
4711 if (ent->animcache_vertex3f)
4713 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4714 if (wantnormals || wanttangents)
4716 if (ent->animcache_normal3f)
4717 wantnormals = false;
4718 if (ent->animcache_svector3f)
4719 wanttangents = false;
4720 if (wantnormals || wanttangents)
4722 numvertices = model->surfmesh.num_vertices;
4724 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4727 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4728 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4730 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4731 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4737 // see if this ent is worth caching
4738 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4740 // get some memory for this entity and generate mesh data
4741 numvertices = model->surfmesh.num_vertices;
4742 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4744 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4747 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4748 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4750 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4751 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4756 void R_AnimCache_CacheVisibleEntities(void)
4759 qboolean wantnormals = true;
4760 qboolean wanttangents = !r_showsurfaces.integer;
4762 switch(vid.renderpath)
4764 case RENDERPATH_GL20:
4765 case RENDERPATH_D3D9:
4766 case RENDERPATH_D3D10:
4767 case RENDERPATH_D3D11:
4768 case RENDERPATH_GLES2:
4770 case RENDERPATH_GL11:
4771 case RENDERPATH_GL13:
4772 case RENDERPATH_GLES1:
4773 wanttangents = false;
4775 case RENDERPATH_SOFT:
4779 if (r_shownormals.integer)
4780 wanttangents = wantnormals = true;
4782 // TODO: thread this
4783 // NOTE: R_PrepareRTLights() also caches entities
4785 for (i = 0;i < r_refdef.scene.numentities;i++)
4786 if (r_refdef.viewcache.entityvisible[i])
4787 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4790 //==================================================================================
4792 extern cvar_t r_overheadsprites_pushback;
4794 static void R_View_UpdateEntityLighting (void)
4797 entity_render_t *ent;
4798 vec3_t tempdiffusenormal, avg;
4799 vec_t f, fa, fd, fdd;
4800 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4802 for (i = 0;i < r_refdef.scene.numentities;i++)
4804 ent = r_refdef.scene.entities[i];
4806 // skip unseen models and models that updated by CSQC
4807 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4811 if (ent->model && ent->model->brush.num_leafs)
4813 // TODO: use modellight for r_ambient settings on world?
4814 VectorSet(ent->modellight_ambient, 0, 0, 0);
4815 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4816 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4820 // fetch the lighting from the worldmodel data
4821 VectorClear(ent->modellight_ambient);
4822 VectorClear(ent->modellight_diffuse);
4823 VectorClear(tempdiffusenormal);
4824 if (ent->flags & RENDER_LIGHT)
4827 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4829 // complete lightning for lit sprites
4830 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4831 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4833 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4834 org[2] = org[2] + r_overheadsprites_pushback.value;
4835 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4838 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4840 if(ent->flags & RENDER_EQUALIZE)
4842 // first fix up ambient lighting...
4843 if(r_equalize_entities_minambient.value > 0)
4845 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4848 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4849 if(fa < r_equalize_entities_minambient.value * fd)
4852 // fa'/fd' = minambient
4853 // fa'+0.25*fd' = fa+0.25*fd
4855 // fa' = fd' * minambient
4856 // fd'*(0.25+minambient) = fa+0.25*fd
4858 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4859 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4861 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4862 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4863 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4864 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4869 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4871 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4872 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4876 // adjust brightness and saturation to target
4877 avg[0] = avg[1] = avg[2] = fa / f;
4878 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4879 avg[0] = avg[1] = avg[2] = fd / f;
4880 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4886 VectorSet(ent->modellight_ambient, 1, 1, 1);
4888 // move the light direction into modelspace coordinates for lighting code
4889 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4890 if(VectorLength2(ent->modellight_lightdir) == 0)
4891 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4892 VectorNormalize(ent->modellight_lightdir);
4896 #define MAX_LINEOFSIGHTTRACES 64
4898 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4901 vec3_t boxmins, boxmaxs;
4904 dp_model_t *model = r_refdef.scene.worldmodel;
4906 if (!model || !model->brush.TraceLineOfSight)
4909 // expand the box a little
4910 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4911 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4912 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4913 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4914 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4915 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4917 // return true if eye is inside enlarged box
4918 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4922 VectorCopy(eye, start);
4923 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4924 if (model->brush.TraceLineOfSight(model, start, end))
4927 // try various random positions
4928 for (i = 0;i < numsamples;i++)
4930 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4931 if (model->brush.TraceLineOfSight(model, start, end))
4939 static void R_View_UpdateEntityVisible (void)
4944 entity_render_t *ent;
4946 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4947 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4948 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4949 : RENDER_EXTERIORMODEL;
4950 if (!r_drawviewmodel.integer)
4951 renderimask |= RENDER_VIEWMODEL;
4952 if (!r_drawexteriormodel.integer)
4953 renderimask |= RENDER_EXTERIORMODEL;
4954 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4956 // worldmodel can check visibility
4957 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4958 for (i = 0;i < r_refdef.scene.numentities;i++)
4960 ent = r_refdef.scene.entities[i];
4961 if (!(ent->flags & renderimask))
4962 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4963 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4964 r_refdef.viewcache.entityvisible[i] = true;
4969 // no worldmodel or it can't check visibility
4970 for (i = 0;i < r_refdef.scene.numentities;i++)
4972 ent = r_refdef.scene.entities[i];
4973 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4976 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4977 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4979 for (i = 0;i < r_refdef.scene.numentities;i++)
4981 if (!r_refdef.viewcache.entityvisible[i])
4983 ent = r_refdef.scene.entities[i];
4984 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4986 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4988 continue; // temp entities do pvs only
4989 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4990 ent->last_trace_visibility = realtime;
4991 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4992 r_refdef.viewcache.entityvisible[i] = 0;
4998 /// only used if skyrendermasked, and normally returns false
4999 int R_DrawBrushModelsSky (void)
5002 entity_render_t *ent;
5005 for (i = 0;i < r_refdef.scene.numentities;i++)
5007 if (!r_refdef.viewcache.entityvisible[i])
5009 ent = r_refdef.scene.entities[i];
5010 if (!ent->model || !ent->model->DrawSky)
5012 ent->model->DrawSky(ent);
5018 static void R_DrawNoModel(entity_render_t *ent);
5019 static void R_DrawModels(void)
5022 entity_render_t *ent;
5024 for (i = 0;i < r_refdef.scene.numentities;i++)
5026 if (!r_refdef.viewcache.entityvisible[i])
5028 ent = r_refdef.scene.entities[i];
5029 r_refdef.stats.entities++;
5031 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5034 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5035 Con_Printf("R_DrawModels\n");
5036 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5037 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5038 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5041 if (ent->model && ent->model->Draw != NULL)
5042 ent->model->Draw(ent);
5048 static void R_DrawModelsDepth(void)
5051 entity_render_t *ent;
5053 for (i = 0;i < r_refdef.scene.numentities;i++)
5055 if (!r_refdef.viewcache.entityvisible[i])
5057 ent = r_refdef.scene.entities[i];
5058 if (ent->model && ent->model->DrawDepth != NULL)
5059 ent->model->DrawDepth(ent);
5063 static void R_DrawModelsDebug(void)
5066 entity_render_t *ent;
5068 for (i = 0;i < r_refdef.scene.numentities;i++)
5070 if (!r_refdef.viewcache.entityvisible[i])
5072 ent = r_refdef.scene.entities[i];
5073 if (ent->model && ent->model->DrawDebug != NULL)
5074 ent->model->DrawDebug(ent);
5078 static void R_DrawModelsAddWaterPlanes(void)
5081 entity_render_t *ent;
5083 for (i = 0;i < r_refdef.scene.numentities;i++)
5085 if (!r_refdef.viewcache.entityvisible[i])
5087 ent = r_refdef.scene.entities[i];
5088 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5089 ent->model->DrawAddWaterPlanes(ent);
5093 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5095 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5097 if (r_hdr_irisadaptation.integer)
5102 vec3_t diffusenormal;
5104 vec_t brightness = 0.0f;
5109 VectorCopy(r_refdef.view.forward, forward);
5110 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5112 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5113 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5114 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5115 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5116 d = DotProduct(forward, diffusenormal);
5117 brightness += VectorLength(ambient);
5119 brightness += d * VectorLength(diffuse);
5121 brightness *= 1.0f / c;
5122 brightness += 0.00001f; // make sure it's never zero
5123 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5124 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5125 current = r_hdr_irisadaptation_value.value;
5127 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5128 else if (current > goal)
5129 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5130 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5131 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5133 else if (r_hdr_irisadaptation_value.value != 1.0f)
5134 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5137 static void R_View_SetFrustum(const int *scissor)
5140 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5141 vec3_t forward, left, up, origin, v;
5145 // flipped x coordinates (because x points left here)
5146 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5147 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5149 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5150 switch(vid.renderpath)
5152 case RENDERPATH_D3D9:
5153 case RENDERPATH_D3D10:
5154 case RENDERPATH_D3D11:
5155 // non-flipped y coordinates
5156 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5157 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5159 case RENDERPATH_SOFT:
5160 case RENDERPATH_GL11:
5161 case RENDERPATH_GL13:
5162 case RENDERPATH_GL20:
5163 case RENDERPATH_GLES1:
5164 case RENDERPATH_GLES2:
5165 // non-flipped y coordinates
5166 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5167 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5172 // we can't trust r_refdef.view.forward and friends in reflected scenes
5173 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5176 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5177 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5178 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5179 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5180 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5181 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5182 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5183 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5184 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5185 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5186 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5187 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5191 zNear = r_refdef.nearclip;
5192 nudge = 1.0 - 1.0 / (1<<23);
5193 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5194 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5195 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5196 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5197 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5198 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5199 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5200 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5206 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5207 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5208 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5209 r_refdef.view.frustum[0].dist = m[15] - m[12];
5211 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5212 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5213 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5214 r_refdef.view.frustum[1].dist = m[15] + m[12];
5216 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5217 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5218 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5219 r_refdef.view.frustum[2].dist = m[15] - m[13];
5221 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5222 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5223 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5224 r_refdef.view.frustum[3].dist = m[15] + m[13];
5226 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5227 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5228 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5229 r_refdef.view.frustum[4].dist = m[15] - m[14];
5231 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5232 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5233 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5234 r_refdef.view.frustum[5].dist = m[15] + m[14];
5237 if (r_refdef.view.useperspective)
5239 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5240 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5241 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5242 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5243 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5245 // then the normals from the corners relative to origin
5246 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5247 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5248 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5249 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5251 // in a NORMAL view, forward cross left == up
5252 // in a REFLECTED view, forward cross left == down
5253 // so our cross products above need to be adjusted for a left handed coordinate system
5254 CrossProduct(forward, left, v);
5255 if(DotProduct(v, up) < 0)
5257 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5258 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5259 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5260 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5263 // Leaving those out was a mistake, those were in the old code, and they
5264 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5265 // I couldn't reproduce it after adding those normalizations. --blub
5266 VectorNormalize(r_refdef.view.frustum[0].normal);
5267 VectorNormalize(r_refdef.view.frustum[1].normal);
5268 VectorNormalize(r_refdef.view.frustum[2].normal);
5269 VectorNormalize(r_refdef.view.frustum[3].normal);
5271 // make the corners absolute
5272 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5273 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5274 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5275 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5278 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5280 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5281 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5282 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5283 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5284 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5288 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5289 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5290 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5291 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5292 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5293 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5294 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5295 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5296 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5297 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5299 r_refdef.view.numfrustumplanes = 5;
5301 if (r_refdef.view.useclipplane)
5303 r_refdef.view.numfrustumplanes = 6;
5304 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5307 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5308 PlaneClassify(r_refdef.view.frustum + i);
5310 // LordHavoc: note to all quake engine coders, Quake had a special case
5311 // for 90 degrees which assumed a square view (wrong), so I removed it,
5312 // Quake2 has it disabled as well.
5314 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5315 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5316 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5317 //PlaneClassify(&frustum[0]);
5319 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5320 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5321 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5322 //PlaneClassify(&frustum[1]);
5324 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5325 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5326 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5327 //PlaneClassify(&frustum[2]);
5329 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5330 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5331 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5332 //PlaneClassify(&frustum[3]);
5335 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5336 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5337 //PlaneClassify(&frustum[4]);
5340 void R_View_UpdateWithScissor(const int *myscissor)
5342 R_Main_ResizeViewCache();
5343 R_View_SetFrustum(myscissor);
5344 R_View_WorldVisibility(r_refdef.view.useclipplane);
5345 R_View_UpdateEntityVisible();
5346 R_View_UpdateEntityLighting();
5347 R_AnimCache_CacheVisibleEntities();
5350 void R_View_Update(void)
5352 R_Main_ResizeViewCache();
5353 R_View_SetFrustum(NULL);
5354 R_View_WorldVisibility(r_refdef.view.useclipplane);
5355 R_View_UpdateEntityVisible();
5356 R_View_UpdateEntityLighting();
5357 R_AnimCache_CacheVisibleEntities();
5360 float viewscalefpsadjusted = 1.0f;
5362 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5364 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5365 scale = bound(0.03125f, scale, 1.0f);
5366 *outwidth = (int)ceil(width * scale);
5367 *outheight = (int)ceil(height * scale);
5370 void R_Mesh_SetMainRenderTargets(void)
5372 if (r_bloomstate.fbo_framebuffer)
5373 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5375 R_Mesh_ResetRenderTargets();
5378 void R_SetupView(qboolean allowwaterclippingplane)
5380 const float *customclipplane = NULL;
5382 int scaledwidth, scaledheight;
5383 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5385 // LordHavoc: couldn't figure out how to make this approach the
5386 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5387 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5388 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5389 dist = r_refdef.view.clipplane.dist;
5390 plane[0] = r_refdef.view.clipplane.normal[0];
5391 plane[1] = r_refdef.view.clipplane.normal[1];
5392 plane[2] = r_refdef.view.clipplane.normal[2];
5394 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5397 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5398 if (!r_refdef.view.useperspective)
5399 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5400 else if (vid.stencil && r_useinfinitefarclip.integer)
5401 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5403 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5404 R_Mesh_SetMainRenderTargets();
5405 R_SetViewport(&r_refdef.view.viewport);
5406 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5408 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5409 float screenplane[4];
5410 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5411 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5412 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5413 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5414 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5418 void R_EntityMatrix(const matrix4x4_t *matrix)
5420 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5422 gl_modelmatrixchanged = false;
5423 gl_modelmatrix = *matrix;
5424 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5425 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5426 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5427 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5429 switch(vid.renderpath)
5431 case RENDERPATH_D3D9:
5433 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5434 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5437 case RENDERPATH_D3D10:
5438 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5440 case RENDERPATH_D3D11:
5441 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5443 case RENDERPATH_GL11:
5444 case RENDERPATH_GL13:
5445 case RENDERPATH_GLES1:
5446 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5448 case RENDERPATH_SOFT:
5449 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5450 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5452 case RENDERPATH_GL20:
5453 case RENDERPATH_GLES2:
5454 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5455 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5461 void R_ResetViewRendering2D(void)
5463 r_viewport_t viewport;
5466 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5467 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5468 R_Mesh_ResetRenderTargets();
5469 R_SetViewport(&viewport);
5470 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5471 GL_Color(1, 1, 1, 1);
5472 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5473 GL_BlendFunc(GL_ONE, GL_ZERO);
5474 GL_ScissorTest(false);
5475 GL_DepthMask(false);
5476 GL_DepthRange(0, 1);
5477 GL_DepthTest(false);
5478 GL_DepthFunc(GL_LEQUAL);
5479 R_EntityMatrix(&identitymatrix);
5480 R_Mesh_ResetTextureState();
5481 GL_PolygonOffset(0, 0);
5482 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5483 switch(vid.renderpath)
5485 case RENDERPATH_GL11:
5486 case RENDERPATH_GL13:
5487 case RENDERPATH_GL20:
5488 case RENDERPATH_GLES1:
5489 case RENDERPATH_GLES2:
5490 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5492 case RENDERPATH_D3D9:
5493 case RENDERPATH_D3D10:
5494 case RENDERPATH_D3D11:
5495 case RENDERPATH_SOFT:
5498 GL_CullFace(GL_NONE);
5501 void R_ResetViewRendering3D(void)
5506 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5507 GL_Color(1, 1, 1, 1);
5508 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5509 GL_BlendFunc(GL_ONE, GL_ZERO);
5510 GL_ScissorTest(true);
5512 GL_DepthRange(0, 1);
5514 GL_DepthFunc(GL_LEQUAL);
5515 R_EntityMatrix(&identitymatrix);
5516 R_Mesh_ResetTextureState();
5517 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5518 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5519 switch(vid.renderpath)
5521 case RENDERPATH_GL11:
5522 case RENDERPATH_GL13:
5523 case RENDERPATH_GL20:
5524 case RENDERPATH_GLES1:
5525 case RENDERPATH_GLES2:
5526 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5528 case RENDERPATH_D3D9:
5529 case RENDERPATH_D3D10:
5530 case RENDERPATH_D3D11:
5531 case RENDERPATH_SOFT:
5534 GL_CullFace(r_refdef.view.cullface_back);
5539 R_RenderView_UpdateViewVectors
5542 static void R_RenderView_UpdateViewVectors(void)
5544 // break apart the view matrix into vectors for various purposes
5545 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5546 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5547 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5548 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5549 // make an inverted copy of the view matrix for tracking sprites
5550 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5553 void R_RenderScene(void);
5554 void R_RenderWaterPlanes(void);
5556 static void R_Water_StartFrame(void)
5559 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5560 r_waterstate_waterplane_t *p;
5562 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5565 switch(vid.renderpath)
5567 case RENDERPATH_GL20:
5568 case RENDERPATH_D3D9:
5569 case RENDERPATH_D3D10:
5570 case RENDERPATH_D3D11:
5571 case RENDERPATH_SOFT:
5572 case RENDERPATH_GLES2:
5574 case RENDERPATH_GL11:
5575 case RENDERPATH_GL13:
5576 case RENDERPATH_GLES1:
5580 // set waterwidth and waterheight to the water resolution that will be
5581 // used (often less than the screen resolution for faster rendering)
5582 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5584 // calculate desired texture sizes
5585 // can't use water if the card does not support the texture size
5586 if (!r_water.integer || r_showsurfaces.integer)
5587 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5588 else if (vid.support.arb_texture_non_power_of_two)
5590 texturewidth = waterwidth;
5591 textureheight = waterheight;
5592 camerawidth = waterwidth;
5593 cameraheight = waterheight;
5597 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5598 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5599 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5600 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5603 // allocate textures as needed
5604 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5606 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5607 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5609 if (p->texture_refraction)
5610 R_FreeTexture(p->texture_refraction);
5611 p->texture_refraction = NULL;
5612 if (p->texture_reflection)
5613 R_FreeTexture(p->texture_reflection);
5614 p->texture_reflection = NULL;
5615 if (p->texture_camera)
5616 R_FreeTexture(p->texture_camera);
5617 p->texture_camera = NULL;
5619 memset(&r_waterstate, 0, sizeof(r_waterstate));
5620 r_waterstate.texturewidth = texturewidth;
5621 r_waterstate.textureheight = textureheight;
5622 r_waterstate.camerawidth = camerawidth;
5623 r_waterstate.cameraheight = cameraheight;
5626 if (r_waterstate.texturewidth)
5628 int scaledwidth, scaledheight;
5630 r_waterstate.enabled = true;
5632 // when doing a reduced render (HDR) we want to use a smaller area
5633 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5634 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5635 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5637 // set up variables that will be used in shader setup
5638 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5639 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5640 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5641 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5644 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5645 r_waterstate.numwaterplanes = 0;
5648 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5650 int planeindex, bestplaneindex, vertexindex;
5651 vec3_t mins, maxs, normal, center, v, n;
5652 vec_t planescore, bestplanescore;
5654 r_waterstate_waterplane_t *p;
5655 texture_t *t = R_GetCurrentTexture(surface->texture);
5657 rsurface.texture = t;
5658 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5659 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5660 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5662 // average the vertex normals, find the surface bounds (after deformvertexes)
5663 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5664 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5665 VectorCopy(n, normal);
5666 VectorCopy(v, mins);
5667 VectorCopy(v, maxs);
5668 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5670 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5671 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5672 VectorAdd(normal, n, normal);
5673 mins[0] = min(mins[0], v[0]);
5674 mins[1] = min(mins[1], v[1]);
5675 mins[2] = min(mins[2], v[2]);
5676 maxs[0] = max(maxs[0], v[0]);
5677 maxs[1] = max(maxs[1], v[1]);
5678 maxs[2] = max(maxs[2], v[2]);
5680 VectorNormalize(normal);
5681 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5683 VectorCopy(normal, plane.normal);
5684 VectorNormalize(plane.normal);
5685 plane.dist = DotProduct(center, plane.normal);
5686 PlaneClassify(&plane);
5687 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5689 // skip backfaces (except if nocullface is set)
5690 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5692 VectorNegate(plane.normal, plane.normal);
5694 PlaneClassify(&plane);
5698 // find a matching plane if there is one
5699 bestplaneindex = -1;
5700 bestplanescore = 1048576.0f;
5701 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5703 if(p->camera_entity == t->camera_entity)
5705 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5706 if (bestplaneindex < 0 || bestplanescore > planescore)
5708 bestplaneindex = planeindex;
5709 bestplanescore = planescore;
5713 planeindex = bestplaneindex;
5714 p = r_waterstate.waterplanes + planeindex;
5716 // if this surface does not fit any known plane rendered this frame, add one
5717 if ((planeindex < 0 || bestplanescore > 0.001f) && r_waterstate.numwaterplanes < r_waterstate.maxwaterplanes)
5719 // store the new plane
5720 planeindex = r_waterstate.numwaterplanes++;
5721 p = r_waterstate.waterplanes + planeindex;
5723 // clear materialflags and pvs
5724 p->materialflags = 0;
5725 p->pvsvalid = false;
5726 p->camera_entity = t->camera_entity;
5727 VectorCopy(mins, p->mins);
5728 VectorCopy(maxs, p->maxs);
5732 // merge mins/maxs when we're adding this surface to the plane
5733 p->mins[0] = min(p->mins[0], mins[0]);
5734 p->mins[1] = min(p->mins[1], mins[1]);
5735 p->mins[2] = min(p->mins[2], mins[2]);
5736 p->maxs[0] = max(p->maxs[0], maxs[0]);
5737 p->maxs[1] = max(p->maxs[1], maxs[1]);
5738 p->maxs[2] = max(p->maxs[2], maxs[2]);
5740 // merge this surface's materialflags into the waterplane
5741 p->materialflags |= t->currentmaterialflags;
5742 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5744 // merge this surface's PVS into the waterplane
5745 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5746 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5748 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5754 extern cvar_t r_drawparticles;
5755 extern cvar_t r_drawdecals;
5757 static void R_Water_ProcessPlanes(void)
5760 r_refdef_view_t originalview;
5761 r_refdef_view_t myview;
5762 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5763 r_waterstate_waterplane_t *p;
5766 originalview = r_refdef.view;
5768 // lowquality hack, temporarily shut down some cvars and restore afterwards
5769 qualityreduction = r_water_lowquality.integer;
5770 if (qualityreduction > 0)
5772 if (qualityreduction >= 1)
5774 old_r_shadows = r_shadows.integer;
5775 old_r_worldrtlight = r_shadow_realtime_world.integer;
5776 old_r_dlight = r_shadow_realtime_dlight.integer;
5777 Cvar_SetValueQuick(&r_shadows, 0);
5778 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5779 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5781 if (qualityreduction >= 2)
5783 old_r_dynamic = r_dynamic.integer;
5784 old_r_particles = r_drawparticles.integer;
5785 old_r_decals = r_drawdecals.integer;
5786 Cvar_SetValueQuick(&r_dynamic, 0);
5787 Cvar_SetValueQuick(&r_drawparticles, 0);
5788 Cvar_SetValueQuick(&r_drawdecals, 0);
5792 // make sure enough textures are allocated
5793 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5795 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5797 if (!p->texture_refraction)
5798 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5799 if (!p->texture_refraction)
5802 else if (p->materialflags & MATERIALFLAG_CAMERA)
5804 if (!p->texture_camera)
5805 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5806 if (!p->texture_camera)
5810 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5812 if (!p->texture_reflection)
5813 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5814 if (!p->texture_reflection)
5820 r_refdef.view = originalview;
5821 r_refdef.view.showdebug = false;
5822 r_refdef.view.width = r_waterstate.waterwidth;
5823 r_refdef.view.height = r_waterstate.waterheight;
5824 r_refdef.view.useclipplane = true;
5825 myview = r_refdef.view;
5826 r_waterstate.renderingscene = true;
5827 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5829 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5831 r_refdef.view = myview;
5832 if(r_water_scissormode.integer)
5835 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5836 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5839 // render reflected scene and copy into texture
5840 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5841 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5842 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5843 r_refdef.view.clipplane = p->plane;
5844 // reverse the cullface settings for this render
5845 r_refdef.view.cullface_front = GL_FRONT;
5846 r_refdef.view.cullface_back = GL_BACK;
5847 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5849 r_refdef.view.usecustompvs = true;
5851 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5853 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5856 R_ResetViewRendering3D();
5857 R_ClearScreen(r_refdef.fogenabled);
5858 if(r_water_scissormode.integer & 2)
5859 R_View_UpdateWithScissor(myscissor);
5862 if(r_water_scissormode.integer & 1)
5863 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5866 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5869 // render the normal view scene and copy into texture
5870 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
5871 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5873 r_refdef.view = myview;
5874 if(r_water_scissormode.integer)
5877 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5878 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5881 r_waterstate.renderingrefraction = true;
5883 r_refdef.view.clipplane = p->plane;
5884 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5885 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5887 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5889 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5890 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5891 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5892 R_RenderView_UpdateViewVectors();
5893 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5895 r_refdef.view.usecustompvs = true;
5896 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5900 PlaneClassify(&r_refdef.view.clipplane);
5902 R_ResetViewRendering3D();
5903 R_ClearScreen(r_refdef.fogenabled);
5904 if(r_water_scissormode.integer & 2)
5905 R_View_UpdateWithScissor(myscissor);
5908 if(r_water_scissormode.integer & 1)
5909 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5912 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5913 r_waterstate.renderingrefraction = false;
5915 else if (p->materialflags & MATERIALFLAG_CAMERA)
5917 r_refdef.view = myview;
5919 r_refdef.view.clipplane = p->plane;
5920 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5921 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5923 r_refdef.view.width = r_waterstate.camerawidth;
5924 r_refdef.view.height = r_waterstate.cameraheight;
5925 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5926 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5928 if(p->camera_entity)
5930 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5931 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5934 // note: all of the view is used for displaying... so
5935 // there is no use in scissoring
5937 // reverse the cullface settings for this render
5938 r_refdef.view.cullface_front = GL_FRONT;
5939 r_refdef.view.cullface_back = GL_BACK;
5940 // also reverse the view matrix
5941 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
5942 R_RenderView_UpdateViewVectors();
5943 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5945 r_refdef.view.usecustompvs = true;
5946 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);
5949 // camera needs no clipplane
5950 r_refdef.view.useclipplane = false;
5952 PlaneClassify(&r_refdef.view.clipplane);
5954 R_ResetViewRendering3D();
5955 R_ClearScreen(r_refdef.fogenabled);
5959 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);
5960 r_waterstate.renderingrefraction = false;
5964 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5965 r_waterstate.renderingscene = false;
5966 r_refdef.view = originalview;
5967 R_ResetViewRendering3D();
5968 R_ClearScreen(r_refdef.fogenabled);
5972 r_refdef.view = originalview;
5973 r_waterstate.renderingscene = false;
5974 Cvar_SetValueQuick(&r_water, 0);
5975 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5977 // lowquality hack, restore cvars
5978 if (qualityreduction > 0)
5980 if (qualityreduction >= 1)
5982 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5983 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5984 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5986 if (qualityreduction >= 2)
5988 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5989 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5990 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5995 void R_Bloom_StartFrame(void)
5997 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5998 int viewwidth, viewheight;
6001 if (r_viewscale_fpsscaling.integer)
6003 double actualframetime;
6004 double targetframetime;
6006 actualframetime = r_refdef.lastdrawscreentime;
6007 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6008 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6009 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6010 if (r_viewscale_fpsscaling_stepsize.value > 0)
6011 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6012 viewscalefpsadjusted += adjust;
6013 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6016 viewscalefpsadjusted = 1.0f;
6018 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6020 switch(vid.renderpath)
6022 case RENDERPATH_GL20:
6023 case RENDERPATH_D3D9:
6024 case RENDERPATH_D3D10:
6025 case RENDERPATH_D3D11:
6026 case RENDERPATH_SOFT:
6027 case RENDERPATH_GLES2:
6029 case RENDERPATH_GL11:
6030 case RENDERPATH_GL13:
6031 case RENDERPATH_GLES1:
6035 // set bloomwidth and bloomheight to the bloom resolution that will be
6036 // used (often less than the screen resolution for faster rendering)
6037 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6038 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
6039 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
6040 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
6041 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
6043 // calculate desired texture sizes
6044 if (vid.support.arb_texture_non_power_of_two)
6046 screentexturewidth = vid.width;
6047 screentextureheight = vid.height;
6048 bloomtexturewidth = r_bloomstate.bloomwidth;
6049 bloomtextureheight = r_bloomstate.bloomheight;
6053 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6054 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6055 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
6056 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
6059 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6061 Cvar_SetValueQuick(&r_hdr, 0);
6062 Cvar_SetValueQuick(&r_bloom, 0);
6063 Cvar_SetValueQuick(&r_motionblur, 0);
6064 Cvar_SetValueQuick(&r_damageblur, 0);
6067 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
6068 screentexturewidth = screentextureheight = 0;
6069 if (!r_hdr.integer && !r_bloom.integer)
6070 bloomtexturewidth = bloomtextureheight = 0;
6072 textype = TEXTYPE_COLORBUFFER;
6073 switch (vid.renderpath)
6075 case RENDERPATH_GL20:
6076 case RENDERPATH_GLES2:
6077 if (vid.support.ext_framebuffer_object)
6079 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6080 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6083 case RENDERPATH_GL11:
6084 case RENDERPATH_GL13:
6085 case RENDERPATH_GLES1:
6086 case RENDERPATH_D3D9:
6087 case RENDERPATH_D3D10:
6088 case RENDERPATH_D3D11:
6089 case RENDERPATH_SOFT:
6093 // allocate textures as needed
6094 if (r_bloomstate.screentexturewidth != screentexturewidth
6095 || r_bloomstate.screentextureheight != screentextureheight
6096 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6097 || r_bloomstate.bloomtextureheight != bloomtextureheight
6098 || r_bloomstate.texturetype != textype
6099 || r_bloomstate.viewfbo != r_viewfbo.integer)
6101 if (r_bloomstate.texture_bloom)
6102 R_FreeTexture(r_bloomstate.texture_bloom);
6103 r_bloomstate.texture_bloom = NULL;
6104 if (r_bloomstate.texture_screen)
6105 R_FreeTexture(r_bloomstate.texture_screen);
6106 r_bloomstate.texture_screen = NULL;
6107 if (r_bloomstate.fbo_framebuffer)
6108 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6109 r_bloomstate.fbo_framebuffer = 0;
6110 if (r_bloomstate.texture_framebuffercolor)
6111 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6112 r_bloomstate.texture_framebuffercolor = NULL;
6113 if (r_bloomstate.texture_framebufferdepth)
6114 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6115 r_bloomstate.texture_framebufferdepth = NULL;
6116 r_bloomstate.screentexturewidth = screentexturewidth;
6117 r_bloomstate.screentextureheight = screentextureheight;
6118 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6119 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6120 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6122 // FIXME: choose depth bits based on a cvar
6123 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6124 r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6125 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6126 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6128 // render depth into one texture and normalmap into the other
6132 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6133 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6134 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6135 if (status != GL_FRAMEBUFFER_COMPLETE)
6136 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6140 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6141 r_bloomstate.bloomtextureheight = bloomtextureheight;
6142 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6143 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6144 r_bloomstate.viewfbo = r_viewfbo.integer;
6145 r_bloomstate.texturetype = textype;
6148 // when doing a reduced render (HDR) we want to use a smaller area
6149 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6150 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6151 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6152 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6153 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6155 // set up a texcoord array for the full resolution screen image
6156 // (we have to keep this around to copy back during final render)
6157 r_bloomstate.screentexcoord2f[0] = 0;
6158 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6159 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6160 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6161 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6162 r_bloomstate.screentexcoord2f[5] = 0;
6163 r_bloomstate.screentexcoord2f[6] = 0;
6164 r_bloomstate.screentexcoord2f[7] = 0;
6166 // set up a texcoord array for the reduced resolution bloom image
6167 // (which will be additive blended over the screen image)
6168 r_bloomstate.bloomtexcoord2f[0] = 0;
6169 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6170 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6171 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6172 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6173 r_bloomstate.bloomtexcoord2f[5] = 0;
6174 r_bloomstate.bloomtexcoord2f[6] = 0;
6175 r_bloomstate.bloomtexcoord2f[7] = 0;
6177 switch(vid.renderpath)
6179 case RENDERPATH_GL11:
6180 case RENDERPATH_GL13:
6181 case RENDERPATH_GL20:
6182 case RENDERPATH_SOFT:
6183 case RENDERPATH_GLES1:
6184 case RENDERPATH_GLES2:
6186 case RENDERPATH_D3D9:
6187 case RENDERPATH_D3D10:
6188 case RENDERPATH_D3D11:
6191 for (i = 0;i < 4;i++)
6193 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6194 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6195 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6196 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6202 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6204 r_bloomstate.enabled = true;
6205 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6208 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6210 if (r_bloomstate.fbo_framebuffer)
6211 r_refdef.view.clear = true;
6214 void R_Bloom_CopyBloomTexture(float colorscale)
6216 r_refdef.stats.bloom++;
6218 // scale down screen texture to the bloom texture size
6220 R_Mesh_SetMainRenderTargets();
6221 R_SetViewport(&r_bloomstate.viewport);
6222 GL_BlendFunc(GL_ONE, GL_ZERO);
6223 GL_Color(colorscale, colorscale, colorscale, 1);
6224 // 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...
6225 switch(vid.renderpath)
6227 case RENDERPATH_GL11:
6228 case RENDERPATH_GL13:
6229 case RENDERPATH_GL20:
6230 case RENDERPATH_GLES1:
6231 case RENDERPATH_GLES2:
6232 case RENDERPATH_SOFT:
6233 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6235 case RENDERPATH_D3D9:
6236 case RENDERPATH_D3D10:
6237 case RENDERPATH_D3D11:
6238 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6241 // TODO: do boxfilter scale-down in shader?
6242 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6243 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6244 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6246 // we now have a bloom image in the framebuffer
6247 // copy it into the bloom image texture for later processing
6248 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6249 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6252 void R_Bloom_CopyHDRTexture(void)
6254 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6255 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6258 void R_Bloom_MakeTexture(void)
6261 float xoffset, yoffset, r, brighten;
6263 r_refdef.stats.bloom++;
6265 R_ResetViewRendering2D();
6267 // we have a bloom image in the framebuffer
6269 R_SetViewport(&r_bloomstate.viewport);
6271 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6274 r = bound(0, r_bloom_colorexponent.value / x, 1);
6275 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6277 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6278 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6279 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6280 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6282 // copy the vertically blurred bloom view to a texture
6283 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6284 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6287 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6288 brighten = r_bloom_brighten.value;
6289 if (r_bloomstate.hdr)
6290 brighten *= r_hdr_range.value;
6291 brighten = sqrt(brighten);
6293 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6294 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6296 for (dir = 0;dir < 2;dir++)
6298 // blend on at multiple vertical offsets to achieve a vertical blur
6299 // TODO: do offset blends using GLSL
6300 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6301 GL_BlendFunc(GL_ONE, GL_ZERO);
6302 for (x = -range;x <= range;x++)
6304 if (!dir){xoffset = 0;yoffset = x;}
6305 else {xoffset = x;yoffset = 0;}
6306 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6307 yoffset /= (float)r_bloomstate.bloomtextureheight;
6308 // compute a texcoord array with the specified x and y offset
6309 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6310 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6311 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6312 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6313 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6314 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6315 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6316 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6317 // this r value looks like a 'dot' particle, fading sharply to
6318 // black at the edges
6319 // (probably not realistic but looks good enough)
6320 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6321 //r = brighten/(range*2+1);
6322 r = brighten / (range * 2 + 1);
6324 r *= (1 - x*x/(float)(range*range));
6325 GL_Color(r, r, r, 1);
6326 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6327 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6328 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6329 GL_BlendFunc(GL_ONE, GL_ONE);
6332 // copy the vertically blurred bloom view to a texture
6333 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6334 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6338 void R_HDR_RenderBloomTexture(void)
6340 int oldwidth, oldheight;
6341 float oldcolorscale;
6342 qboolean oldwaterstate;
6344 oldwaterstate = r_waterstate.enabled;
6345 oldcolorscale = r_refdef.view.colorscale;
6346 oldwidth = r_refdef.view.width;
6347 oldheight = r_refdef.view.height;
6348 r_refdef.view.width = r_bloomstate.bloomwidth;
6349 r_refdef.view.height = r_bloomstate.bloomheight;
6351 if(r_hdr.integer < 2)
6352 r_waterstate.enabled = false;
6354 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6355 // TODO: add exposure compensation features
6356 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6358 r_refdef.view.showdebug = false;
6359 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6361 R_ResetViewRendering3D();
6363 R_ClearScreen(r_refdef.fogenabled);
6364 if (r_timereport_active)
6365 R_TimeReport("HDRclear");
6368 if (r_timereport_active)
6369 R_TimeReport("visibility");
6371 // only do secondary renders with HDR if r_hdr is 2 or higher
6372 r_waterstate.numwaterplanes = 0;
6373 if (r_waterstate.enabled)
6374 R_RenderWaterPlanes();
6376 r_refdef.view.showdebug = true;
6378 r_waterstate.numwaterplanes = 0;
6380 R_ResetViewRendering2D();
6382 R_Bloom_CopyHDRTexture();
6383 R_Bloom_MakeTexture();
6385 // restore the view settings
6386 r_waterstate.enabled = oldwaterstate;
6387 r_refdef.view.width = oldwidth;
6388 r_refdef.view.height = oldheight;
6389 r_refdef.view.colorscale = oldcolorscale;
6391 R_ResetViewRendering3D();
6393 R_ClearScreen(r_refdef.fogenabled);
6394 if (r_timereport_active)
6395 R_TimeReport("viewclear");
6398 static void R_BlendView(void)
6400 unsigned int permutation;
6401 float uservecs[4][4];
6403 switch (vid.renderpath)
6405 case RENDERPATH_GL20:
6406 case RENDERPATH_D3D9:
6407 case RENDERPATH_D3D10:
6408 case RENDERPATH_D3D11:
6409 case RENDERPATH_SOFT:
6410 case RENDERPATH_GLES2:
6412 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6413 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6414 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6415 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6416 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6418 if (r_bloomstate.texture_screen)
6420 // make sure the buffer is available
6421 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6423 R_ResetViewRendering2D();
6424 R_Mesh_SetMainRenderTargets();
6426 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6428 // declare variables
6429 float blur_factor, blur_mouseaccel, blur_velocity;
6430 static float blur_average;
6431 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6433 // set a goal for the factoring
6434 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6435 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6436 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6437 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6438 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6439 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6441 // from the goal, pick an averaged value between goal and last value
6442 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6443 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6445 // enforce minimum amount of blur
6446 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6448 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6450 // calculate values into a standard alpha
6451 cl.motionbluralpha = 1 - exp(-
6453 (r_motionblur.value * blur_factor / 80)
6455 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6458 max(0.0001, cl.time - cl.oldtime) // fps independent
6461 // randomization for the blur value to combat persistent ghosting
6462 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6463 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6466 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6468 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6469 GL_Color(1, 1, 1, cl.motionbluralpha);
6470 switch(vid.renderpath)
6472 case RENDERPATH_GL11:
6473 case RENDERPATH_GL13:
6474 case RENDERPATH_GL20:
6475 case RENDERPATH_GLES1:
6476 case RENDERPATH_GLES2:
6477 case RENDERPATH_SOFT:
6478 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6480 case RENDERPATH_D3D9:
6481 case RENDERPATH_D3D10:
6482 case RENDERPATH_D3D11:
6483 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6486 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6487 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6488 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6491 // updates old view angles for next pass
6492 VectorCopy(cl.viewangles, blur_oldangles);
6495 // copy view into the screen texture
6496 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6497 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6499 else if (!r_bloomstate.texture_bloom)
6501 // we may still have to do view tint...
6502 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6504 // apply a color tint to the whole view
6505 R_ResetViewRendering2D();
6506 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6507 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6508 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6509 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6510 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6512 break; // no screen processing, no bloom, skip it
6515 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6517 // render simple bloom effect
6518 // copy the screen and shrink it and darken it for the bloom process
6519 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6520 // make the bloom texture
6521 R_Bloom_MakeTexture();
6524 #if _MSC_VER >= 1400
6525 #define sscanf sscanf_s
6527 memset(uservecs, 0, sizeof(uservecs));
6528 if (r_glsl_postprocess_uservec1_enable.integer)
6529 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6530 if (r_glsl_postprocess_uservec2_enable.integer)
6531 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6532 if (r_glsl_postprocess_uservec3_enable.integer)
6533 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6534 if (r_glsl_postprocess_uservec4_enable.integer)
6535 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6537 R_ResetViewRendering2D();
6538 GL_Color(1, 1, 1, 1);
6539 GL_BlendFunc(GL_ONE, GL_ZERO);
6541 switch(vid.renderpath)
6543 case RENDERPATH_GL20:
6544 case RENDERPATH_GLES2:
6545 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6546 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6547 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6548 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6549 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6550 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]);
6551 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6552 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]);
6553 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]);
6554 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]);
6555 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]);
6556 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6557 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6558 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);
6560 case RENDERPATH_D3D9:
6562 // 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...
6563 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6564 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6565 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6566 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6567 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6568 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6569 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6570 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6571 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6572 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6573 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6574 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6575 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6576 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6579 case RENDERPATH_D3D10:
6580 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6582 case RENDERPATH_D3D11:
6583 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6585 case RENDERPATH_SOFT:
6586 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6587 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6588 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6589 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6590 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6591 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6592 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6593 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6594 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6595 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6596 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6597 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6598 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6599 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6604 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6605 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6607 case RENDERPATH_GL11:
6608 case RENDERPATH_GL13:
6609 case RENDERPATH_GLES1:
6610 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6612 // apply a color tint to the whole view
6613 R_ResetViewRendering2D();
6614 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6615 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6616 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6617 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6618 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6624 matrix4x4_t r_waterscrollmatrix;
6626 void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
6629 if (gamemode == GAME_NEHAHRA)
6631 if (gl_fogenable.integer)
6633 r_refdef.oldgl_fogenable = true;
6634 r_refdef.fog_density = gl_fogdensity.value;
6635 r_refdef.fog_red = gl_fogred.value;
6636 r_refdef.fog_green = gl_foggreen.value;
6637 r_refdef.fog_blue = gl_fogblue.value;
6638 r_refdef.fog_alpha = 1;
6639 r_refdef.fog_start = 0;
6640 r_refdef.fog_end = gl_skyclip.value;
6641 r_refdef.fog_height = 1<<30;
6642 r_refdef.fog_fadedepth = 128;
6644 else if (r_refdef.oldgl_fogenable)
6646 r_refdef.oldgl_fogenable = false;
6647 r_refdef.fog_density = 0;
6648 r_refdef.fog_red = 0;
6649 r_refdef.fog_green = 0;
6650 r_refdef.fog_blue = 0;
6651 r_refdef.fog_alpha = 0;
6652 r_refdef.fog_start = 0;
6653 r_refdef.fog_end = 0;
6654 r_refdef.fog_height = 1<<30;
6655 r_refdef.fog_fadedepth = 128;
6660 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6661 r_refdef.fog_start = max(0, r_refdef.fog_start);
6662 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6664 if (r_refdef.fog_density && r_drawfog.integer)
6666 r_refdef.fogenabled = true;
6667 // this is the point where the fog reaches 0.9986 alpha, which we
6668 // consider a good enough cutoff point for the texture
6669 // (0.9986 * 256 == 255.6)
6670 if (r_fog_exp2.integer)
6671 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6673 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6674 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6675 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6676 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6677 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6678 R_BuildFogHeightTexture();
6679 // fog color was already set
6680 // update the fog texture
6681 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)
6682 R_BuildFogTexture();
6683 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6684 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6687 r_refdef.fogenabled = false;
6690 if (r_refdef.fog_density)
6692 r_refdef.fogcolor[0] = r_refdef.fog_red;
6693 r_refdef.fogcolor[1] = r_refdef.fog_green;
6694 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6696 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6697 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6698 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6699 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6703 VectorCopy(r_refdef.fogcolor, fogvec);
6704 // color.rgb *= ContrastBoost * SceneBrightness;
6705 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6706 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6707 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6708 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6713 void R_UpdateVariables(void)
6717 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6719 r_refdef.farclip = r_farclip_base.value;
6720 if (r_refdef.scene.worldmodel)
6721 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6722 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6724 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6725 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6726 r_refdef.polygonfactor = 0;
6727 r_refdef.polygonoffset = 0;
6728 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6729 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6731 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6732 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6733 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6734 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6735 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6736 if (FAKELIGHT_ENABLED)
6738 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6740 if (r_showsurfaces.integer)
6742 r_refdef.scene.rtworld = false;
6743 r_refdef.scene.rtworldshadows = false;
6744 r_refdef.scene.rtdlight = false;
6745 r_refdef.scene.rtdlightshadows = false;
6746 r_refdef.lightmapintensity = 0;
6749 switch(vid.renderpath)
6751 case RENDERPATH_GL20:
6752 case RENDERPATH_D3D9:
6753 case RENDERPATH_D3D10:
6754 case RENDERPATH_D3D11:
6755 case RENDERPATH_SOFT:
6756 case RENDERPATH_GLES2:
6757 if(v_glslgamma.integer && !vid_gammatables_trivial)
6759 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6761 // build GLSL gamma texture
6762 #define RAMPWIDTH 256
6763 unsigned short ramp[RAMPWIDTH * 3];
6764 unsigned char rampbgr[RAMPWIDTH][4];
6767 r_texture_gammaramps_serial = vid_gammatables_serial;
6769 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6770 for(i = 0; i < RAMPWIDTH; ++i)
6772 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6773 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6774 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6777 if (r_texture_gammaramps)
6779 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6783 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6789 // remove GLSL gamma texture
6792 case RENDERPATH_GL11:
6793 case RENDERPATH_GL13:
6794 case RENDERPATH_GLES1:
6799 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6800 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6806 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6807 if( scenetype != r_currentscenetype ) {
6808 // store the old scenetype
6809 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6810 r_currentscenetype = scenetype;
6811 // move in the new scene
6812 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6821 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6823 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6824 if( scenetype == r_currentscenetype ) {
6825 return &r_refdef.scene;
6827 return &r_scenes_store[ scenetype ];
6831 int R_SortEntities_Compare(const void *ap, const void *bp)
6833 const entity_render_t *a = *(const entity_render_t **)ap;
6834 const entity_render_t *b = *(const entity_render_t **)bp;
6837 if(a->model < b->model)
6839 if(a->model > b->model)
6843 // TODO possibly calculate the REAL skinnum here first using
6845 if(a->skinnum < b->skinnum)
6847 if(a->skinnum > b->skinnum)
6850 // everything we compared is equal
6853 void R_SortEntities(void)
6855 // below or equal 2 ents, sorting never gains anything
6856 if(r_refdef.scene.numentities <= 2)
6859 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6867 int dpsoftrast_test;
6868 extern void R_Shadow_UpdateBounceGridTexture(void);
6869 extern cvar_t r_shadow_bouncegrid;
6870 void R_RenderView(void)
6872 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6874 dpsoftrast_test = r_test.integer;
6876 if (r_timereport_active)
6877 R_TimeReport("start");
6878 r_textureframe++; // used only by R_GetCurrentTexture
6879 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6881 if(R_CompileShader_CheckStaticParms())
6884 if (!r_drawentities.integer)
6885 r_refdef.scene.numentities = 0;
6886 else if (r_sortentities.integer)
6889 R_AnimCache_ClearCache();
6890 R_FrameData_NewFrame();
6892 /* adjust for stereo display */
6893 if(R_Stereo_Active())
6895 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);
6896 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6899 if (r_refdef.view.isoverlay)
6901 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6902 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6903 R_TimeReport("depthclear");
6905 r_refdef.view.showdebug = false;
6907 r_waterstate.enabled = false;
6908 r_waterstate.numwaterplanes = 0;
6912 r_refdef.view.matrix = originalmatrix;
6918 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6920 r_refdef.view.matrix = originalmatrix;
6921 return; //Host_Error ("R_RenderView: NULL worldmodel");
6924 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6926 R_RenderView_UpdateViewVectors();
6928 R_Shadow_UpdateWorldLightSelection();
6930 R_Bloom_StartFrame();
6931 R_Water_StartFrame();
6934 if (r_timereport_active)
6935 R_TimeReport("viewsetup");
6937 R_ResetViewRendering3D();
6939 if (r_refdef.view.clear || r_refdef.fogenabled)
6941 R_ClearScreen(r_refdef.fogenabled);
6942 if (r_timereport_active)
6943 R_TimeReport("viewclear");
6945 r_refdef.view.clear = true;
6947 // this produces a bloom texture to be used in R_BlendView() later
6948 if (r_bloomstate.hdr)
6950 R_HDR_RenderBloomTexture();
6951 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6952 r_textureframe++; // used only by R_GetCurrentTexture
6955 r_refdef.view.showdebug = true;
6958 if (r_timereport_active)
6959 R_TimeReport("visibility");
6961 R_Shadow_UpdateBounceGridTexture();
6962 if (r_timereport_active && r_shadow_bouncegrid.integer)
6963 R_TimeReport("bouncegrid");
6965 r_waterstate.numwaterplanes = 0;
6966 if (r_waterstate.enabled)
6967 R_RenderWaterPlanes();
6970 r_waterstate.numwaterplanes = 0;
6973 if (r_timereport_active)
6974 R_TimeReport("blendview");
6976 GL_Scissor(0, 0, vid.width, vid.height);
6977 GL_ScissorTest(false);
6979 r_refdef.view.matrix = originalmatrix;
6984 void R_RenderWaterPlanes(void)
6986 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6988 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6989 if (r_timereport_active)
6990 R_TimeReport("waterworld");
6993 // don't let sound skip if going slow
6994 if (r_refdef.scene.extraupdate)
6997 R_DrawModelsAddWaterPlanes();
6998 if (r_timereport_active)
6999 R_TimeReport("watermodels");
7001 if (r_waterstate.numwaterplanes)
7003 R_Water_ProcessPlanes();
7004 if (r_timereport_active)
7005 R_TimeReport("waterscenes");
7009 extern void R_DrawLightningBeams (void);
7010 extern void VM_CL_AddPolygonsToMeshQueue (void);
7011 extern void R_DrawPortals (void);
7012 extern cvar_t cl_locs_show;
7013 static void R_DrawLocs(void);
7014 static void R_DrawEntityBBoxes(void);
7015 static void R_DrawModelDecals(void);
7016 extern void R_DrawModelShadows(void);
7017 extern void R_DrawModelShadowMaps(void);
7018 extern cvar_t cl_decals_newsystem;
7019 extern qboolean r_shadow_usingdeferredprepass;
7020 void R_RenderScene(void)
7022 qboolean shadowmapping = false;
7024 if (r_timereport_active)
7025 R_TimeReport("beginscene");
7027 r_refdef.stats.renders++;
7031 // don't let sound skip if going slow
7032 if (r_refdef.scene.extraupdate)
7035 R_MeshQueue_BeginScene();
7039 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);
7041 if (r_timereport_active)
7042 R_TimeReport("skystartframe");
7044 if (cl.csqc_vidvars.drawworld)
7046 // don't let sound skip if going slow
7047 if (r_refdef.scene.extraupdate)
7050 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7052 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7053 if (r_timereport_active)
7054 R_TimeReport("worldsky");
7057 if (R_DrawBrushModelsSky() && r_timereport_active)
7058 R_TimeReport("bmodelsky");
7060 if (skyrendermasked && skyrenderlater)
7062 // we have to force off the water clipping plane while rendering sky
7066 if (r_timereport_active)
7067 R_TimeReport("sky");
7071 R_Shadow_PrepareLights();
7072 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7073 R_Shadow_PrepareModelShadows();
7074 if (r_timereport_active)
7075 R_TimeReport("preparelights");
7077 if (R_Shadow_ShadowMappingEnabled())
7078 shadowmapping = true;
7080 if (r_shadow_usingdeferredprepass)
7081 R_Shadow_DrawPrepass();
7083 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7085 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7086 if (r_timereport_active)
7087 R_TimeReport("worlddepth");
7089 if (r_depthfirst.integer >= 2)
7091 R_DrawModelsDepth();
7092 if (r_timereport_active)
7093 R_TimeReport("modeldepth");
7096 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7098 R_DrawModelShadowMaps();
7099 R_ResetViewRendering3D();
7100 // don't let sound skip if going slow
7101 if (r_refdef.scene.extraupdate)
7105 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7107 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7108 if (r_timereport_active)
7109 R_TimeReport("world");
7112 // don't let sound skip if going slow
7113 if (r_refdef.scene.extraupdate)
7117 if (r_timereport_active)
7118 R_TimeReport("models");
7120 // don't let sound skip if going slow
7121 if (r_refdef.scene.extraupdate)
7124 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7126 R_DrawModelShadows();
7127 R_ResetViewRendering3D();
7128 // don't let sound skip if going slow
7129 if (r_refdef.scene.extraupdate)
7133 if (!r_shadow_usingdeferredprepass)
7135 R_Shadow_DrawLights();
7136 if (r_timereport_active)
7137 R_TimeReport("rtlights");
7140 // don't let sound skip if going slow
7141 if (r_refdef.scene.extraupdate)
7144 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7146 R_DrawModelShadows();
7147 R_ResetViewRendering3D();
7148 // don't let sound skip if going slow
7149 if (r_refdef.scene.extraupdate)
7153 if (cl.csqc_vidvars.drawworld)
7155 if (cl_decals_newsystem.integer)
7157 R_DrawModelDecals();
7158 if (r_timereport_active)
7159 R_TimeReport("modeldecals");
7164 if (r_timereport_active)
7165 R_TimeReport("decals");
7169 if (r_timereport_active)
7170 R_TimeReport("particles");
7173 if (r_timereport_active)
7174 R_TimeReport("explosions");
7176 R_DrawLightningBeams();
7177 if (r_timereport_active)
7178 R_TimeReport("lightning");
7181 VM_CL_AddPolygonsToMeshQueue();
7183 if (r_refdef.view.showdebug)
7185 if (cl_locs_show.integer)
7188 if (r_timereport_active)
7189 R_TimeReport("showlocs");
7192 if (r_drawportals.integer)
7195 if (r_timereport_active)
7196 R_TimeReport("portals");
7199 if (r_showbboxes.value > 0)
7201 R_DrawEntityBBoxes();
7202 if (r_timereport_active)
7203 R_TimeReport("bboxes");
7207 if (r_transparent.integer)
7209 R_MeshQueue_RenderTransparent();
7210 if (r_timereport_active)
7211 R_TimeReport("drawtrans");
7214 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))
7216 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7217 if (r_timereport_active)
7218 R_TimeReport("worlddebug");
7219 R_DrawModelsDebug();
7220 if (r_timereport_active)
7221 R_TimeReport("modeldebug");
7224 if (cl.csqc_vidvars.drawworld)
7226 R_Shadow_DrawCoronas();
7227 if (r_timereport_active)
7228 R_TimeReport("coronas");
7233 GL_DepthTest(false);
7234 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7235 GL_Color(1, 1, 1, 1);
7236 qglBegin(GL_POLYGON);
7237 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7238 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7239 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7240 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7242 qglBegin(GL_POLYGON);
7243 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]);
7244 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]);
7245 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]);
7246 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]);
7248 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7252 // don't let sound skip if going slow
7253 if (r_refdef.scene.extraupdate)
7256 R_ResetViewRendering2D();
7259 static const unsigned short bboxelements[36] =
7269 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7272 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7274 RSurf_ActiveWorldEntity();
7276 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7277 GL_DepthMask(false);
7278 GL_DepthRange(0, 1);
7279 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7280 // R_Mesh_ResetTextureState();
7282 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7283 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7284 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7285 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7286 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7287 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7288 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7289 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7290 R_FillColors(color4f, 8, cr, cg, cb, ca);
7291 if (r_refdef.fogenabled)
7293 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7295 f1 = RSurf_FogVertex(v);
7297 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7298 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7299 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7302 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7303 R_Mesh_ResetTextureState();
7304 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7305 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7308 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7312 prvm_edict_t *edict;
7313 prvm_prog_t *prog_save = prog;
7315 // this function draws bounding boxes of server entities
7319 GL_CullFace(GL_NONE);
7320 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7324 for (i = 0;i < numsurfaces;i++)
7326 edict = PRVM_EDICT_NUM(surfacelist[i]);
7327 switch ((int)PRVM_serveredictfloat(edict, solid))
7329 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7330 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7331 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7332 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7333 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7334 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7336 color[3] *= r_showbboxes.value;
7337 color[3] = bound(0, color[3], 1);
7338 GL_DepthTest(!r_showdisabledepthtest.integer);
7339 GL_CullFace(r_refdef.view.cullface_front);
7340 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7346 static void R_DrawEntityBBoxes(void)
7349 prvm_edict_t *edict;
7351 prvm_prog_t *prog_save = prog;
7353 // this function draws bounding boxes of server entities
7359 for (i = 0;i < prog->num_edicts;i++)
7361 edict = PRVM_EDICT_NUM(i);
7362 if (edict->priv.server->free)
7364 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7365 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7367 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7369 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7370 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7376 static const int nomodelelement3i[24] =
7388 static const unsigned short nomodelelement3s[24] =
7400 static const float nomodelvertex3f[6*3] =
7410 static const float nomodelcolor4f[6*4] =
7412 0.0f, 0.0f, 0.5f, 1.0f,
7413 0.0f, 0.0f, 0.5f, 1.0f,
7414 0.0f, 0.5f, 0.0f, 1.0f,
7415 0.0f, 0.5f, 0.0f, 1.0f,
7416 0.5f, 0.0f, 0.0f, 1.0f,
7417 0.5f, 0.0f, 0.0f, 1.0f
7420 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7426 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);
7428 // this is only called once per entity so numsurfaces is always 1, and
7429 // surfacelist is always {0}, so this code does not handle batches
7431 if (rsurface.ent_flags & RENDER_ADDITIVE)
7433 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7434 GL_DepthMask(false);
7436 else if (rsurface.colormod[3] < 1)
7438 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7439 GL_DepthMask(false);
7443 GL_BlendFunc(GL_ONE, GL_ZERO);
7446 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7447 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7448 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7449 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7450 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7451 for (i = 0, c = color4f;i < 6;i++, c += 4)
7453 c[0] *= rsurface.colormod[0];
7454 c[1] *= rsurface.colormod[1];
7455 c[2] *= rsurface.colormod[2];
7456 c[3] *= rsurface.colormod[3];
7458 if (r_refdef.fogenabled)
7460 for (i = 0, c = color4f;i < 6;i++, c += 4)
7462 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7464 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7465 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7466 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7469 // R_Mesh_ResetTextureState();
7470 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7471 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7472 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7475 void R_DrawNoModel(entity_render_t *ent)
7478 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7479 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7480 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7482 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7485 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7487 vec3_t right1, right2, diff, normal;
7489 VectorSubtract (org2, org1, normal);
7491 // calculate 'right' vector for start
7492 VectorSubtract (r_refdef.view.origin, org1, diff);
7493 CrossProduct (normal, diff, right1);
7494 VectorNormalize (right1);
7496 // calculate 'right' vector for end
7497 VectorSubtract (r_refdef.view.origin, org2, diff);
7498 CrossProduct (normal, diff, right2);
7499 VectorNormalize (right2);
7501 vert[ 0] = org1[0] + width * right1[0];
7502 vert[ 1] = org1[1] + width * right1[1];
7503 vert[ 2] = org1[2] + width * right1[2];
7504 vert[ 3] = org1[0] - width * right1[0];
7505 vert[ 4] = org1[1] - width * right1[1];
7506 vert[ 5] = org1[2] - width * right1[2];
7507 vert[ 6] = org2[0] - width * right2[0];
7508 vert[ 7] = org2[1] - width * right2[1];
7509 vert[ 8] = org2[2] - width * right2[2];
7510 vert[ 9] = org2[0] + width * right2[0];
7511 vert[10] = org2[1] + width * right2[1];
7512 vert[11] = org2[2] + width * right2[2];
7515 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)
7517 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7518 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7519 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7520 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7521 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7522 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7523 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7524 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7525 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7526 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7527 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7528 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7531 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7536 VectorSet(v, x, y, z);
7537 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7538 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7540 if (i == mesh->numvertices)
7542 if (mesh->numvertices < mesh->maxvertices)
7544 VectorCopy(v, vertex3f);
7545 mesh->numvertices++;
7547 return mesh->numvertices;
7553 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7557 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7558 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7559 e = mesh->element3i + mesh->numtriangles * 3;
7560 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7562 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7563 if (mesh->numtriangles < mesh->maxtriangles)
7568 mesh->numtriangles++;
7570 element[1] = element[2];
7574 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7578 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7579 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7580 e = mesh->element3i + mesh->numtriangles * 3;
7581 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7583 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7584 if (mesh->numtriangles < mesh->maxtriangles)
7589 mesh->numtriangles++;
7591 element[1] = element[2];
7595 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7596 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7598 int planenum, planenum2;
7601 mplane_t *plane, *plane2;
7603 double temppoints[2][256*3];
7604 // figure out how large a bounding box we need to properly compute this brush
7606 for (w = 0;w < numplanes;w++)
7607 maxdist = max(maxdist, fabs(planes[w].dist));
7608 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7609 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7610 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7614 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7615 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7617 if (planenum2 == planenum)
7619 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);
7622 if (tempnumpoints < 3)
7624 // generate elements forming a triangle fan for this polygon
7625 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7629 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)
7631 texturelayer_t *layer;
7632 layer = t->currentlayers + t->currentnumlayers++;
7634 layer->depthmask = depthmask;
7635 layer->blendfunc1 = blendfunc1;
7636 layer->blendfunc2 = blendfunc2;
7637 layer->texture = texture;
7638 layer->texmatrix = *matrix;
7639 layer->color[0] = r;
7640 layer->color[1] = g;
7641 layer->color[2] = b;
7642 layer->color[3] = a;
7645 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7647 if(parms[0] == 0 && parms[1] == 0)
7649 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7650 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7655 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7658 index = parms[2] + rsurface.shadertime * parms[3];
7659 index -= floor(index);
7660 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7663 case Q3WAVEFUNC_NONE:
7664 case Q3WAVEFUNC_NOISE:
7665 case Q3WAVEFUNC_COUNT:
7668 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7669 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7670 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7671 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7672 case Q3WAVEFUNC_TRIANGLE:
7674 f = index - floor(index);
7687 f = parms[0] + parms[1] * f;
7688 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7689 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7693 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7699 matrix4x4_t matrix, temp;
7700 switch(tcmod->tcmod)
7704 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7705 matrix = r_waterscrollmatrix;
7707 matrix = identitymatrix;
7709 case Q3TCMOD_ENTITYTRANSLATE:
7710 // this is used in Q3 to allow the gamecode to control texcoord
7711 // scrolling on the entity, which is not supported in darkplaces yet.
7712 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7714 case Q3TCMOD_ROTATE:
7715 f = tcmod->parms[0] * rsurface.shadertime;
7716 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7717 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7718 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7721 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7723 case Q3TCMOD_SCROLL:
7724 // extra care is needed because of precision breakdown with large values of time
7725 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7726 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7727 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7729 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7730 w = (int) tcmod->parms[0];
7731 h = (int) tcmod->parms[1];
7732 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7734 idx = (int) floor(f * w * h);
7735 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7737 case Q3TCMOD_STRETCH:
7738 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7739 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7741 case Q3TCMOD_TRANSFORM:
7742 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7743 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7744 VectorSet(tcmat + 6, 0 , 0 , 1);
7745 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7746 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7748 case Q3TCMOD_TURBULENT:
7749 // this is handled in the RSurf_PrepareVertices function
7750 matrix = identitymatrix;
7754 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7757 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7759 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7760 char name[MAX_QPATH];
7761 skinframe_t *skinframe;
7762 unsigned char pixels[296*194];
7763 strlcpy(cache->name, skinname, sizeof(cache->name));
7764 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7765 if (developer_loading.integer)
7766 Con_Printf("loading %s\n", name);
7767 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7768 if (!skinframe || !skinframe->base)
7771 fs_offset_t filesize;
7773 f = FS_LoadFile(name, tempmempool, true, &filesize);
7776 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7777 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7781 cache->skinframe = skinframe;
7784 texture_t *R_GetCurrentTexture(texture_t *t)
7787 const entity_render_t *ent = rsurface.entity;
7788 dp_model_t *model = ent->model;
7789 q3shaderinfo_layer_tcmod_t *tcmod;
7791 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7792 return t->currentframe;
7793 t->update_lastrenderframe = r_textureframe;
7794 t->update_lastrenderentity = (void *)ent;
7796 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7797 t->camera_entity = ent->entitynumber;
7799 t->camera_entity = 0;
7801 // switch to an alternate material if this is a q1bsp animated material
7803 texture_t *texture = t;
7804 int s = rsurface.ent_skinnum;
7805 if ((unsigned int)s >= (unsigned int)model->numskins)
7807 if (model->skinscenes)
7809 if (model->skinscenes[s].framecount > 1)
7810 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7812 s = model->skinscenes[s].firstframe;
7815 t = t + s * model->num_surfaces;
7818 // use an alternate animation if the entity's frame is not 0,
7819 // and only if the texture has an alternate animation
7820 if (rsurface.ent_alttextures && t->anim_total[1])
7821 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7823 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7825 texture->currentframe = t;
7828 // update currentskinframe to be a qw skin or animation frame
7829 if (rsurface.ent_qwskin >= 0)
7831 i = rsurface.ent_qwskin;
7832 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7834 r_qwskincache_size = cl.maxclients;
7836 Mem_Free(r_qwskincache);
7837 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7839 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7840 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7841 t->currentskinframe = r_qwskincache[i].skinframe;
7842 if (t->currentskinframe == NULL)
7843 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7845 else if (t->numskinframes >= 2)
7846 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7847 if (t->backgroundnumskinframes >= 2)
7848 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7850 t->currentmaterialflags = t->basematerialflags;
7851 t->currentalpha = rsurface.colormod[3];
7852 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7853 t->currentalpha *= r_wateralpha.value;
7854 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7855 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7856 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7857 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7858 if (!(rsurface.ent_flags & RENDER_LIGHT))
7859 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7860 else if (FAKELIGHT_ENABLED)
7862 // no modellight if using fakelight for the map
7864 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7866 // pick a model lighting mode
7867 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7868 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7870 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7872 if (rsurface.ent_flags & RENDER_ADDITIVE)
7873 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7874 else if (t->currentalpha < 1)
7875 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7876 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7877 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7878 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7879 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7880 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7881 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7882 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7883 if (t->backgroundnumskinframes)
7884 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7885 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7887 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7888 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7891 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7892 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7894 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7895 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7897 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7898 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7900 // there is no tcmod
7901 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7903 t->currenttexmatrix = r_waterscrollmatrix;
7904 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7906 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7908 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7909 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7912 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7913 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7914 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7915 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7917 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7918 if (t->currentskinframe->qpixels)
7919 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7920 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7921 if (!t->basetexture)
7922 t->basetexture = r_texture_notexture;
7923 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7924 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7925 t->nmaptexture = t->currentskinframe->nmap;
7926 if (!t->nmaptexture)
7927 t->nmaptexture = r_texture_blanknormalmap;
7928 t->glosstexture = r_texture_black;
7929 t->glowtexture = t->currentskinframe->glow;
7930 t->fogtexture = t->currentskinframe->fog;
7931 t->reflectmasktexture = t->currentskinframe->reflect;
7932 if (t->backgroundnumskinframes)
7934 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7935 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7936 t->backgroundglosstexture = r_texture_black;
7937 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7938 if (!t->backgroundnmaptexture)
7939 t->backgroundnmaptexture = r_texture_blanknormalmap;
7943 t->backgroundbasetexture = r_texture_white;
7944 t->backgroundnmaptexture = r_texture_blanknormalmap;
7945 t->backgroundglosstexture = r_texture_black;
7946 t->backgroundglowtexture = NULL;
7948 t->specularpower = r_shadow_glossexponent.value;
7949 // TODO: store reference values for these in the texture?
7950 t->specularscale = 0;
7951 if (r_shadow_gloss.integer > 0)
7953 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7955 if (r_shadow_glossintensity.value > 0)
7957 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7958 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7959 t->specularscale = r_shadow_glossintensity.value;
7962 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7964 t->glosstexture = r_texture_white;
7965 t->backgroundglosstexture = r_texture_white;
7966 t->specularscale = r_shadow_gloss2intensity.value;
7967 t->specularpower = r_shadow_gloss2exponent.value;
7970 t->specularscale *= t->specularscalemod;
7971 t->specularpower *= t->specularpowermod;
7972 t->rtlightambient = 0;
7974 // lightmaps mode looks bad with dlights using actual texturing, so turn
7975 // off the colormap and glossmap, but leave the normalmap on as it still
7976 // accurately represents the shading involved
7977 if (gl_lightmaps.integer)
7979 t->basetexture = r_texture_grey128;
7980 t->pantstexture = r_texture_black;
7981 t->shirttexture = r_texture_black;
7982 t->nmaptexture = r_texture_blanknormalmap;
7983 t->glosstexture = r_texture_black;
7984 t->glowtexture = NULL;
7985 t->fogtexture = NULL;
7986 t->reflectmasktexture = NULL;
7987 t->backgroundbasetexture = NULL;
7988 t->backgroundnmaptexture = r_texture_blanknormalmap;
7989 t->backgroundglosstexture = r_texture_black;
7990 t->backgroundglowtexture = NULL;
7991 t->specularscale = 0;
7992 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7995 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7996 VectorClear(t->dlightcolor);
7997 t->currentnumlayers = 0;
7998 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8000 int blendfunc1, blendfunc2;
8002 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8004 blendfunc1 = GL_SRC_ALPHA;
8005 blendfunc2 = GL_ONE;
8007 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8009 blendfunc1 = GL_SRC_ALPHA;
8010 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8012 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8014 blendfunc1 = t->customblendfunc[0];
8015 blendfunc2 = t->customblendfunc[1];
8019 blendfunc1 = GL_ONE;
8020 blendfunc2 = GL_ZERO;
8022 // don't colormod evilblend textures
8023 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8024 VectorSet(t->lightmapcolor, 1, 1, 1);
8025 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8026 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8028 // fullbright is not affected by r_refdef.lightmapintensity
8029 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]);
8030 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8031 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]);
8032 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8033 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]);
8037 vec3_t ambientcolor;
8039 // set the color tint used for lights affecting this surface
8040 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8042 // q3bsp has no lightmap updates, so the lightstylevalue that
8043 // would normally be baked into the lightmap must be
8044 // applied to the color
8045 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8046 if (model->type == mod_brushq3)
8047 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8048 colorscale *= r_refdef.lightmapintensity;
8049 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8050 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8051 // basic lit geometry
8052 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]);
8053 // add pants/shirt if needed
8054 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8055 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]);
8056 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8057 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]);
8058 // now add ambient passes if needed
8059 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8061 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]);
8062 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8063 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]);
8064 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8065 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]);
8068 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8069 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]);
8070 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8072 // if this is opaque use alpha blend which will darken the earlier
8075 // if this is an alpha blended material, all the earlier passes
8076 // were darkened by fog already, so we only need to add the fog
8077 // color ontop through the fog mask texture
8079 // if this is an additive blended material, all the earlier passes
8080 // were darkened by fog already, and we should not add fog color
8081 // (because the background was not darkened, there is no fog color
8082 // that was lost behind it).
8083 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]);
8087 return t->currentframe;
8090 rsurfacestate_t rsurface;
8092 void RSurf_ActiveWorldEntity(void)
8094 dp_model_t *model = r_refdef.scene.worldmodel;
8095 //if (rsurface.entity == r_refdef.scene.worldentity)
8097 rsurface.entity = r_refdef.scene.worldentity;
8098 rsurface.skeleton = NULL;
8099 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8100 rsurface.ent_skinnum = 0;
8101 rsurface.ent_qwskin = -1;
8102 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8103 rsurface.shadertime = r_refdef.scene.time;
8104 rsurface.matrix = identitymatrix;
8105 rsurface.inversematrix = identitymatrix;
8106 rsurface.matrixscale = 1;
8107 rsurface.inversematrixscale = 1;
8108 R_EntityMatrix(&identitymatrix);
8109 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8110 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8111 rsurface.fograngerecip = r_refdef.fograngerecip;
8112 rsurface.fogheightfade = r_refdef.fogheightfade;
8113 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8114 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8115 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8116 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8117 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8118 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8119 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8120 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8121 rsurface.colormod[3] = 1;
8122 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);
8123 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8124 rsurface.frameblend[0].lerp = 1;
8125 rsurface.ent_alttextures = false;
8126 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8127 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8128 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8129 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8130 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8131 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8132 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8133 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8134 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8135 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8136 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8137 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8138 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8139 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8140 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8141 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8142 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8143 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8144 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8145 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8146 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8147 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8148 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8149 rsurface.modelelement3i = model->surfmesh.data_element3i;
8150 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8151 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8152 rsurface.modelelement3s = model->surfmesh.data_element3s;
8153 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8154 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8155 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8156 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8157 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8158 rsurface.modelsurfaces = model->data_surfaces;
8159 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8160 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8161 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8162 rsurface.modelgeneratedvertex = false;
8163 rsurface.batchgeneratedvertex = false;
8164 rsurface.batchfirstvertex = 0;
8165 rsurface.batchnumvertices = 0;
8166 rsurface.batchfirsttriangle = 0;
8167 rsurface.batchnumtriangles = 0;
8168 rsurface.batchvertex3f = NULL;
8169 rsurface.batchvertex3f_vertexbuffer = NULL;
8170 rsurface.batchvertex3f_bufferoffset = 0;
8171 rsurface.batchsvector3f = NULL;
8172 rsurface.batchsvector3f_vertexbuffer = NULL;
8173 rsurface.batchsvector3f_bufferoffset = 0;
8174 rsurface.batchtvector3f = NULL;
8175 rsurface.batchtvector3f_vertexbuffer = NULL;
8176 rsurface.batchtvector3f_bufferoffset = 0;
8177 rsurface.batchnormal3f = NULL;
8178 rsurface.batchnormal3f_vertexbuffer = NULL;
8179 rsurface.batchnormal3f_bufferoffset = 0;
8180 rsurface.batchlightmapcolor4f = NULL;
8181 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8182 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8183 rsurface.batchtexcoordtexture2f = NULL;
8184 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8185 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8186 rsurface.batchtexcoordlightmap2f = NULL;
8187 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8188 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8189 rsurface.batchvertexmesh = NULL;
8190 rsurface.batchvertexmeshbuffer = NULL;
8191 rsurface.batchvertex3fbuffer = NULL;
8192 rsurface.batchelement3i = NULL;
8193 rsurface.batchelement3i_indexbuffer = NULL;
8194 rsurface.batchelement3i_bufferoffset = 0;
8195 rsurface.batchelement3s = NULL;
8196 rsurface.batchelement3s_indexbuffer = NULL;
8197 rsurface.batchelement3s_bufferoffset = 0;
8198 rsurface.passcolor4f = NULL;
8199 rsurface.passcolor4f_vertexbuffer = NULL;
8200 rsurface.passcolor4f_bufferoffset = 0;
8203 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8205 dp_model_t *model = ent->model;
8206 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8208 rsurface.entity = (entity_render_t *)ent;
8209 rsurface.skeleton = ent->skeleton;
8210 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8211 rsurface.ent_skinnum = ent->skinnum;
8212 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;
8213 rsurface.ent_flags = ent->flags;
8214 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8215 rsurface.matrix = ent->matrix;
8216 rsurface.inversematrix = ent->inversematrix;
8217 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8218 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8219 R_EntityMatrix(&rsurface.matrix);
8220 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8221 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8222 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8223 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8224 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8225 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8226 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8227 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8228 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8229 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8230 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8231 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8232 rsurface.colormod[3] = ent->alpha;
8233 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8234 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8235 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8236 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8237 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8238 if (ent->model->brush.submodel && !prepass)
8240 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8241 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8243 if (model->surfmesh.isanimated && model->AnimateVertices)
8245 if (ent->animcache_vertex3f)
8247 rsurface.modelvertex3f = ent->animcache_vertex3f;
8248 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8249 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8250 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8251 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8252 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8253 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8255 else if (wanttangents)
8257 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8258 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8259 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8260 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8261 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8262 rsurface.modelvertexmesh = NULL;
8263 rsurface.modelvertexmeshbuffer = NULL;
8264 rsurface.modelvertex3fbuffer = NULL;
8266 else if (wantnormals)
8268 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8269 rsurface.modelsvector3f = NULL;
8270 rsurface.modeltvector3f = NULL;
8271 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8272 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8273 rsurface.modelvertexmesh = NULL;
8274 rsurface.modelvertexmeshbuffer = NULL;
8275 rsurface.modelvertex3fbuffer = NULL;
8279 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8280 rsurface.modelsvector3f = NULL;
8281 rsurface.modeltvector3f = NULL;
8282 rsurface.modelnormal3f = NULL;
8283 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8284 rsurface.modelvertexmesh = NULL;
8285 rsurface.modelvertexmeshbuffer = NULL;
8286 rsurface.modelvertex3fbuffer = NULL;
8288 rsurface.modelvertex3f_vertexbuffer = 0;
8289 rsurface.modelvertex3f_bufferoffset = 0;
8290 rsurface.modelsvector3f_vertexbuffer = 0;
8291 rsurface.modelsvector3f_bufferoffset = 0;
8292 rsurface.modeltvector3f_vertexbuffer = 0;
8293 rsurface.modeltvector3f_bufferoffset = 0;
8294 rsurface.modelnormal3f_vertexbuffer = 0;
8295 rsurface.modelnormal3f_bufferoffset = 0;
8296 rsurface.modelgeneratedvertex = true;
8300 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8301 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8302 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8303 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8304 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8305 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8306 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8307 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8308 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8309 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8310 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8311 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8312 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8313 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8314 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8315 rsurface.modelgeneratedvertex = false;
8317 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8318 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8319 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8320 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8321 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8322 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8323 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8324 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8325 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8326 rsurface.modelelement3i = model->surfmesh.data_element3i;
8327 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8328 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8329 rsurface.modelelement3s = model->surfmesh.data_element3s;
8330 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8331 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8332 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8333 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8334 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8335 rsurface.modelsurfaces = model->data_surfaces;
8336 rsurface.batchgeneratedvertex = false;
8337 rsurface.batchfirstvertex = 0;
8338 rsurface.batchnumvertices = 0;
8339 rsurface.batchfirsttriangle = 0;
8340 rsurface.batchnumtriangles = 0;
8341 rsurface.batchvertex3f = NULL;
8342 rsurface.batchvertex3f_vertexbuffer = NULL;
8343 rsurface.batchvertex3f_bufferoffset = 0;
8344 rsurface.batchsvector3f = NULL;
8345 rsurface.batchsvector3f_vertexbuffer = NULL;
8346 rsurface.batchsvector3f_bufferoffset = 0;
8347 rsurface.batchtvector3f = NULL;
8348 rsurface.batchtvector3f_vertexbuffer = NULL;
8349 rsurface.batchtvector3f_bufferoffset = 0;
8350 rsurface.batchnormal3f = NULL;
8351 rsurface.batchnormal3f_vertexbuffer = NULL;
8352 rsurface.batchnormal3f_bufferoffset = 0;
8353 rsurface.batchlightmapcolor4f = NULL;
8354 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8355 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8356 rsurface.batchtexcoordtexture2f = NULL;
8357 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8358 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8359 rsurface.batchtexcoordlightmap2f = NULL;
8360 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8361 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8362 rsurface.batchvertexmesh = NULL;
8363 rsurface.batchvertexmeshbuffer = NULL;
8364 rsurface.batchvertex3fbuffer = NULL;
8365 rsurface.batchelement3i = NULL;
8366 rsurface.batchelement3i_indexbuffer = NULL;
8367 rsurface.batchelement3i_bufferoffset = 0;
8368 rsurface.batchelement3s = NULL;
8369 rsurface.batchelement3s_indexbuffer = NULL;
8370 rsurface.batchelement3s_bufferoffset = 0;
8371 rsurface.passcolor4f = NULL;
8372 rsurface.passcolor4f_vertexbuffer = NULL;
8373 rsurface.passcolor4f_bufferoffset = 0;
8376 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)
8378 rsurface.entity = r_refdef.scene.worldentity;
8379 rsurface.skeleton = NULL;
8380 rsurface.ent_skinnum = 0;
8381 rsurface.ent_qwskin = -1;
8382 rsurface.ent_flags = entflags;
8383 rsurface.shadertime = r_refdef.scene.time - shadertime;
8384 rsurface.modelnumvertices = numvertices;
8385 rsurface.modelnumtriangles = numtriangles;
8386 rsurface.matrix = *matrix;
8387 rsurface.inversematrix = *inversematrix;
8388 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8389 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8390 R_EntityMatrix(&rsurface.matrix);
8391 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8392 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8393 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8394 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8395 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8396 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8397 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8398 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8399 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8400 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8401 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8402 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8403 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);
8404 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8405 rsurface.frameblend[0].lerp = 1;
8406 rsurface.ent_alttextures = false;
8407 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8408 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8411 rsurface.modelvertex3f = (float *)vertex3f;
8412 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8413 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8414 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8416 else if (wantnormals)
8418 rsurface.modelvertex3f = (float *)vertex3f;
8419 rsurface.modelsvector3f = NULL;
8420 rsurface.modeltvector3f = NULL;
8421 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8425 rsurface.modelvertex3f = (float *)vertex3f;
8426 rsurface.modelsvector3f = NULL;
8427 rsurface.modeltvector3f = NULL;
8428 rsurface.modelnormal3f = NULL;
8430 rsurface.modelvertexmesh = NULL;
8431 rsurface.modelvertexmeshbuffer = NULL;
8432 rsurface.modelvertex3fbuffer = NULL;
8433 rsurface.modelvertex3f_vertexbuffer = 0;
8434 rsurface.modelvertex3f_bufferoffset = 0;
8435 rsurface.modelsvector3f_vertexbuffer = 0;
8436 rsurface.modelsvector3f_bufferoffset = 0;
8437 rsurface.modeltvector3f_vertexbuffer = 0;
8438 rsurface.modeltvector3f_bufferoffset = 0;
8439 rsurface.modelnormal3f_vertexbuffer = 0;
8440 rsurface.modelnormal3f_bufferoffset = 0;
8441 rsurface.modelgeneratedvertex = true;
8442 rsurface.modellightmapcolor4f = (float *)color4f;
8443 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8444 rsurface.modellightmapcolor4f_bufferoffset = 0;
8445 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8446 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8447 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8448 rsurface.modeltexcoordlightmap2f = NULL;
8449 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8450 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8451 rsurface.modelelement3i = (int *)element3i;
8452 rsurface.modelelement3i_indexbuffer = NULL;
8453 rsurface.modelelement3i_bufferoffset = 0;
8454 rsurface.modelelement3s = (unsigned short *)element3s;
8455 rsurface.modelelement3s_indexbuffer = NULL;
8456 rsurface.modelelement3s_bufferoffset = 0;
8457 rsurface.modellightmapoffsets = NULL;
8458 rsurface.modelsurfaces = NULL;
8459 rsurface.batchgeneratedvertex = false;
8460 rsurface.batchfirstvertex = 0;
8461 rsurface.batchnumvertices = 0;
8462 rsurface.batchfirsttriangle = 0;
8463 rsurface.batchnumtriangles = 0;
8464 rsurface.batchvertex3f = NULL;
8465 rsurface.batchvertex3f_vertexbuffer = NULL;
8466 rsurface.batchvertex3f_bufferoffset = 0;
8467 rsurface.batchsvector3f = NULL;
8468 rsurface.batchsvector3f_vertexbuffer = NULL;
8469 rsurface.batchsvector3f_bufferoffset = 0;
8470 rsurface.batchtvector3f = NULL;
8471 rsurface.batchtvector3f_vertexbuffer = NULL;
8472 rsurface.batchtvector3f_bufferoffset = 0;
8473 rsurface.batchnormal3f = NULL;
8474 rsurface.batchnormal3f_vertexbuffer = NULL;
8475 rsurface.batchnormal3f_bufferoffset = 0;
8476 rsurface.batchlightmapcolor4f = NULL;
8477 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8478 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8479 rsurface.batchtexcoordtexture2f = NULL;
8480 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8481 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8482 rsurface.batchtexcoordlightmap2f = NULL;
8483 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8484 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8485 rsurface.batchvertexmesh = NULL;
8486 rsurface.batchvertexmeshbuffer = NULL;
8487 rsurface.batchvertex3fbuffer = NULL;
8488 rsurface.batchelement3i = NULL;
8489 rsurface.batchelement3i_indexbuffer = NULL;
8490 rsurface.batchelement3i_bufferoffset = 0;
8491 rsurface.batchelement3s = NULL;
8492 rsurface.batchelement3s_indexbuffer = NULL;
8493 rsurface.batchelement3s_bufferoffset = 0;
8494 rsurface.passcolor4f = NULL;
8495 rsurface.passcolor4f_vertexbuffer = NULL;
8496 rsurface.passcolor4f_bufferoffset = 0;
8498 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8500 if ((wantnormals || wanttangents) && !normal3f)
8502 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8503 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8505 if (wanttangents && !svector3f)
8507 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8508 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8509 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8514 float RSurf_FogPoint(const float *v)
8516 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8517 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8518 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8519 float FogHeightFade = r_refdef.fogheightfade;
8521 unsigned int fogmasktableindex;
8522 if (r_refdef.fogplaneviewabove)
8523 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8525 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8526 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8527 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8530 float RSurf_FogVertex(const float *v)
8532 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8533 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8534 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8535 float FogHeightFade = rsurface.fogheightfade;
8537 unsigned int fogmasktableindex;
8538 if (r_refdef.fogplaneviewabove)
8539 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8541 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8542 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8543 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8546 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8549 for (i = 0;i < numelements;i++)
8550 outelement3i[i] = inelement3i[i] + adjust;
8553 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8554 extern cvar_t gl_vbo;
8555 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8563 int surfacefirsttriangle;
8564 int surfacenumtriangles;
8565 int surfacefirstvertex;
8566 int surfaceendvertex;
8567 int surfacenumvertices;
8568 int batchnumvertices;
8569 int batchnumtriangles;
8573 qboolean dynamicvertex;
8577 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8579 q3shaderinfo_deform_t *deform;
8580 const msurface_t *surface, *firstsurface;
8581 r_vertexmesh_t *vertexmesh;
8582 if (!texturenumsurfaces)
8584 // find vertex range of this surface batch
8586 firstsurface = texturesurfacelist[0];
8587 firsttriangle = firstsurface->num_firsttriangle;
8588 batchnumvertices = 0;
8589 batchnumtriangles = 0;
8590 firstvertex = endvertex = firstsurface->num_firstvertex;
8591 for (i = 0;i < texturenumsurfaces;i++)
8593 surface = texturesurfacelist[i];
8594 if (surface != firstsurface + i)
8596 surfacefirstvertex = surface->num_firstvertex;
8597 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8598 surfacenumvertices = surface->num_vertices;
8599 surfacenumtriangles = surface->num_triangles;
8600 if (firstvertex > surfacefirstvertex)
8601 firstvertex = surfacefirstvertex;
8602 if (endvertex < surfaceendvertex)
8603 endvertex = surfaceendvertex;
8604 batchnumvertices += surfacenumvertices;
8605 batchnumtriangles += surfacenumtriangles;
8608 // we now know the vertex range used, and if there are any gaps in it
8609 rsurface.batchfirstvertex = firstvertex;
8610 rsurface.batchnumvertices = endvertex - firstvertex;
8611 rsurface.batchfirsttriangle = firsttriangle;
8612 rsurface.batchnumtriangles = batchnumtriangles;
8614 // this variable holds flags for which properties have been updated that
8615 // may require regenerating vertexmesh array...
8618 // check if any dynamic vertex processing must occur
8619 dynamicvertex = false;
8621 // if there is a chance of animated vertex colors, it's a dynamic batch
8622 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8624 dynamicvertex = true;
8625 batchneed |= BATCHNEED_NOGAPS;
8626 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8629 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8631 switch (deform->deform)
8634 case Q3DEFORM_PROJECTIONSHADOW:
8635 case Q3DEFORM_TEXT0:
8636 case Q3DEFORM_TEXT1:
8637 case Q3DEFORM_TEXT2:
8638 case Q3DEFORM_TEXT3:
8639 case Q3DEFORM_TEXT4:
8640 case Q3DEFORM_TEXT5:
8641 case Q3DEFORM_TEXT6:
8642 case Q3DEFORM_TEXT7:
8645 case Q3DEFORM_AUTOSPRITE:
8646 dynamicvertex = true;
8647 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8648 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8650 case Q3DEFORM_AUTOSPRITE2:
8651 dynamicvertex = true;
8652 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8653 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8655 case Q3DEFORM_NORMAL:
8656 dynamicvertex = true;
8657 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8658 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8661 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8662 break; // if wavefunc is a nop, ignore this transform
8663 dynamicvertex = true;
8664 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8665 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8667 case Q3DEFORM_BULGE:
8668 dynamicvertex = true;
8669 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8670 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8673 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8674 break; // if wavefunc is a nop, ignore this transform
8675 dynamicvertex = true;
8676 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8677 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8681 switch(rsurface.texture->tcgen.tcgen)
8684 case Q3TCGEN_TEXTURE:
8686 case Q3TCGEN_LIGHTMAP:
8687 dynamicvertex = true;
8688 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8689 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8691 case Q3TCGEN_VECTOR:
8692 dynamicvertex = true;
8693 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8694 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8696 case Q3TCGEN_ENVIRONMENT:
8697 dynamicvertex = true;
8698 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8699 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8702 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8704 dynamicvertex = true;
8705 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8706 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8709 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8711 dynamicvertex = true;
8712 batchneed |= BATCHNEED_NOGAPS;
8713 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8716 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8718 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8719 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8720 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8721 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8722 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8723 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8724 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8727 // when the model data has no vertex buffer (dynamic mesh), we need to
8729 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8730 batchneed |= BATCHNEED_NOGAPS;
8732 // if needsupdate, we have to do a dynamic vertex batch for sure
8733 if (needsupdate & batchneed)
8734 dynamicvertex = true;
8736 // see if we need to build vertexmesh from arrays
8737 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8738 dynamicvertex = true;
8740 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8741 // also some drivers strongly dislike firstvertex
8742 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8743 dynamicvertex = true;
8745 rsurface.batchvertex3f = rsurface.modelvertex3f;
8746 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8747 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8748 rsurface.batchsvector3f = rsurface.modelsvector3f;
8749 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8750 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8751 rsurface.batchtvector3f = rsurface.modeltvector3f;
8752 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8753 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8754 rsurface.batchnormal3f = rsurface.modelnormal3f;
8755 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8756 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8757 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8758 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8759 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8760 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8761 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8762 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8763 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8764 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8765 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8766 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8767 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8768 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8769 rsurface.batchelement3i = rsurface.modelelement3i;
8770 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8771 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8772 rsurface.batchelement3s = rsurface.modelelement3s;
8773 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8774 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8776 // if any dynamic vertex processing has to occur in software, we copy the
8777 // entire surface list together before processing to rebase the vertices
8778 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8780 // if any gaps exist and we do not have a static vertex buffer, we have to
8781 // copy the surface list together to avoid wasting upload bandwidth on the
8782 // vertices in the gaps.
8784 // if gaps exist and we have a static vertex buffer, we still have to
8785 // combine the index buffer ranges into one dynamic index buffer.
8787 // in all cases we end up with data that can be drawn in one call.
8791 // static vertex data, just set pointers...
8792 rsurface.batchgeneratedvertex = false;
8793 // if there are gaps, we want to build a combined index buffer,
8794 // otherwise use the original static buffer with an appropriate offset
8797 // build a new triangle elements array for this batch
8798 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8799 rsurface.batchfirsttriangle = 0;
8801 for (i = 0;i < texturenumsurfaces;i++)
8803 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8804 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8805 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8806 numtriangles += surfacenumtriangles;
8808 rsurface.batchelement3i_indexbuffer = NULL;
8809 rsurface.batchelement3i_bufferoffset = 0;
8810 rsurface.batchelement3s = NULL;
8811 rsurface.batchelement3s_indexbuffer = NULL;
8812 rsurface.batchelement3s_bufferoffset = 0;
8813 if (endvertex <= 65536)
8815 // make a 16bit (unsigned short) index array if possible
8816 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8817 for (i = 0;i < numtriangles*3;i++)
8818 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8824 // something needs software processing, do it for real...
8825 // we only directly handle separate array data in this case and then
8826 // generate interleaved data if needed...
8827 rsurface.batchgeneratedvertex = true;
8829 // now copy the vertex data into a combined array and make an index array
8830 // (this is what Quake3 does all the time)
8831 //if (gaps || rsurface.batchfirstvertex)
8833 rsurface.batchvertex3fbuffer = NULL;
8834 rsurface.batchvertexmesh = NULL;
8835 rsurface.batchvertexmeshbuffer = NULL;
8836 rsurface.batchvertex3f = NULL;
8837 rsurface.batchvertex3f_vertexbuffer = NULL;
8838 rsurface.batchvertex3f_bufferoffset = 0;
8839 rsurface.batchsvector3f = NULL;
8840 rsurface.batchsvector3f_vertexbuffer = NULL;
8841 rsurface.batchsvector3f_bufferoffset = 0;
8842 rsurface.batchtvector3f = NULL;
8843 rsurface.batchtvector3f_vertexbuffer = NULL;
8844 rsurface.batchtvector3f_bufferoffset = 0;
8845 rsurface.batchnormal3f = NULL;
8846 rsurface.batchnormal3f_vertexbuffer = NULL;
8847 rsurface.batchnormal3f_bufferoffset = 0;
8848 rsurface.batchlightmapcolor4f = NULL;
8849 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8850 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8851 rsurface.batchtexcoordtexture2f = NULL;
8852 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8853 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8854 rsurface.batchtexcoordlightmap2f = NULL;
8855 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8856 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8857 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8858 rsurface.batchelement3i_indexbuffer = NULL;
8859 rsurface.batchelement3i_bufferoffset = 0;
8860 rsurface.batchelement3s = NULL;
8861 rsurface.batchelement3s_indexbuffer = NULL;
8862 rsurface.batchelement3s_bufferoffset = 0;
8863 // we'll only be setting up certain arrays as needed
8864 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8865 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8866 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8867 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8868 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8869 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8870 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8872 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8873 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8875 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8876 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8877 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8878 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8879 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8880 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8883 for (i = 0;i < texturenumsurfaces;i++)
8885 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8886 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8887 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8888 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8889 // copy only the data requested
8890 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8891 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8892 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8894 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8896 if (rsurface.batchvertex3f)
8897 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8899 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8901 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8903 if (rsurface.modelnormal3f)
8904 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8906 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8908 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8910 if (rsurface.modelsvector3f)
8912 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8913 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8917 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8918 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8921 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8923 if (rsurface.modellightmapcolor4f)
8924 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8926 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8928 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8930 if (rsurface.modeltexcoordtexture2f)
8931 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8933 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8935 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8937 if (rsurface.modeltexcoordlightmap2f)
8938 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8940 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8943 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8944 numvertices += surfacenumvertices;
8945 numtriangles += surfacenumtriangles;
8948 // generate a 16bit index array as well if possible
8949 // (in general, dynamic batches fit)
8950 if (numvertices <= 65536)
8952 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8953 for (i = 0;i < numtriangles*3;i++)
8954 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8957 // since we've copied everything, the batch now starts at 0
8958 rsurface.batchfirstvertex = 0;
8959 rsurface.batchnumvertices = batchnumvertices;
8960 rsurface.batchfirsttriangle = 0;
8961 rsurface.batchnumtriangles = batchnumtriangles;
8964 // q1bsp surfaces rendered in vertex color mode have to have colors
8965 // calculated based on lightstyles
8966 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8968 // generate color arrays for the surfaces in this list
8973 const unsigned char *lm;
8974 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8975 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8976 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8978 for (i = 0;i < texturenumsurfaces;i++)
8980 surface = texturesurfacelist[i];
8981 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8982 surfacenumvertices = surface->num_vertices;
8983 if (surface->lightmapinfo->samples)
8985 for (j = 0;j < surfacenumvertices;j++)
8987 lm = surface->lightmapinfo->samples + offsets[j];
8988 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8989 VectorScale(lm, scale, c);
8990 if (surface->lightmapinfo->styles[1] != 255)
8992 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8994 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8995 VectorMA(c, scale, lm, c);
8996 if (surface->lightmapinfo->styles[2] != 255)
8999 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9000 VectorMA(c, scale, lm, c);
9001 if (surface->lightmapinfo->styles[3] != 255)
9004 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9005 VectorMA(c, scale, lm, c);
9012 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);
9018 for (j = 0;j < surfacenumvertices;j++)
9020 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9027 // if vertices are deformed (sprite flares and things in maps, possibly
9028 // water waves, bulges and other deformations), modify the copied vertices
9030 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9032 switch (deform->deform)
9035 case Q3DEFORM_PROJECTIONSHADOW:
9036 case Q3DEFORM_TEXT0:
9037 case Q3DEFORM_TEXT1:
9038 case Q3DEFORM_TEXT2:
9039 case Q3DEFORM_TEXT3:
9040 case Q3DEFORM_TEXT4:
9041 case Q3DEFORM_TEXT5:
9042 case Q3DEFORM_TEXT6:
9043 case Q3DEFORM_TEXT7:
9046 case Q3DEFORM_AUTOSPRITE:
9047 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9048 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9049 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9050 VectorNormalize(newforward);
9051 VectorNormalize(newright);
9052 VectorNormalize(newup);
9053 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9054 // rsurface.batchvertex3f_vertexbuffer = NULL;
9055 // rsurface.batchvertex3f_bufferoffset = 0;
9056 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9057 // rsurface.batchsvector3f_vertexbuffer = NULL;
9058 // rsurface.batchsvector3f_bufferoffset = 0;
9059 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9060 // rsurface.batchtvector3f_vertexbuffer = NULL;
9061 // rsurface.batchtvector3f_bufferoffset = 0;
9062 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9063 // rsurface.batchnormal3f_vertexbuffer = NULL;
9064 // rsurface.batchnormal3f_bufferoffset = 0;
9065 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9066 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9067 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9068 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9069 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);
9070 // a single autosprite surface can contain multiple sprites...
9071 for (j = 0;j < batchnumvertices - 3;j += 4)
9073 VectorClear(center);
9074 for (i = 0;i < 4;i++)
9075 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9076 VectorScale(center, 0.25f, center);
9077 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9078 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9079 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9080 for (i = 0;i < 4;i++)
9082 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9083 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9086 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9087 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9088 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);
9090 case Q3DEFORM_AUTOSPRITE2:
9091 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9092 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9093 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9094 VectorNormalize(newforward);
9095 VectorNormalize(newright);
9096 VectorNormalize(newup);
9097 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9098 // rsurface.batchvertex3f_vertexbuffer = NULL;
9099 // rsurface.batchvertex3f_bufferoffset = 0;
9101 const float *v1, *v2;
9111 memset(shortest, 0, sizeof(shortest));
9112 // a single autosprite surface can contain multiple sprites...
9113 for (j = 0;j < batchnumvertices - 3;j += 4)
9115 VectorClear(center);
9116 for (i = 0;i < 4;i++)
9117 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9118 VectorScale(center, 0.25f, center);
9119 // find the two shortest edges, then use them to define the
9120 // axis vectors for rotating around the central axis
9121 for (i = 0;i < 6;i++)
9123 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9124 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9125 l = VectorDistance2(v1, v2);
9126 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9128 l += (1.0f / 1024.0f);
9129 if (shortest[0].length2 > l || i == 0)
9131 shortest[1] = shortest[0];
9132 shortest[0].length2 = l;
9133 shortest[0].v1 = v1;
9134 shortest[0].v2 = v2;
9136 else if (shortest[1].length2 > l || i == 1)
9138 shortest[1].length2 = l;
9139 shortest[1].v1 = v1;
9140 shortest[1].v2 = v2;
9143 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9144 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9145 // this calculates the right vector from the shortest edge
9146 // and the up vector from the edge midpoints
9147 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9148 VectorNormalize(right);
9149 VectorSubtract(end, start, up);
9150 VectorNormalize(up);
9151 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9152 VectorSubtract(rsurface.localvieworigin, center, forward);
9153 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9154 VectorNegate(forward, forward);
9155 VectorReflect(forward, 0, up, forward);
9156 VectorNormalize(forward);
9157 CrossProduct(up, forward, newright);
9158 VectorNormalize(newright);
9159 // rotate the quad around the up axis vector, this is made
9160 // especially easy by the fact we know the quad is flat,
9161 // so we only have to subtract the center position and
9162 // measure distance along the right vector, and then
9163 // multiply that by the newright vector and add back the
9165 // we also need to subtract the old position to undo the
9166 // displacement from the center, which we do with a
9167 // DotProduct, the subtraction/addition of center is also
9168 // optimized into DotProducts here
9169 l = DotProduct(right, center);
9170 for (i = 0;i < 4;i++)
9172 v1 = rsurface.batchvertex3f + 3*(j+i);
9173 f = DotProduct(right, v1) - l;
9174 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9178 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9180 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9181 // rsurface.batchnormal3f_vertexbuffer = NULL;
9182 // rsurface.batchnormal3f_bufferoffset = 0;
9183 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9185 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9187 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9188 // rsurface.batchsvector3f_vertexbuffer = NULL;
9189 // rsurface.batchsvector3f_bufferoffset = 0;
9190 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9191 // rsurface.batchtvector3f_vertexbuffer = NULL;
9192 // rsurface.batchtvector3f_bufferoffset = 0;
9193 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);
9196 case Q3DEFORM_NORMAL:
9197 // deform the normals to make reflections wavey
9198 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9199 rsurface.batchnormal3f_vertexbuffer = NULL;
9200 rsurface.batchnormal3f_bufferoffset = 0;
9201 for (j = 0;j < batchnumvertices;j++)
9204 float *normal = rsurface.batchnormal3f + 3*j;
9205 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9206 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9207 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9208 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9209 VectorNormalize(normal);
9211 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9213 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9214 // rsurface.batchsvector3f_vertexbuffer = NULL;
9215 // rsurface.batchsvector3f_bufferoffset = 0;
9216 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9217 // rsurface.batchtvector3f_vertexbuffer = NULL;
9218 // rsurface.batchtvector3f_bufferoffset = 0;
9219 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);
9223 // deform vertex array to make wavey water and flags and such
9224 waveparms[0] = deform->waveparms[0];
9225 waveparms[1] = deform->waveparms[1];
9226 waveparms[2] = deform->waveparms[2];
9227 waveparms[3] = deform->waveparms[3];
9228 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9229 break; // if wavefunc is a nop, don't make a dynamic vertex array
9230 // this is how a divisor of vertex influence on deformation
9231 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9232 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9233 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9234 // rsurface.batchvertex3f_vertexbuffer = NULL;
9235 // rsurface.batchvertex3f_bufferoffset = 0;
9236 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9237 // rsurface.batchnormal3f_vertexbuffer = NULL;
9238 // rsurface.batchnormal3f_bufferoffset = 0;
9239 for (j = 0;j < batchnumvertices;j++)
9241 // if the wavefunc depends on time, evaluate it per-vertex
9244 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9245 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9247 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9249 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9250 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9251 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9253 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9254 // rsurface.batchsvector3f_vertexbuffer = NULL;
9255 // rsurface.batchsvector3f_bufferoffset = 0;
9256 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9257 // rsurface.batchtvector3f_vertexbuffer = NULL;
9258 // rsurface.batchtvector3f_bufferoffset = 0;
9259 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);
9262 case Q3DEFORM_BULGE:
9263 // deform vertex array to make the surface have moving bulges
9264 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9265 // rsurface.batchvertex3f_vertexbuffer = NULL;
9266 // rsurface.batchvertex3f_bufferoffset = 0;
9267 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9268 // rsurface.batchnormal3f_vertexbuffer = NULL;
9269 // rsurface.batchnormal3f_bufferoffset = 0;
9270 for (j = 0;j < batchnumvertices;j++)
9272 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9273 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9275 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9276 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9277 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9279 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9280 // rsurface.batchsvector3f_vertexbuffer = NULL;
9281 // rsurface.batchsvector3f_bufferoffset = 0;
9282 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9283 // rsurface.batchtvector3f_vertexbuffer = NULL;
9284 // rsurface.batchtvector3f_bufferoffset = 0;
9285 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);
9289 // deform vertex array
9290 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9291 break; // if wavefunc is a nop, don't make a dynamic vertex array
9292 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9293 VectorScale(deform->parms, scale, waveparms);
9294 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9295 // rsurface.batchvertex3f_vertexbuffer = NULL;
9296 // rsurface.batchvertex3f_bufferoffset = 0;
9297 for (j = 0;j < batchnumvertices;j++)
9298 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9303 // generate texcoords based on the chosen texcoord source
9304 switch(rsurface.texture->tcgen.tcgen)
9307 case Q3TCGEN_TEXTURE:
9309 case Q3TCGEN_LIGHTMAP:
9310 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9311 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9312 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9313 if (rsurface.batchtexcoordlightmap2f)
9314 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9316 case Q3TCGEN_VECTOR:
9317 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9318 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9319 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9320 for (j = 0;j < batchnumvertices;j++)
9322 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9323 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9326 case Q3TCGEN_ENVIRONMENT:
9327 // make environment reflections using a spheremap
9328 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9329 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9330 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9331 for (j = 0;j < batchnumvertices;j++)
9333 // identical to Q3A's method, but executed in worldspace so
9334 // carried models can be shiny too
9336 float viewer[3], d, reflected[3], worldreflected[3];
9338 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9339 // VectorNormalize(viewer);
9341 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9343 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9344 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9345 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9346 // note: this is proportinal to viewer, so we can normalize later
9348 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9349 VectorNormalize(worldreflected);
9351 // note: this sphere map only uses world x and z!
9352 // so positive and negative y will LOOK THE SAME.
9353 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9354 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9358 // the only tcmod that needs software vertex processing is turbulent, so
9359 // check for it here and apply the changes if needed
9360 // and we only support that as the first one
9361 // (handling a mixture of turbulent and other tcmods would be problematic
9362 // without punting it entirely to a software path)
9363 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9365 amplitude = rsurface.texture->tcmods[0].parms[1];
9366 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9367 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9368 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9369 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9370 for (j = 0;j < batchnumvertices;j++)
9372 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);
9373 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9377 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9379 // convert the modified arrays to vertex structs
9380 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9381 // rsurface.batchvertexmeshbuffer = NULL;
9382 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9383 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9384 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9385 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9386 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9387 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9388 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9390 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9392 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9393 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9396 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9397 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9398 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9399 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9400 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9401 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9402 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9403 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9404 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9408 void RSurf_DrawBatch(void)
9410 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9411 // through the pipeline, killing it earlier in the pipeline would have
9412 // per-surface overhead rather than per-batch overhead, so it's best to
9413 // reject it here, before it hits glDraw.
9414 if (rsurface.batchnumtriangles == 0)
9417 // batch debugging code
9418 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9424 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9425 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9428 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9430 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9432 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9433 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);
9440 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);
9443 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9445 // pick the closest matching water plane
9446 int planeindex, vertexindex, bestplaneindex = -1;
9450 r_waterstate_waterplane_t *p;
9451 qboolean prepared = false;
9453 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9455 if(p->camera_entity != rsurface.texture->camera_entity)
9460 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9462 if(rsurface.batchnumvertices == 0)
9465 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9467 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9468 d += fabs(PlaneDiff(vert, &p->plane));
9470 if (bestd > d || bestplaneindex < 0)
9473 bestplaneindex = planeindex;
9476 return bestplaneindex;
9477 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9478 // this situation though, as it might be better to render single larger
9479 // batches with useless stuff (backface culled for example) than to
9480 // render multiple smaller batches
9483 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9486 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9487 rsurface.passcolor4f_vertexbuffer = 0;
9488 rsurface.passcolor4f_bufferoffset = 0;
9489 for (i = 0;i < rsurface.batchnumvertices;i++)
9490 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9493 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9500 if (rsurface.passcolor4f)
9502 // generate color arrays
9503 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9504 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9505 rsurface.passcolor4f_vertexbuffer = 0;
9506 rsurface.passcolor4f_bufferoffset = 0;
9507 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9509 f = RSurf_FogVertex(v);
9518 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9519 rsurface.passcolor4f_vertexbuffer = 0;
9520 rsurface.passcolor4f_bufferoffset = 0;
9521 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9523 f = RSurf_FogVertex(v);
9532 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9539 if (!rsurface.passcolor4f)
9541 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9542 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9543 rsurface.passcolor4f_vertexbuffer = 0;
9544 rsurface.passcolor4f_bufferoffset = 0;
9545 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)
9547 f = RSurf_FogVertex(v);
9548 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9549 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9550 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9555 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9560 if (!rsurface.passcolor4f)
9562 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9563 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9564 rsurface.passcolor4f_vertexbuffer = 0;
9565 rsurface.passcolor4f_bufferoffset = 0;
9566 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9575 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9580 if (!rsurface.passcolor4f)
9582 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9583 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9584 rsurface.passcolor4f_vertexbuffer = 0;
9585 rsurface.passcolor4f_bufferoffset = 0;
9586 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9588 c2[0] = c[0] + r_refdef.scene.ambient;
9589 c2[1] = c[1] + r_refdef.scene.ambient;
9590 c2[2] = c[2] + r_refdef.scene.ambient;
9595 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9598 rsurface.passcolor4f = NULL;
9599 rsurface.passcolor4f_vertexbuffer = 0;
9600 rsurface.passcolor4f_bufferoffset = 0;
9601 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9602 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9603 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9604 GL_Color(r, g, b, a);
9605 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9609 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9611 // TODO: optimize applyfog && applycolor case
9612 // just apply fog if necessary, and tint the fog color array if necessary
9613 rsurface.passcolor4f = NULL;
9614 rsurface.passcolor4f_vertexbuffer = 0;
9615 rsurface.passcolor4f_bufferoffset = 0;
9616 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9617 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9618 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9619 GL_Color(r, g, b, a);
9623 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9626 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9627 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9628 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9629 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9630 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9631 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9632 GL_Color(r, g, b, a);
9636 static void RSurf_DrawBatch_GL11_ClampColor(void)
9641 if (!rsurface.passcolor4f)
9643 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9645 c2[0] = bound(0.0f, c1[0], 1.0f);
9646 c2[1] = bound(0.0f, c1[1], 1.0f);
9647 c2[2] = bound(0.0f, c1[2], 1.0f);
9648 c2[3] = bound(0.0f, c1[3], 1.0f);
9652 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9662 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9663 rsurface.passcolor4f_vertexbuffer = 0;
9664 rsurface.passcolor4f_bufferoffset = 0;
9665 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)
9667 f = -DotProduct(r_refdef.view.forward, n);
9669 f = f * 0.85 + 0.15; // work around so stuff won't get black
9670 f *= r_refdef.lightmapintensity;
9671 Vector4Set(c, f, f, f, 1);
9675 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9677 RSurf_DrawBatch_GL11_ApplyFakeLight();
9678 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9679 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9680 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9681 GL_Color(r, g, b, a);
9685 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9693 vec3_t ambientcolor;
9694 vec3_t diffusecolor;
9698 VectorCopy(rsurface.modellight_lightdir, lightdir);
9699 f = 0.5f * r_refdef.lightmapintensity;
9700 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9701 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9702 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9703 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9704 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9705 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9707 if (VectorLength2(diffusecolor) > 0)
9709 // q3-style directional shading
9710 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9711 rsurface.passcolor4f_vertexbuffer = 0;
9712 rsurface.passcolor4f_bufferoffset = 0;
9713 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)
9715 if ((f = DotProduct(n, lightdir)) > 0)
9716 VectorMA(ambientcolor, f, diffusecolor, c);
9718 VectorCopy(ambientcolor, c);
9725 *applycolor = false;
9729 *r = ambientcolor[0];
9730 *g = ambientcolor[1];
9731 *b = ambientcolor[2];
9732 rsurface.passcolor4f = NULL;
9733 rsurface.passcolor4f_vertexbuffer = 0;
9734 rsurface.passcolor4f_bufferoffset = 0;
9738 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9740 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9741 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9742 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9743 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9744 GL_Color(r, g, b, a);
9748 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9756 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9757 rsurface.passcolor4f_vertexbuffer = 0;
9758 rsurface.passcolor4f_bufferoffset = 0;
9760 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9762 f = 1 - RSurf_FogVertex(v);
9770 void RSurf_SetupDepthAndCulling(void)
9772 // submodels are biased to avoid z-fighting with world surfaces that they
9773 // may be exactly overlapping (avoids z-fighting artifacts on certain
9774 // doors and things in Quake maps)
9775 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9776 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9777 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9778 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9781 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9783 // transparent sky would be ridiculous
9784 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9786 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9787 skyrenderlater = true;
9788 RSurf_SetupDepthAndCulling();
9790 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9791 // skymasking on them, and Quake3 never did sky masking (unlike
9792 // software Quake and software Quake2), so disable the sky masking
9793 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9794 // and skymasking also looks very bad when noclipping outside the
9795 // level, so don't use it then either.
9796 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9798 R_Mesh_ResetTextureState();
9799 if (skyrendermasked)
9801 R_SetupShader_DepthOrShadow(false);
9802 // depth-only (masking)
9803 GL_ColorMask(0,0,0,0);
9804 // just to make sure that braindead drivers don't draw
9805 // anything despite that colormask...
9806 GL_BlendFunc(GL_ZERO, GL_ONE);
9807 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9808 if (rsurface.batchvertex3fbuffer)
9809 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9811 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9815 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9817 GL_BlendFunc(GL_ONE, GL_ZERO);
9818 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9819 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9820 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9823 if (skyrendermasked)
9824 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9826 R_Mesh_ResetTextureState();
9827 GL_Color(1, 1, 1, 1);
9830 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9831 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9832 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9834 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9838 // render screenspace normalmap to texture
9840 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9844 // bind lightmap texture
9846 // water/refraction/reflection/camera surfaces have to be handled specially
9847 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9849 int start, end, startplaneindex;
9850 for (start = 0;start < texturenumsurfaces;start = end)
9852 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9853 if(startplaneindex < 0)
9855 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9856 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9860 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9862 // now that we have a batch using the same planeindex, render it
9863 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9865 // render water or distortion background
9867 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9869 // blend surface on top
9870 GL_DepthMask(false);
9871 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9874 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9876 // render surface with reflection texture as input
9877 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9878 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9885 // render surface batch normally
9886 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9887 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);
9891 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9893 // OpenGL 1.3 path - anything not completely ancient
9894 qboolean applycolor;
9897 const texturelayer_t *layer;
9898 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);
9899 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9901 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9904 int layertexrgbscale;
9905 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9907 if (layerindex == 0)
9911 GL_AlphaTest(false);
9912 GL_DepthFunc(GL_EQUAL);
9915 GL_DepthMask(layer->depthmask && writedepth);
9916 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9917 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9919 layertexrgbscale = 4;
9920 VectorScale(layer->color, 0.25f, layercolor);
9922 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9924 layertexrgbscale = 2;
9925 VectorScale(layer->color, 0.5f, layercolor);
9929 layertexrgbscale = 1;
9930 VectorScale(layer->color, 1.0f, layercolor);
9932 layercolor[3] = layer->color[3];
9933 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9934 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9935 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9936 switch (layer->type)
9938 case TEXTURELAYERTYPE_LITTEXTURE:
9939 // single-pass lightmapped texture with 2x rgbscale
9940 R_Mesh_TexBind(0, r_texture_white);
9941 R_Mesh_TexMatrix(0, NULL);
9942 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9943 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9944 R_Mesh_TexBind(1, layer->texture);
9945 R_Mesh_TexMatrix(1, &layer->texmatrix);
9946 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9947 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9948 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9949 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9950 else if (FAKELIGHT_ENABLED)
9951 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9952 else if (rsurface.uselightmaptexture)
9953 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9955 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9957 case TEXTURELAYERTYPE_TEXTURE:
9958 // singletexture unlit texture with transparency support
9959 R_Mesh_TexBind(0, layer->texture);
9960 R_Mesh_TexMatrix(0, &layer->texmatrix);
9961 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9962 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9963 R_Mesh_TexBind(1, 0);
9964 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9965 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9967 case TEXTURELAYERTYPE_FOG:
9968 // singletexture fogging
9971 R_Mesh_TexBind(0, layer->texture);
9972 R_Mesh_TexMatrix(0, &layer->texmatrix);
9973 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9974 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9978 R_Mesh_TexBind(0, 0);
9979 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9981 R_Mesh_TexBind(1, 0);
9982 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9983 // generate a color array for the fog pass
9984 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9985 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9989 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9992 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9994 GL_DepthFunc(GL_LEQUAL);
9995 GL_AlphaTest(false);
9999 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10001 // OpenGL 1.1 - crusty old voodoo path
10004 const texturelayer_t *layer;
10005 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);
10006 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10008 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10010 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10012 if (layerindex == 0)
10013 GL_AlphaTest(true);
10016 GL_AlphaTest(false);
10017 GL_DepthFunc(GL_EQUAL);
10020 GL_DepthMask(layer->depthmask && writedepth);
10021 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10022 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10023 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10024 switch (layer->type)
10026 case TEXTURELAYERTYPE_LITTEXTURE:
10027 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10029 // two-pass lit texture with 2x rgbscale
10030 // first the lightmap pass
10031 R_Mesh_TexBind(0, r_texture_white);
10032 R_Mesh_TexMatrix(0, NULL);
10033 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10034 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10035 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10036 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10037 else if (FAKELIGHT_ENABLED)
10038 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10039 else if (rsurface.uselightmaptexture)
10040 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10042 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10043 // then apply the texture to it
10044 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10045 R_Mesh_TexBind(0, layer->texture);
10046 R_Mesh_TexMatrix(0, &layer->texmatrix);
10047 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10048 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10049 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);
10053 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10054 R_Mesh_TexBind(0, layer->texture);
10055 R_Mesh_TexMatrix(0, &layer->texmatrix);
10056 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10057 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10058 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10059 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);
10061 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);
10064 case TEXTURELAYERTYPE_TEXTURE:
10065 // singletexture unlit texture with transparency support
10066 R_Mesh_TexBind(0, layer->texture);
10067 R_Mesh_TexMatrix(0, &layer->texmatrix);
10068 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10069 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10070 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);
10072 case TEXTURELAYERTYPE_FOG:
10073 // singletexture fogging
10074 if (layer->texture)
10076 R_Mesh_TexBind(0, layer->texture);
10077 R_Mesh_TexMatrix(0, &layer->texmatrix);
10078 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10079 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10083 R_Mesh_TexBind(0, 0);
10084 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10086 // generate a color array for the fog pass
10087 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10088 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10092 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10095 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10097 GL_DepthFunc(GL_LEQUAL);
10098 GL_AlphaTest(false);
10102 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10106 r_vertexgeneric_t *batchvertex;
10109 // R_Mesh_ResetTextureState();
10110 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10112 if(rsurface.texture && rsurface.texture->currentskinframe)
10114 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10115 c[3] *= rsurface.texture->currentalpha;
10125 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10127 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10128 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10129 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10132 // brighten it up (as texture value 127 means "unlit")
10133 c[0] *= 2 * r_refdef.view.colorscale;
10134 c[1] *= 2 * r_refdef.view.colorscale;
10135 c[2] *= 2 * r_refdef.view.colorscale;
10137 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10138 c[3] *= r_wateralpha.value;
10140 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10142 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10143 GL_DepthMask(false);
10145 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10147 GL_BlendFunc(GL_ONE, GL_ONE);
10148 GL_DepthMask(false);
10150 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10152 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10153 GL_DepthMask(false);
10155 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10157 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10158 GL_DepthMask(false);
10162 GL_BlendFunc(GL_ONE, GL_ZERO);
10163 GL_DepthMask(writedepth);
10166 if (r_showsurfaces.integer == 3)
10168 rsurface.passcolor4f = NULL;
10170 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10172 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10174 rsurface.passcolor4f = NULL;
10175 rsurface.passcolor4f_vertexbuffer = 0;
10176 rsurface.passcolor4f_bufferoffset = 0;
10178 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10180 qboolean applycolor = true;
10183 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10185 r_refdef.lightmapintensity = 1;
10186 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10187 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10189 else if (FAKELIGHT_ENABLED)
10191 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10193 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10194 RSurf_DrawBatch_GL11_ApplyFakeLight();
10195 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10199 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10201 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10202 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10203 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10206 if(!rsurface.passcolor4f)
10207 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10209 RSurf_DrawBatch_GL11_ApplyAmbient();
10210 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10211 if(r_refdef.fogenabled)
10212 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10213 RSurf_DrawBatch_GL11_ClampColor();
10215 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10216 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10219 else if (!r_refdef.view.showdebug)
10221 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10222 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10223 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10225 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10226 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10228 R_Mesh_PrepareVertices_Generic_Unlock();
10231 else if (r_showsurfaces.integer == 4)
10233 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10234 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10235 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10237 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10238 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10239 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10241 R_Mesh_PrepareVertices_Generic_Unlock();
10244 else if (r_showsurfaces.integer == 2)
10247 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10248 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10249 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10251 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10252 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10253 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10254 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10255 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10256 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10257 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10259 R_Mesh_PrepareVertices_Generic_Unlock();
10260 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10264 int texturesurfaceindex;
10266 const msurface_t *surface;
10267 float surfacecolor4f[4];
10268 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10269 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10271 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10273 surface = texturesurfacelist[texturesurfaceindex];
10274 k = (int)(((size_t)surface) / sizeof(msurface_t));
10275 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10276 for (j = 0;j < surface->num_vertices;j++)
10278 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10279 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10283 R_Mesh_PrepareVertices_Generic_Unlock();
10288 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10291 RSurf_SetupDepthAndCulling();
10292 if (r_showsurfaces.integer)
10294 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10297 switch (vid.renderpath)
10299 case RENDERPATH_GL20:
10300 case RENDERPATH_D3D9:
10301 case RENDERPATH_D3D10:
10302 case RENDERPATH_D3D11:
10303 case RENDERPATH_SOFT:
10304 case RENDERPATH_GLES2:
10305 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10307 case RENDERPATH_GL13:
10308 case RENDERPATH_GLES1:
10309 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10311 case RENDERPATH_GL11:
10312 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10318 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10321 RSurf_SetupDepthAndCulling();
10322 if (r_showsurfaces.integer)
10324 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10327 switch (vid.renderpath)
10329 case RENDERPATH_GL20:
10330 case RENDERPATH_D3D9:
10331 case RENDERPATH_D3D10:
10332 case RENDERPATH_D3D11:
10333 case RENDERPATH_SOFT:
10334 case RENDERPATH_GLES2:
10335 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10337 case RENDERPATH_GL13:
10338 case RENDERPATH_GLES1:
10339 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10341 case RENDERPATH_GL11:
10342 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10348 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10351 int texturenumsurfaces, endsurface;
10352 texture_t *texture;
10353 const msurface_t *surface;
10354 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10356 // if the model is static it doesn't matter what value we give for
10357 // wantnormals and wanttangents, so this logic uses only rules applicable
10358 // to a model, knowing that they are meaningless otherwise
10359 if (ent == r_refdef.scene.worldentity)
10360 RSurf_ActiveWorldEntity();
10361 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10362 RSurf_ActiveModelEntity(ent, false, false, false);
10365 switch (vid.renderpath)
10367 case RENDERPATH_GL20:
10368 case RENDERPATH_D3D9:
10369 case RENDERPATH_D3D10:
10370 case RENDERPATH_D3D11:
10371 case RENDERPATH_SOFT:
10372 case RENDERPATH_GLES2:
10373 RSurf_ActiveModelEntity(ent, true, true, false);
10375 case RENDERPATH_GL11:
10376 case RENDERPATH_GL13:
10377 case RENDERPATH_GLES1:
10378 RSurf_ActiveModelEntity(ent, true, false, false);
10383 if (r_transparentdepthmasking.integer)
10385 qboolean setup = false;
10386 for (i = 0;i < numsurfaces;i = j)
10389 surface = rsurface.modelsurfaces + surfacelist[i];
10390 texture = surface->texture;
10391 rsurface.texture = R_GetCurrentTexture(texture);
10392 rsurface.lightmaptexture = NULL;
10393 rsurface.deluxemaptexture = NULL;
10394 rsurface.uselightmaptexture = false;
10395 // scan ahead until we find a different texture
10396 endsurface = min(i + 1024, numsurfaces);
10397 texturenumsurfaces = 0;
10398 texturesurfacelist[texturenumsurfaces++] = surface;
10399 for (;j < endsurface;j++)
10401 surface = rsurface.modelsurfaces + surfacelist[j];
10402 if (texture != surface->texture)
10404 texturesurfacelist[texturenumsurfaces++] = surface;
10406 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10408 // render the range of surfaces as depth
10412 GL_ColorMask(0,0,0,0);
10414 GL_DepthTest(true);
10415 GL_BlendFunc(GL_ONE, GL_ZERO);
10416 GL_DepthMask(true);
10417 // R_Mesh_ResetTextureState();
10418 R_SetupShader_DepthOrShadow(false);
10420 RSurf_SetupDepthAndCulling();
10421 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10422 if (rsurface.batchvertex3fbuffer)
10423 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10425 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10429 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10432 for (i = 0;i < numsurfaces;i = j)
10435 surface = rsurface.modelsurfaces + surfacelist[i];
10436 texture = surface->texture;
10437 rsurface.texture = R_GetCurrentTexture(texture);
10438 // scan ahead until we find a different texture
10439 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10440 texturenumsurfaces = 0;
10441 texturesurfacelist[texturenumsurfaces++] = surface;
10442 if(FAKELIGHT_ENABLED)
10444 rsurface.lightmaptexture = NULL;
10445 rsurface.deluxemaptexture = NULL;
10446 rsurface.uselightmaptexture = false;
10447 for (;j < endsurface;j++)
10449 surface = rsurface.modelsurfaces + surfacelist[j];
10450 if (texture != surface->texture)
10452 texturesurfacelist[texturenumsurfaces++] = surface;
10457 rsurface.lightmaptexture = surface->lightmaptexture;
10458 rsurface.deluxemaptexture = surface->deluxemaptexture;
10459 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10460 for (;j < endsurface;j++)
10462 surface = rsurface.modelsurfaces + surfacelist[j];
10463 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10465 texturesurfacelist[texturenumsurfaces++] = surface;
10468 // render the range of surfaces
10469 if (ent == r_refdef.scene.worldentity)
10470 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10472 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10474 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10477 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10479 // transparent surfaces get pushed off into the transparent queue
10480 int surfacelistindex;
10481 const msurface_t *surface;
10482 vec3_t tempcenter, center;
10483 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10485 surface = texturesurfacelist[surfacelistindex];
10486 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10487 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10488 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10489 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10490 if (queueentity->transparent_offset) // transparent offset
10492 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10493 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10494 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10496 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10500 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10502 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10504 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10506 RSurf_SetupDepthAndCulling();
10507 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10508 if (rsurface.batchvertex3fbuffer)
10509 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10511 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10515 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10517 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10520 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10523 if (!rsurface.texture->currentnumlayers)
10525 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10526 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10528 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10530 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10531 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10532 else if (!rsurface.texture->currentnumlayers)
10534 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10536 // in the deferred case, transparent surfaces were queued during prepass
10537 if (!r_shadow_usingdeferredprepass)
10538 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10542 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10543 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10548 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10551 texture_t *texture;
10552 R_FrameData_SetMark();
10553 // break the surface list down into batches by texture and use of lightmapping
10554 for (i = 0;i < numsurfaces;i = j)
10557 // texture is the base texture pointer, rsurface.texture is the
10558 // current frame/skin the texture is directing us to use (for example
10559 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10560 // use skin 1 instead)
10561 texture = surfacelist[i]->texture;
10562 rsurface.texture = R_GetCurrentTexture(texture);
10563 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10565 // if this texture is not the kind we want, skip ahead to the next one
10566 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10570 if(FAKELIGHT_ENABLED || depthonly || prepass)
10572 rsurface.lightmaptexture = NULL;
10573 rsurface.deluxemaptexture = NULL;
10574 rsurface.uselightmaptexture = false;
10575 // simply scan ahead until we find a different texture or lightmap state
10576 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10581 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10582 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10583 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10584 // simply scan ahead until we find a different texture or lightmap state
10585 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10588 // render the range of surfaces
10589 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10591 R_FrameData_ReturnToMark();
10594 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10598 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10601 if (!rsurface.texture->currentnumlayers)
10603 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10604 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10606 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10608 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10609 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10610 else if (!rsurface.texture->currentnumlayers)
10612 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10614 // in the deferred case, transparent surfaces were queued during prepass
10615 if (!r_shadow_usingdeferredprepass)
10616 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10620 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10621 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10626 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10629 texture_t *texture;
10630 R_FrameData_SetMark();
10631 // break the surface list down into batches by texture and use of lightmapping
10632 for (i = 0;i < numsurfaces;i = j)
10635 // texture is the base texture pointer, rsurface.texture is the
10636 // current frame/skin the texture is directing us to use (for example
10637 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10638 // use skin 1 instead)
10639 texture = surfacelist[i]->texture;
10640 rsurface.texture = R_GetCurrentTexture(texture);
10641 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10643 // if this texture is not the kind we want, skip ahead to the next one
10644 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10648 if(FAKELIGHT_ENABLED || depthonly || prepass)
10650 rsurface.lightmaptexture = NULL;
10651 rsurface.deluxemaptexture = NULL;
10652 rsurface.uselightmaptexture = false;
10653 // simply scan ahead until we find a different texture or lightmap state
10654 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10659 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10660 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10661 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10662 // simply scan ahead until we find a different texture or lightmap state
10663 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10666 // render the range of surfaces
10667 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10669 R_FrameData_ReturnToMark();
10672 float locboxvertex3f[6*4*3] =
10674 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10675 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10676 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10677 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10678 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10679 1,0,0, 0,0,0, 0,1,0, 1,1,0
10682 unsigned short locboxelements[6*2*3] =
10687 12,13,14, 12,14,15,
10688 16,17,18, 16,18,19,
10692 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10695 cl_locnode_t *loc = (cl_locnode_t *)ent;
10697 float vertex3f[6*4*3];
10699 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10700 GL_DepthMask(false);
10701 GL_DepthRange(0, 1);
10702 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10703 GL_DepthTest(true);
10704 GL_CullFace(GL_NONE);
10705 R_EntityMatrix(&identitymatrix);
10707 // R_Mesh_ResetTextureState();
10709 i = surfacelist[0];
10710 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10711 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10712 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10713 surfacelist[0] < 0 ? 0.5f : 0.125f);
10715 if (VectorCompare(loc->mins, loc->maxs))
10717 VectorSet(size, 2, 2, 2);
10718 VectorMA(loc->mins, -0.5f, size, mins);
10722 VectorCopy(loc->mins, mins);
10723 VectorSubtract(loc->maxs, loc->mins, size);
10726 for (i = 0;i < 6*4*3;)
10727 for (j = 0;j < 3;j++, i++)
10728 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10730 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10731 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10732 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10735 void R_DrawLocs(void)
10738 cl_locnode_t *loc, *nearestloc;
10740 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10741 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10743 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10744 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10748 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10750 if (decalsystem->decals)
10751 Mem_Free(decalsystem->decals);
10752 memset(decalsystem, 0, sizeof(*decalsystem));
10755 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10758 tridecal_t *decals;
10761 // expand or initialize the system
10762 if (decalsystem->maxdecals <= decalsystem->numdecals)
10764 decalsystem_t old = *decalsystem;
10765 qboolean useshortelements;
10766 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10767 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10768 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)));
10769 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10770 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10771 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10772 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10773 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10774 if (decalsystem->numdecals)
10775 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10777 Mem_Free(old.decals);
10778 for (i = 0;i < decalsystem->maxdecals*3;i++)
10779 decalsystem->element3i[i] = i;
10780 if (useshortelements)
10781 for (i = 0;i < decalsystem->maxdecals*3;i++)
10782 decalsystem->element3s[i] = i;
10785 // grab a decal and search for another free slot for the next one
10786 decals = decalsystem->decals;
10787 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10788 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10790 decalsystem->freedecal = i;
10791 if (decalsystem->numdecals <= i)
10792 decalsystem->numdecals = i + 1;
10794 // initialize the decal
10796 decal->triangleindex = triangleindex;
10797 decal->surfaceindex = surfaceindex;
10798 decal->decalsequence = decalsequence;
10799 decal->color4f[0][0] = c0[0];
10800 decal->color4f[0][1] = c0[1];
10801 decal->color4f[0][2] = c0[2];
10802 decal->color4f[0][3] = 1;
10803 decal->color4f[1][0] = c1[0];
10804 decal->color4f[1][1] = c1[1];
10805 decal->color4f[1][2] = c1[2];
10806 decal->color4f[1][3] = 1;
10807 decal->color4f[2][0] = c2[0];
10808 decal->color4f[2][1] = c2[1];
10809 decal->color4f[2][2] = c2[2];
10810 decal->color4f[2][3] = 1;
10811 decal->vertex3f[0][0] = v0[0];
10812 decal->vertex3f[0][1] = v0[1];
10813 decal->vertex3f[0][2] = v0[2];
10814 decal->vertex3f[1][0] = v1[0];
10815 decal->vertex3f[1][1] = v1[1];
10816 decal->vertex3f[1][2] = v1[2];
10817 decal->vertex3f[2][0] = v2[0];
10818 decal->vertex3f[2][1] = v2[1];
10819 decal->vertex3f[2][2] = v2[2];
10820 decal->texcoord2f[0][0] = t0[0];
10821 decal->texcoord2f[0][1] = t0[1];
10822 decal->texcoord2f[1][0] = t1[0];
10823 decal->texcoord2f[1][1] = t1[1];
10824 decal->texcoord2f[2][0] = t2[0];
10825 decal->texcoord2f[2][1] = t2[1];
10826 TriangleNormal(v0, v1, v2, decal->plane);
10827 VectorNormalize(decal->plane);
10828 decal->plane[3] = DotProduct(v0, decal->plane);
10831 extern cvar_t cl_decals_bias;
10832 extern cvar_t cl_decals_models;
10833 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10834 // baseparms, parms, temps
10835 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10840 const float *vertex3f;
10841 const float *normal3f;
10843 float points[2][9][3];
10850 e = rsurface.modelelement3i + 3*triangleindex;
10852 vertex3f = rsurface.modelvertex3f;
10853 normal3f = rsurface.modelnormal3f;
10857 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10859 index = 3*e[cornerindex];
10860 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10865 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10867 index = 3*e[cornerindex];
10868 VectorCopy(vertex3f + index, v[cornerindex]);
10873 //TriangleNormal(v[0], v[1], v[2], normal);
10874 //if (DotProduct(normal, localnormal) < 0.0f)
10876 // clip by each of the box planes formed from the projection matrix
10877 // if anything survives, we emit the decal
10878 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]);
10881 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]);
10884 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]);
10887 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]);
10890 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]);
10893 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]);
10896 // some part of the triangle survived, so we have to accept it...
10899 // dynamic always uses the original triangle
10901 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10903 index = 3*e[cornerindex];
10904 VectorCopy(vertex3f + index, v[cornerindex]);
10907 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10909 // convert vertex positions to texcoords
10910 Matrix4x4_Transform(projection, v[cornerindex], temp);
10911 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10912 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10913 // calculate distance fade from the projection origin
10914 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10915 f = bound(0.0f, f, 1.0f);
10916 c[cornerindex][0] = r * f;
10917 c[cornerindex][1] = g * f;
10918 c[cornerindex][2] = b * f;
10919 c[cornerindex][3] = 1.0f;
10920 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10923 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);
10925 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10926 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);
10928 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10930 matrix4x4_t projection;
10931 decalsystem_t *decalsystem;
10934 const msurface_t *surface;
10935 const msurface_t *surfaces;
10936 const int *surfacelist;
10937 const texture_t *texture;
10939 int numsurfacelist;
10940 int surfacelistindex;
10943 float localorigin[3];
10944 float localnormal[3];
10945 float localmins[3];
10946 float localmaxs[3];
10949 float planes[6][4];
10952 int bih_triangles_count;
10953 int bih_triangles[256];
10954 int bih_surfaces[256];
10956 decalsystem = &ent->decalsystem;
10957 model = ent->model;
10958 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10960 R_DecalSystem_Reset(&ent->decalsystem);
10964 if (!model->brush.data_leafs && !cl_decals_models.integer)
10966 if (decalsystem->model)
10967 R_DecalSystem_Reset(decalsystem);
10971 if (decalsystem->model != model)
10972 R_DecalSystem_Reset(decalsystem);
10973 decalsystem->model = model;
10975 RSurf_ActiveModelEntity(ent, true, false, false);
10977 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10978 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10979 VectorNormalize(localnormal);
10980 localsize = worldsize*rsurface.inversematrixscale;
10981 localmins[0] = localorigin[0] - localsize;
10982 localmins[1] = localorigin[1] - localsize;
10983 localmins[2] = localorigin[2] - localsize;
10984 localmaxs[0] = localorigin[0] + localsize;
10985 localmaxs[1] = localorigin[1] + localsize;
10986 localmaxs[2] = localorigin[2] + localsize;
10988 //VectorCopy(localnormal, planes[4]);
10989 //VectorVectors(planes[4], planes[2], planes[0]);
10990 AnglesFromVectors(angles, localnormal, NULL, false);
10991 AngleVectors(angles, planes[0], planes[2], planes[4]);
10992 VectorNegate(planes[0], planes[1]);
10993 VectorNegate(planes[2], planes[3]);
10994 VectorNegate(planes[4], planes[5]);
10995 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10996 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10997 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10998 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10999 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11000 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11005 matrix4x4_t forwardprojection;
11006 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11007 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11012 float projectionvector[4][3];
11013 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11014 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11015 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11016 projectionvector[0][0] = planes[0][0] * ilocalsize;
11017 projectionvector[0][1] = planes[1][0] * ilocalsize;
11018 projectionvector[0][2] = planes[2][0] * ilocalsize;
11019 projectionvector[1][0] = planes[0][1] * ilocalsize;
11020 projectionvector[1][1] = planes[1][1] * ilocalsize;
11021 projectionvector[1][2] = planes[2][1] * ilocalsize;
11022 projectionvector[2][0] = planes[0][2] * ilocalsize;
11023 projectionvector[2][1] = planes[1][2] * ilocalsize;
11024 projectionvector[2][2] = planes[2][2] * ilocalsize;
11025 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11026 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11027 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11028 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11032 dynamic = model->surfmesh.isanimated;
11033 numsurfacelist = model->nummodelsurfaces;
11034 surfacelist = model->sortedmodelsurfaces;
11035 surfaces = model->data_surfaces;
11038 bih_triangles_count = -1;
11041 if(model->render_bih.numleafs)
11042 bih = &model->render_bih;
11043 else if(model->collision_bih.numleafs)
11044 bih = &model->collision_bih;
11047 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11048 if(bih_triangles_count == 0)
11050 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11052 if(bih_triangles_count > 0)
11054 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11056 surfaceindex = bih_surfaces[triangleindex];
11057 surface = surfaces + surfaceindex;
11058 texture = surface->texture;
11059 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11061 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11063 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11068 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11070 surfaceindex = surfacelist[surfacelistindex];
11071 surface = surfaces + surfaceindex;
11072 // check cull box first because it rejects more than any other check
11073 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11075 // skip transparent surfaces
11076 texture = surface->texture;
11077 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11079 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11081 numtriangles = surface->num_triangles;
11082 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11083 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11088 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11089 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11091 int renderentityindex;
11092 float worldmins[3];
11093 float worldmaxs[3];
11094 entity_render_t *ent;
11096 if (!cl_decals_newsystem.integer)
11099 worldmins[0] = worldorigin[0] - worldsize;
11100 worldmins[1] = worldorigin[1] - worldsize;
11101 worldmins[2] = worldorigin[2] - worldsize;
11102 worldmaxs[0] = worldorigin[0] + worldsize;
11103 worldmaxs[1] = worldorigin[1] + worldsize;
11104 worldmaxs[2] = worldorigin[2] + worldsize;
11106 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11108 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11110 ent = r_refdef.scene.entities[renderentityindex];
11111 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11114 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11118 typedef struct r_decalsystem_splatqueue_s
11120 vec3_t worldorigin;
11121 vec3_t worldnormal;
11127 r_decalsystem_splatqueue_t;
11129 int r_decalsystem_numqueued = 0;
11130 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11132 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)
11134 r_decalsystem_splatqueue_t *queue;
11136 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11139 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11140 VectorCopy(worldorigin, queue->worldorigin);
11141 VectorCopy(worldnormal, queue->worldnormal);
11142 Vector4Set(queue->color, r, g, b, a);
11143 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11144 queue->worldsize = worldsize;
11145 queue->decalsequence = cl.decalsequence++;
11148 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11151 r_decalsystem_splatqueue_t *queue;
11153 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11154 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);
11155 r_decalsystem_numqueued = 0;
11158 extern cvar_t cl_decals_max;
11159 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11162 decalsystem_t *decalsystem = &ent->decalsystem;
11169 if (!decalsystem->numdecals)
11172 if (r_showsurfaces.integer)
11175 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11177 R_DecalSystem_Reset(decalsystem);
11181 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11182 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11184 if (decalsystem->lastupdatetime)
11185 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11188 decalsystem->lastupdatetime = r_refdef.scene.time;
11189 decal = decalsystem->decals;
11190 numdecals = decalsystem->numdecals;
11192 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11194 if (decal->color4f[0][3])
11196 decal->lived += frametime;
11197 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11199 memset(decal, 0, sizeof(*decal));
11200 if (decalsystem->freedecal > i)
11201 decalsystem->freedecal = i;
11205 decal = decalsystem->decals;
11206 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11209 // collapse the array by shuffling the tail decals into the gaps
11212 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11213 decalsystem->freedecal++;
11214 if (decalsystem->freedecal == numdecals)
11216 decal[decalsystem->freedecal] = decal[--numdecals];
11219 decalsystem->numdecals = numdecals;
11221 if (numdecals <= 0)
11223 // if there are no decals left, reset decalsystem
11224 R_DecalSystem_Reset(decalsystem);
11228 extern skinframe_t *decalskinframe;
11229 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11232 decalsystem_t *decalsystem = &ent->decalsystem;
11241 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11244 numdecals = decalsystem->numdecals;
11248 if (r_showsurfaces.integer)
11251 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11253 R_DecalSystem_Reset(decalsystem);
11257 // if the model is static it doesn't matter what value we give for
11258 // wantnormals and wanttangents, so this logic uses only rules applicable
11259 // to a model, knowing that they are meaningless otherwise
11260 if (ent == r_refdef.scene.worldentity)
11261 RSurf_ActiveWorldEntity();
11263 RSurf_ActiveModelEntity(ent, false, false, false);
11265 decalsystem->lastupdatetime = r_refdef.scene.time;
11266 decal = decalsystem->decals;
11268 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11270 // update vertex positions for animated models
11271 v3f = decalsystem->vertex3f;
11272 c4f = decalsystem->color4f;
11273 t2f = decalsystem->texcoord2f;
11274 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11276 if (!decal->color4f[0][3])
11279 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11283 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11286 // update color values for fading decals
11287 if (decal->lived >= cl_decals_time.value)
11288 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11292 c4f[ 0] = decal->color4f[0][0] * alpha;
11293 c4f[ 1] = decal->color4f[0][1] * alpha;
11294 c4f[ 2] = decal->color4f[0][2] * alpha;
11296 c4f[ 4] = decal->color4f[1][0] * alpha;
11297 c4f[ 5] = decal->color4f[1][1] * alpha;
11298 c4f[ 6] = decal->color4f[1][2] * alpha;
11300 c4f[ 8] = decal->color4f[2][0] * alpha;
11301 c4f[ 9] = decal->color4f[2][1] * alpha;
11302 c4f[10] = decal->color4f[2][2] * alpha;
11305 t2f[0] = decal->texcoord2f[0][0];
11306 t2f[1] = decal->texcoord2f[0][1];
11307 t2f[2] = decal->texcoord2f[1][0];
11308 t2f[3] = decal->texcoord2f[1][1];
11309 t2f[4] = decal->texcoord2f[2][0];
11310 t2f[5] = decal->texcoord2f[2][1];
11312 // update vertex positions for animated models
11313 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11315 e = rsurface.modelelement3i + 3*decal->triangleindex;
11316 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11317 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11318 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11322 VectorCopy(decal->vertex3f[0], v3f);
11323 VectorCopy(decal->vertex3f[1], v3f + 3);
11324 VectorCopy(decal->vertex3f[2], v3f + 6);
11327 if (r_refdef.fogenabled)
11329 alpha = RSurf_FogVertex(v3f);
11330 VectorScale(c4f, alpha, c4f);
11331 alpha = RSurf_FogVertex(v3f + 3);
11332 VectorScale(c4f + 4, alpha, c4f + 4);
11333 alpha = RSurf_FogVertex(v3f + 6);
11334 VectorScale(c4f + 8, alpha, c4f + 8);
11345 r_refdef.stats.drawndecals += numtris;
11347 // now render the decals all at once
11348 // (this assumes they all use one particle font texture!)
11349 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);
11350 // R_Mesh_ResetTextureState();
11351 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11352 GL_DepthMask(false);
11353 GL_DepthRange(0, 1);
11354 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11355 GL_DepthTest(true);
11356 GL_CullFace(GL_NONE);
11357 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11358 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11359 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11363 static void R_DrawModelDecals(void)
11367 // fade faster when there are too many decals
11368 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11369 for (i = 0;i < r_refdef.scene.numentities;i++)
11370 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11372 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11373 for (i = 0;i < r_refdef.scene.numentities;i++)
11374 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11375 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11377 R_DecalSystem_ApplySplatEntitiesQueue();
11379 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11380 for (i = 0;i < r_refdef.scene.numentities;i++)
11381 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11383 r_refdef.stats.totaldecals += numdecals;
11385 if (r_showsurfaces.integer)
11388 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11390 for (i = 0;i < r_refdef.scene.numentities;i++)
11392 if (!r_refdef.viewcache.entityvisible[i])
11394 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11395 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11399 extern cvar_t mod_collision_bih;
11400 void R_DrawDebugModel(void)
11402 entity_render_t *ent = rsurface.entity;
11403 int i, j, k, l, flagsmask;
11404 const msurface_t *surface;
11405 dp_model_t *model = ent->model;
11408 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11411 if (r_showoverdraw.value > 0)
11413 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11414 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11415 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11416 GL_DepthTest(false);
11417 GL_DepthMask(false);
11418 GL_DepthRange(0, 1);
11419 GL_BlendFunc(GL_ONE, GL_ONE);
11420 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11422 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11424 rsurface.texture = R_GetCurrentTexture(surface->texture);
11425 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11427 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11428 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11429 if (!rsurface.texture->currentlayers->depthmask)
11430 GL_Color(c, 0, 0, 1.0f);
11431 else if (ent == r_refdef.scene.worldentity)
11432 GL_Color(c, c, c, 1.0f);
11434 GL_Color(0, c, 0, 1.0f);
11435 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11439 rsurface.texture = NULL;
11442 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11444 // R_Mesh_ResetTextureState();
11445 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11446 GL_DepthRange(0, 1);
11447 GL_DepthTest(!r_showdisabledepthtest.integer);
11448 GL_DepthMask(false);
11449 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11451 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11455 qboolean cullbox = ent == r_refdef.scene.worldentity;
11456 const q3mbrush_t *brush;
11457 const bih_t *bih = &model->collision_bih;
11458 const bih_leaf_t *bihleaf;
11459 float vertex3f[3][3];
11460 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11462 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11464 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11466 switch (bihleaf->type)
11469 brush = model->brush.data_brushes + bihleaf->itemindex;
11470 if (brush->colbrushf && brush->colbrushf->numtriangles)
11472 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);
11473 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11474 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11477 case BIH_COLLISIONTRIANGLE:
11478 triangleindex = bihleaf->itemindex;
11479 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11480 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11481 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11482 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);
11483 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11484 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11486 case BIH_RENDERTRIANGLE:
11487 triangleindex = bihleaf->itemindex;
11488 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11489 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11490 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11491 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);
11492 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11493 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11499 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11502 if (r_showtris.integer && qglPolygonMode)
11504 if (r_showdisabledepthtest.integer)
11506 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11507 GL_DepthMask(false);
11511 GL_BlendFunc(GL_ONE, GL_ZERO);
11512 GL_DepthMask(true);
11514 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11515 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11517 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11519 rsurface.texture = R_GetCurrentTexture(surface->texture);
11520 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11522 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11523 if (!rsurface.texture->currentlayers->depthmask)
11524 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11525 else if (ent == r_refdef.scene.worldentity)
11526 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11528 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11529 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11533 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11534 rsurface.texture = NULL;
11537 if (r_shownormals.value != 0 && qglBegin)
11539 if (r_showdisabledepthtest.integer)
11541 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11542 GL_DepthMask(false);
11546 GL_BlendFunc(GL_ONE, GL_ZERO);
11547 GL_DepthMask(true);
11549 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11551 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11553 rsurface.texture = R_GetCurrentTexture(surface->texture);
11554 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11556 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11557 qglBegin(GL_LINES);
11558 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11560 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11562 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11563 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11564 qglVertex3f(v[0], v[1], v[2]);
11565 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11566 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11567 qglVertex3f(v[0], v[1], v[2]);
11570 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11572 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11574 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11575 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11576 qglVertex3f(v[0], v[1], v[2]);
11577 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11578 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11579 qglVertex3f(v[0], v[1], v[2]);
11582 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11584 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11586 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11587 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11588 qglVertex3f(v[0], v[1], v[2]);
11589 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11590 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11591 qglVertex3f(v[0], v[1], v[2]);
11594 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11596 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11598 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11599 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11600 qglVertex3f(v[0], v[1], v[2]);
11601 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11602 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11603 qglVertex3f(v[0], v[1], v[2]);
11610 rsurface.texture = NULL;
11615 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11616 int r_maxsurfacelist = 0;
11617 const msurface_t **r_surfacelist = NULL;
11618 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11620 int i, j, endj, flagsmask;
11621 dp_model_t *model = r_refdef.scene.worldmodel;
11622 msurface_t *surfaces;
11623 unsigned char *update;
11624 int numsurfacelist = 0;
11628 if (r_maxsurfacelist < model->num_surfaces)
11630 r_maxsurfacelist = model->num_surfaces;
11632 Mem_Free((msurface_t**)r_surfacelist);
11633 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11636 RSurf_ActiveWorldEntity();
11638 surfaces = model->data_surfaces;
11639 update = model->brushq1.lightmapupdateflags;
11641 // update light styles on this submodel
11642 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11644 model_brush_lightstyleinfo_t *style;
11645 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11647 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11649 int *list = style->surfacelist;
11650 style->value = r_refdef.scene.lightstylevalue[style->style];
11651 for (j = 0;j < style->numsurfaces;j++)
11652 update[list[j]] = true;
11657 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11661 R_DrawDebugModel();
11662 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11666 rsurface.lightmaptexture = NULL;
11667 rsurface.deluxemaptexture = NULL;
11668 rsurface.uselightmaptexture = false;
11669 rsurface.texture = NULL;
11670 rsurface.rtlight = NULL;
11671 numsurfacelist = 0;
11672 // add visible surfaces to draw list
11673 for (i = 0;i < model->nummodelsurfaces;i++)
11675 j = model->sortedmodelsurfaces[i];
11676 if (r_refdef.viewcache.world_surfacevisible[j])
11677 r_surfacelist[numsurfacelist++] = surfaces + j;
11679 // update lightmaps if needed
11680 if (model->brushq1.firstrender)
11682 model->brushq1.firstrender = false;
11683 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11685 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11689 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11690 if (r_refdef.viewcache.world_surfacevisible[j])
11692 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11694 // don't do anything if there were no surfaces
11695 if (!numsurfacelist)
11697 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11700 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11702 // add to stats if desired
11703 if (r_speeds.integer && !skysurfaces && !depthonly)
11705 r_refdef.stats.world_surfaces += numsurfacelist;
11706 for (j = 0;j < numsurfacelist;j++)
11707 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11710 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11713 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11715 int i, j, endj, flagsmask;
11716 dp_model_t *model = ent->model;
11717 msurface_t *surfaces;
11718 unsigned char *update;
11719 int numsurfacelist = 0;
11723 if (r_maxsurfacelist < model->num_surfaces)
11725 r_maxsurfacelist = model->num_surfaces;
11727 Mem_Free((msurface_t **)r_surfacelist);
11728 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11731 // if the model is static it doesn't matter what value we give for
11732 // wantnormals and wanttangents, so this logic uses only rules applicable
11733 // to a model, knowing that they are meaningless otherwise
11734 if (ent == r_refdef.scene.worldentity)
11735 RSurf_ActiveWorldEntity();
11736 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11737 RSurf_ActiveModelEntity(ent, false, false, false);
11739 RSurf_ActiveModelEntity(ent, true, true, true);
11740 else if (depthonly)
11742 switch (vid.renderpath)
11744 case RENDERPATH_GL20:
11745 case RENDERPATH_D3D9:
11746 case RENDERPATH_D3D10:
11747 case RENDERPATH_D3D11:
11748 case RENDERPATH_SOFT:
11749 case RENDERPATH_GLES2:
11750 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11752 case RENDERPATH_GL11:
11753 case RENDERPATH_GL13:
11754 case RENDERPATH_GLES1:
11755 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11761 switch (vid.renderpath)
11763 case RENDERPATH_GL20:
11764 case RENDERPATH_D3D9:
11765 case RENDERPATH_D3D10:
11766 case RENDERPATH_D3D11:
11767 case RENDERPATH_SOFT:
11768 case RENDERPATH_GLES2:
11769 RSurf_ActiveModelEntity(ent, true, true, false);
11771 case RENDERPATH_GL11:
11772 case RENDERPATH_GL13:
11773 case RENDERPATH_GLES1:
11774 RSurf_ActiveModelEntity(ent, true, false, false);
11779 surfaces = model->data_surfaces;
11780 update = model->brushq1.lightmapupdateflags;
11782 // update light styles
11783 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11785 model_brush_lightstyleinfo_t *style;
11786 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11788 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11790 int *list = style->surfacelist;
11791 style->value = r_refdef.scene.lightstylevalue[style->style];
11792 for (j = 0;j < style->numsurfaces;j++)
11793 update[list[j]] = true;
11798 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11802 R_DrawDebugModel();
11803 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11807 rsurface.lightmaptexture = NULL;
11808 rsurface.deluxemaptexture = NULL;
11809 rsurface.uselightmaptexture = false;
11810 rsurface.texture = NULL;
11811 rsurface.rtlight = NULL;
11812 numsurfacelist = 0;
11813 // add visible surfaces to draw list
11814 for (i = 0;i < model->nummodelsurfaces;i++)
11815 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11816 // don't do anything if there were no surfaces
11817 if (!numsurfacelist)
11819 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11822 // update lightmaps if needed
11826 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11831 R_BuildLightMap(ent, surfaces + j);
11836 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11838 R_BuildLightMap(ent, surfaces + j);
11839 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11841 // add to stats if desired
11842 if (r_speeds.integer && !skysurfaces && !depthonly)
11844 r_refdef.stats.entities_surfaces += numsurfacelist;
11845 for (j = 0;j < numsurfacelist;j++)
11846 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11849 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11852 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11854 static texture_t texture;
11855 static msurface_t surface;
11856 const msurface_t *surfacelist = &surface;
11858 // fake enough texture and surface state to render this geometry
11860 texture.update_lastrenderframe = -1; // regenerate this texture
11861 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11862 texture.currentskinframe = skinframe;
11863 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11864 texture.offsetmapping = OFFSETMAPPING_OFF;
11865 texture.offsetscale = 1;
11866 texture.specularscalemod = 1;
11867 texture.specularpowermod = 1;
11869 surface.texture = &texture;
11870 surface.num_triangles = numtriangles;
11871 surface.num_firsttriangle = firsttriangle;
11872 surface.num_vertices = numvertices;
11873 surface.num_firstvertex = firstvertex;
11876 rsurface.texture = R_GetCurrentTexture(surface.texture);
11877 rsurface.lightmaptexture = NULL;
11878 rsurface.deluxemaptexture = NULL;
11879 rsurface.uselightmaptexture = false;
11880 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11883 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)
11885 static msurface_t surface;
11886 const msurface_t *surfacelist = &surface;
11888 // fake enough texture and surface state to render this geometry
11889 surface.texture = texture;
11890 surface.num_triangles = numtriangles;
11891 surface.num_firsttriangle = firsttriangle;
11892 surface.num_vertices = numvertices;
11893 surface.num_firstvertex = firstvertex;
11896 rsurface.texture = R_GetCurrentTexture(surface.texture);
11897 rsurface.lightmaptexture = NULL;
11898 rsurface.deluxemaptexture = NULL;
11899 rsurface.uselightmaptexture = false;
11900 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);