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.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | 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)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | 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"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | 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"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | 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_CLIENT | 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 = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "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)"};
86 cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "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"};
89 cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "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)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | 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."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | 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."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | 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"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | 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"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | 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"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | 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"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | 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)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | 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)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | 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"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | 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)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | 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)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | 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)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | 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)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
208 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
210 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
211 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
213 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
214 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
215 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
216 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
217 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
218 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
220 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
221 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
222 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
223 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
224 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
225 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
227 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
228 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
229 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
231 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "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"};
233 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
235 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
237 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
239 cvar_t r_batch_multidraw = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
240 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
241 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
242 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
244 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
245 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
247 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
249 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
250 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
252 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
255 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
258 extern cvar_t v_glslgamma_2d;
260 extern qboolean v_flipped_state;
262 r_framebufferstate_t r_fb;
264 /// shadow volume bsp struct with automatically growing nodes buffer
267 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
269 rtexture_t *r_texture_blanknormalmap;
270 rtexture_t *r_texture_white;
271 rtexture_t *r_texture_grey128;
272 rtexture_t *r_texture_black;
273 rtexture_t *r_texture_notexture;
274 rtexture_t *r_texture_whitecube;
275 rtexture_t *r_texture_normalizationcube;
276 rtexture_t *r_texture_fogattenuation;
277 rtexture_t *r_texture_fogheighttexture;
278 rtexture_t *r_texture_gammaramps;
279 unsigned int r_texture_gammaramps_serial;
280 //rtexture_t *r_texture_fogintensity;
281 rtexture_t *r_texture_reflectcube;
283 // TODO: hash lookups?
284 typedef struct cubemapinfo_s
291 int r_texture_numcubemaps;
292 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
294 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
295 unsigned int r_numqueries;
296 unsigned int r_maxqueries;
298 typedef struct r_qwskincache_s
300 char name[MAX_QPATH];
301 skinframe_t *skinframe;
305 static r_qwskincache_t *r_qwskincache;
306 static int r_qwskincache_size;
308 /// vertex coordinates for a quad that covers the screen exactly
309 extern const float r_screenvertex3f[12];
310 const float r_screenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set(&cvars_all, "gl_fogenable", "0");
351 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
352 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
353 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
354 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 255; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstrings[] =
618 #include "shader_glsl.h"
622 //=======================================================================================================================================================
624 typedef struct shaderpermutationinfo_s
629 shaderpermutationinfo_t;
631 typedef struct shadermodeinfo_s
633 const char *sourcebasename;
634 const char *extension;
635 const char **builtinshaderstrings;
644 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
645 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
647 {"#define USEDIFFUSE\n", " diffuse"},
648 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
649 {"#define USEVIEWTINT\n", " viewtint"},
650 {"#define USECOLORMAPPING\n", " colormapping"},
651 {"#define USESATURATION\n", " saturation"},
652 {"#define USEFOGINSIDE\n", " foginside"},
653 {"#define USEFOGOUTSIDE\n", " fogoutside"},
654 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
655 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
656 {"#define USEGAMMARAMPS\n", " gammaramps"},
657 {"#define USECUBEFILTER\n", " cubefilter"},
658 {"#define USEGLOW\n", " glow"},
659 {"#define USEBLOOM\n", " bloom"},
660 {"#define USESPECULAR\n", " specular"},
661 {"#define USEPOSTPROCESSING\n", " postprocessing"},
662 {"#define USEREFLECTION\n", " reflection"},
663 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
664 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
665 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
666 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
667 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
668 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
669 {"#define USEALPHAKILL\n", " alphakill"},
670 {"#define USEREFLECTCUBE\n", " reflectcube"},
671 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
672 {"#define USEBOUNCEGRID\n", " bouncegrid"},
673 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
674 {"#define USETRIPPY\n", " trippy"},
675 {"#define USEDEPTHRGB\n", " depthrgb"},
676 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
677 {"#define USESKELETAL\n", " skeletal"},
678 {"#define USEOCCLUDE\n", " occlude"}
681 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
682 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
684 // SHADERLANGUAGE_GLSL
686 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
687 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
693 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
694 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
705 struct r_glsl_permutation_s;
706 typedef struct r_glsl_permutation_s
709 struct r_glsl_permutation_s *hashnext;
711 dpuint64 permutation;
713 /// indicates if we have tried compiling this permutation already
715 /// 0 if compilation failed
717 // texture units assigned to each detected uniform
718 int tex_Texture_First;
719 int tex_Texture_Second;
720 int tex_Texture_GammaRamps;
721 int tex_Texture_Normal;
722 int tex_Texture_Color;
723 int tex_Texture_Gloss;
724 int tex_Texture_Glow;
725 int tex_Texture_SecondaryNormal;
726 int tex_Texture_SecondaryColor;
727 int tex_Texture_SecondaryGloss;
728 int tex_Texture_SecondaryGlow;
729 int tex_Texture_Pants;
730 int tex_Texture_Shirt;
731 int tex_Texture_FogHeightTexture;
732 int tex_Texture_FogMask;
733 int tex_Texture_Lightmap;
734 int tex_Texture_Deluxemap;
735 int tex_Texture_Attenuation;
736 int tex_Texture_Cube;
737 int tex_Texture_Refraction;
738 int tex_Texture_Reflection;
739 int tex_Texture_ShadowMap2D;
740 int tex_Texture_CubeProjection;
741 int tex_Texture_ScreenNormalMap;
742 int tex_Texture_ScreenDiffuse;
743 int tex_Texture_ScreenSpecular;
744 int tex_Texture_ReflectMask;
745 int tex_Texture_ReflectCube;
746 int tex_Texture_BounceGrid;
747 /// locations of detected uniforms in program object, or -1 if not found
748 int loc_Texture_First;
749 int loc_Texture_Second;
750 int loc_Texture_GammaRamps;
751 int loc_Texture_Normal;
752 int loc_Texture_Color;
753 int loc_Texture_Gloss;
754 int loc_Texture_Glow;
755 int loc_Texture_SecondaryNormal;
756 int loc_Texture_SecondaryColor;
757 int loc_Texture_SecondaryGloss;
758 int loc_Texture_SecondaryGlow;
759 int loc_Texture_Pants;
760 int loc_Texture_Shirt;
761 int loc_Texture_FogHeightTexture;
762 int loc_Texture_FogMask;
763 int loc_Texture_Lightmap;
764 int loc_Texture_Deluxemap;
765 int loc_Texture_Attenuation;
766 int loc_Texture_Cube;
767 int loc_Texture_Refraction;
768 int loc_Texture_Reflection;
769 int loc_Texture_ShadowMap2D;
770 int loc_Texture_CubeProjection;
771 int loc_Texture_ScreenNormalMap;
772 int loc_Texture_ScreenDiffuse;
773 int loc_Texture_ScreenSpecular;
774 int loc_Texture_ReflectMask;
775 int loc_Texture_ReflectCube;
776 int loc_Texture_BounceGrid;
778 int loc_BloomBlur_Parameters;
780 int loc_Color_Ambient;
781 int loc_Color_Diffuse;
782 int loc_Color_Specular;
786 int loc_DeferredColor_Ambient;
787 int loc_DeferredColor_Diffuse;
788 int loc_DeferredColor_Specular;
789 int loc_DeferredMod_Diffuse;
790 int loc_DeferredMod_Specular;
791 int loc_DistortScaleRefractReflect;
794 int loc_FogHeightFade;
796 int loc_FogPlaneViewDist;
797 int loc_FogRangeRecip;
800 int loc_LightPosition;
801 int loc_OffsetMapping_ScaleSteps;
802 int loc_OffsetMapping_LodDistance;
803 int loc_OffsetMapping_Bias;
805 int loc_ReflectColor;
806 int loc_ReflectFactor;
807 int loc_ReflectOffset;
808 int loc_RefractColor;
810 int loc_ScreenCenterRefractReflect;
811 int loc_ScreenScaleRefractReflect;
812 int loc_ScreenToDepth;
813 int loc_ShadowMap_Parameters;
814 int loc_ShadowMap_TextureScale;
815 int loc_SpecularPower;
816 int loc_Skeletal_Transform12;
822 int loc_ViewTintColor;
824 int loc_ModelToLight;
826 int loc_BackgroundTexMatrix;
827 int loc_ModelViewProjectionMatrix;
828 int loc_ModelViewMatrix;
829 int loc_PixelToScreenTexCoord;
830 int loc_ModelToReflectCube;
831 int loc_ShadowMapMatrix;
832 int loc_BloomColorSubtract;
833 int loc_NormalmapScrollBlend;
834 int loc_BounceGridMatrix;
835 int loc_BounceGridIntensity;
836 /// uniform block bindings
837 int ubibind_Skeletal_Transform12_UniformBlock;
838 /// uniform block indices
839 int ubiloc_Skeletal_Transform12_UniformBlock;
841 r_glsl_permutation_t;
843 #define SHADERPERMUTATION_HASHSIZE 256
846 // non-degradable "lightweight" shader parameters to keep the permutations simpler
847 // these can NOT degrade! only use for simple stuff
850 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
851 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
852 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
853 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
854 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
855 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
856 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
857 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
858 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
859 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
860 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
861 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
862 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
863 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
865 #define SHADERSTATICPARMS_COUNT 14
867 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
868 static int shaderstaticparms_count = 0;
870 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
871 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
873 extern qboolean r_shadow_shadowmapsampler;
874 extern int r_shadow_shadowmappcf;
875 qboolean R_CompileShader_CheckStaticParms(void)
877 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
878 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
879 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
882 if (r_glsl_saturation_redcompensate.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
884 if (r_glsl_vertextextureblend_usebothalphas.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
886 if (r_shadow_glossexact.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
888 if (r_glsl_postprocess.integer)
890 if (r_glsl_postprocess_uservec1_enable.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
892 if (r_glsl_postprocess_uservec2_enable.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
894 if (r_glsl_postprocess_uservec3_enable.integer)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
896 if (r_glsl_postprocess_uservec4_enable.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
901 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
904 if (r_shadow_shadowmapsampler)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
906 if (r_shadow_shadowmappcf > 1)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
908 else if (r_shadow_shadowmappcf)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
910 if (r_celshading.integer)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
912 if (r_celoutlines.integer)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
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 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 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");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
944 /// information about each possible shader permutation
945 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
946 /// currently selected permutation
947 r_glsl_permutation_t *r_glsl_permutation;
948 /// storage for permutations linked in the hash table
949 memexpandablearray_t r_glsl_permutationarray;
951 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
953 //unsigned int hashdepth = 0;
954 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
955 r_glsl_permutation_t *p;
956 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
958 if (p->mode == mode && p->permutation == permutation)
960 //if (hashdepth > 10)
961 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
966 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
968 p->permutation = permutation;
969 p->hashnext = r_glsl_permutationhash[mode][hashindex];
970 r_glsl_permutationhash[mode][hashindex] = p;
971 //if (hashdepth > 10)
972 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
976 static char *R_ShaderStrCat(const char **strings)
979 const char **p = strings;
982 for (p = strings;(t = *p);p++)
985 s = string = (char *)Mem_Alloc(r_main_mempool, len);
987 for (p = strings;(t = *p);p++)
997 static char *R_ShaderStrCat(const char **strings);
998 static void R_InitShaderModeInfo(void)
1001 shadermodeinfo_t *modeinfo;
1002 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1003 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1005 for (i = 0; i < SHADERMODE_COUNT; i++)
1007 char filename[MAX_QPATH];
1008 modeinfo = &shadermodeinfo[language][i];
1009 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1010 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1011 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1012 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1017 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1020 // if the mode has no filename we have to return the builtin string
1021 if (builtinonly || !modeinfo->filename)
1022 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1023 // note that FS_LoadFile appends a 0 byte to make it a valid string
1024 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1027 if (printfromdisknotice)
1028 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1029 return shaderstring;
1031 // fall back to builtinstring
1032 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1035 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1040 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1042 char permutationname[256];
1043 int vertstrings_count = 0;
1044 int geomstrings_count = 0;
1045 int fragstrings_count = 0;
1046 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1047 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1048 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1055 permutationname[0] = 0;
1056 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1058 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1060 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1061 if(vid.support.glshaderversion >= 140)
1063 vertstrings_list[vertstrings_count++] = "#version 140\n";
1064 geomstrings_list[geomstrings_count++] = "#version 140\n";
1065 fragstrings_list[fragstrings_count++] = "#version 140\n";
1066 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1067 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1068 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1070 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1071 else if(vid.support.glshaderversion >= 130)
1073 vertstrings_list[vertstrings_count++] = "#version 130\n";
1074 geomstrings_list[geomstrings_count++] = "#version 130\n";
1075 fragstrings_list[fragstrings_count++] = "#version 130\n";
1076 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1077 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1078 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1080 // if we can do #version 120, we should (this adds the invariant keyword)
1081 else if(vid.support.glshaderversion >= 120)
1083 vertstrings_list[vertstrings_count++] = "#version 120\n";
1084 geomstrings_list[geomstrings_count++] = "#version 120\n";
1085 fragstrings_list[fragstrings_count++] = "#version 120\n";
1086 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1087 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1088 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1090 // GLES also adds several things from GLSL120
1091 switch(vid.renderpath)
1093 case RENDERPATH_GLES2:
1094 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1095 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1096 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1102 // the first pretext is which type of shader to compile as
1103 // (later these will all be bound together as a program object)
1104 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1105 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1106 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1108 // the second pretext is the mode (for example a light source)
1109 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1110 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1111 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1112 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1114 // now add all the permutation pretexts
1115 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1117 if (permutation & (1ll<<i))
1119 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1120 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1121 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1122 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1126 // keep line numbers correct
1127 vertstrings_list[vertstrings_count++] = "\n";
1128 geomstrings_list[geomstrings_count++] = "\n";
1129 fragstrings_list[fragstrings_count++] = "\n";
1134 R_CompileShader_AddStaticParms(mode, permutation);
1135 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1136 vertstrings_count += shaderstaticparms_count;
1137 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1138 geomstrings_count += shaderstaticparms_count;
1139 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1140 fragstrings_count += shaderstaticparms_count;
1142 // now append the shader text itself
1143 vertstrings_list[vertstrings_count++] = sourcestring;
1144 geomstrings_list[geomstrings_count++] = sourcestring;
1145 fragstrings_list[fragstrings_count++] = sourcestring;
1147 // we don't currently use geometry shaders for anything, so just empty the list
1148 geomstrings_count = 0;
1150 // compile the shader program
1151 if (vertstrings_count + geomstrings_count + fragstrings_count)
1152 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1156 qglUseProgram(p->program);CHECKGLERROR
1157 // look up all the uniform variable names we care about, so we don't
1158 // have to look them up every time we set them
1163 GLint activeuniformindex = 0;
1164 GLint numactiveuniforms = 0;
1165 char uniformname[128];
1166 GLsizei uniformnamelength = 0;
1167 GLint uniformsize = 0;
1168 GLenum uniformtype = 0;
1169 memset(uniformname, 0, sizeof(uniformname));
1170 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1171 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1172 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1174 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1175 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1180 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1181 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1182 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1183 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1184 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1185 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1186 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1187 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1188 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1189 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1190 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1191 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1192 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1193 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1194 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1195 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1196 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1197 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1198 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1199 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1200 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1201 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1202 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1203 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1204 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1205 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1206 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1207 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1208 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1209 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1210 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1211 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1212 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1213 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1214 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1215 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1216 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1217 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1218 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1219 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1220 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1221 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1222 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1223 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1224 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1225 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1226 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1227 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1228 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1229 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1230 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1231 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1232 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1233 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1234 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1235 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1236 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1237 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1238 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1239 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1240 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1241 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1242 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1243 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1244 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1245 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1246 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1247 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1248 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1249 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1250 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1251 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1252 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1253 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1254 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1255 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1256 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1257 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1258 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1259 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1260 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1261 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1262 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1263 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1264 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1265 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1266 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1267 // initialize the samplers to refer to the texture units we use
1268 p->tex_Texture_First = -1;
1269 p->tex_Texture_Second = -1;
1270 p->tex_Texture_GammaRamps = -1;
1271 p->tex_Texture_Normal = -1;
1272 p->tex_Texture_Color = -1;
1273 p->tex_Texture_Gloss = -1;
1274 p->tex_Texture_Glow = -1;
1275 p->tex_Texture_SecondaryNormal = -1;
1276 p->tex_Texture_SecondaryColor = -1;
1277 p->tex_Texture_SecondaryGloss = -1;
1278 p->tex_Texture_SecondaryGlow = -1;
1279 p->tex_Texture_Pants = -1;
1280 p->tex_Texture_Shirt = -1;
1281 p->tex_Texture_FogHeightTexture = -1;
1282 p->tex_Texture_FogMask = -1;
1283 p->tex_Texture_Lightmap = -1;
1284 p->tex_Texture_Deluxemap = -1;
1285 p->tex_Texture_Attenuation = -1;
1286 p->tex_Texture_Cube = -1;
1287 p->tex_Texture_Refraction = -1;
1288 p->tex_Texture_Reflection = -1;
1289 p->tex_Texture_ShadowMap2D = -1;
1290 p->tex_Texture_CubeProjection = -1;
1291 p->tex_Texture_ScreenNormalMap = -1;
1292 p->tex_Texture_ScreenDiffuse = -1;
1293 p->tex_Texture_ScreenSpecular = -1;
1294 p->tex_Texture_ReflectMask = -1;
1295 p->tex_Texture_ReflectCube = -1;
1296 p->tex_Texture_BounceGrid = -1;
1297 // bind the texture samplers in use
1299 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1300 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1301 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1302 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1303 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1304 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1305 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1306 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1307 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1308 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1309 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1310 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1311 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1312 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1313 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1314 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1315 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1316 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1317 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1318 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1319 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1320 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1321 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1322 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1323 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1324 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1325 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1326 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1327 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1328 // get the uniform block indices so we can bind them
1329 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1330 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1331 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1333 // clear the uniform block bindings
1334 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1335 // bind the uniform blocks in use
1337 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1338 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1340 // we're done compiling and setting up the shader, at least until it is used
1342 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1345 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1349 Mem_Free(sourcestring);
1352 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1354 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1355 if (r_glsl_permutation != perm)
1357 r_glsl_permutation = perm;
1358 if (!r_glsl_permutation->program)
1360 if (!r_glsl_permutation->compiled)
1362 Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
1363 R_GLSL_CompilePermutation(perm, mode, permutation);
1365 if (!r_glsl_permutation->program)
1367 // remove features until we find a valid permutation
1369 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1371 // reduce i more quickly whenever it would not remove any bits
1372 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1373 if (!(permutation & j))
1376 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1377 if (!r_glsl_permutation->compiled)
1378 R_GLSL_CompilePermutation(perm, mode, permutation);
1379 if (r_glsl_permutation->program)
1382 if (i >= SHADERPERMUTATION_COUNT)
1384 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1385 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1386 qglUseProgram(0);CHECKGLERROR
1387 return; // no bit left to clear, entire mode is broken
1392 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1394 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1395 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1396 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1400 void R_GLSL_Restart_f(cmd_state_t *cmd)
1402 unsigned int i, limit;
1403 switch(vid.renderpath)
1405 case RENDERPATH_GL32:
1406 case RENDERPATH_GLES2:
1408 r_glsl_permutation_t *p;
1409 r_glsl_permutation = NULL;
1410 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1411 for (i = 0;i < limit;i++)
1413 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1415 GL_Backend_FreeProgram(p->program);
1416 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1419 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1425 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1427 int i, language, mode, dupe;
1429 shadermodeinfo_t *modeinfo;
1432 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1434 modeinfo = shadermodeinfo[language];
1435 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1437 // don't dump the same file multiple times (most or all shaders come from the same file)
1438 for (dupe = mode - 1;dupe >= 0;dupe--)
1439 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1443 text = modeinfo[mode].builtinstring;
1446 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1449 FS_Print(file, "/* The engine may define the following macros:\n");
1450 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1451 for (i = 0;i < SHADERMODE_COUNT;i++)
1452 FS_Print(file, modeinfo[i].pretext);
1453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1454 FS_Print(file, shaderpermutationinfo[i].pretext);
1455 FS_Print(file, "*/\n");
1456 FS_Print(file, text);
1458 Con_Printf("%s written\n", modeinfo[mode].filename);
1461 Con_Errorf("failed to write to %s\n", modeinfo[mode].filename);
1466 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1468 dpuint64 permutation = 0;
1469 if (r_trippy.integer && !notrippy)
1470 permutation |= SHADERPERMUTATION_TRIPPY;
1471 permutation |= SHADERPERMUTATION_VIEWTINT;
1473 permutation |= SHADERPERMUTATION_DIFFUSE;
1474 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1475 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1476 if (suppresstexalpha)
1477 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1478 if (vid.allowalphatocoverage)
1479 GL_AlphaToCoverage(false);
1480 switch (vid.renderpath)
1482 case RENDERPATH_GL32:
1483 case RENDERPATH_GLES2:
1484 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1485 if (r_glsl_permutation->tex_Texture_First >= 0)
1486 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1487 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1488 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1493 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1495 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1498 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1500 dpuint64 permutation = 0;
1501 if (r_trippy.integer && !notrippy)
1502 permutation |= SHADERPERMUTATION_TRIPPY;
1504 permutation |= SHADERPERMUTATION_DEPTHRGB;
1506 permutation |= SHADERPERMUTATION_SKELETAL;
1508 if (vid.allowalphatocoverage)
1509 GL_AlphaToCoverage(false);
1510 switch (vid.renderpath)
1512 case RENDERPATH_GL32:
1513 case RENDERPATH_GLES2:
1514 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1515 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1516 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1522 #define BLENDFUNC_ALLOWS_COLORMOD 1
1523 #define BLENDFUNC_ALLOWS_FOG 2
1524 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1525 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1526 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1527 static int R_BlendFuncFlags(int src, int dst)
1531 // a blendfunc allows colormod if:
1532 // a) it can never keep the destination pixel invariant, or
1533 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1534 // this is to prevent unintended side effects from colormod
1536 // a blendfunc allows fog if:
1537 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1538 // this is to prevent unintended side effects from fog
1540 // these checks are the output of fogeval.pl
1542 r |= BLENDFUNC_ALLOWS_COLORMOD;
1543 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1544 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1545 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1546 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1547 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1548 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1549 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1550 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1551 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1552 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1553 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1554 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1555 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1556 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1557 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1559 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1560 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1561 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1562 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1563 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1568 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1570 // select a permutation of the lighting shader appropriate to this
1571 // combination of texture, entity, light source, and fogging, only use the
1572 // minimum features necessary to avoid wasting rendering time in the
1573 // fragment shader on features that are not being used
1574 dpuint64 permutation = 0;
1575 unsigned int mode = 0;
1577 texture_t *t = rsurface.texture;
1579 matrix4x4_t tempmatrix;
1580 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1581 if (r_trippy.integer && !notrippy)
1582 permutation |= SHADERPERMUTATION_TRIPPY;
1583 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1584 permutation |= SHADERPERMUTATION_ALPHAKILL;
1585 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1586 permutation |= SHADERPERMUTATION_OCCLUDE;
1587 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1588 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1589 if (rsurfacepass == RSURFPASS_BACKGROUND)
1591 // distorted background
1592 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1594 mode = SHADERMODE_WATER;
1595 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1596 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1597 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1599 // this is the right thing to do for wateralpha
1600 GL_BlendFunc(GL_ONE, GL_ZERO);
1601 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1605 // this is the right thing to do for entity alpha
1606 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1607 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1610 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1612 mode = SHADERMODE_REFRACTION;
1613 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1614 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1615 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1616 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620 mode = SHADERMODE_GENERIC;
1621 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1622 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1623 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1625 if (vid.allowalphatocoverage)
1626 GL_AlphaToCoverage(false);
1628 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1630 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1632 switch(t->offsetmapping)
1634 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1635 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1636 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1637 case OFFSETMAPPING_OFF: break;
1640 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1641 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1642 // normalmap (deferred prepass), may use alpha test on diffuse
1643 mode = SHADERMODE_DEFERREDGEOMETRY;
1644 GL_BlendFunc(GL_ONE, GL_ZERO);
1645 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1646 if (vid.allowalphatocoverage)
1647 GL_AlphaToCoverage(false);
1649 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1651 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1653 switch(t->offsetmapping)
1655 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1656 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1657 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1658 case OFFSETMAPPING_OFF: break;
1661 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1662 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1663 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1664 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1666 mode = SHADERMODE_LIGHTSOURCE;
1667 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1668 permutation |= SHADERPERMUTATION_CUBEFILTER;
1669 if (VectorLength2(rtlightdiffuse) > 0)
1670 permutation |= SHADERPERMUTATION_DIFFUSE;
1671 if (VectorLength2(rtlightspecular) > 0)
1672 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1673 if (r_refdef.fogenabled)
1674 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1675 if (t->colormapping)
1676 permutation |= SHADERPERMUTATION_COLORMAPPING;
1677 if (r_shadow_usingshadowmap2d)
1679 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1680 if(r_shadow_shadowmapvsdct)
1681 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1683 if (r_shadow_shadowmap2ddepthbuffer)
1684 permutation |= SHADERPERMUTATION_DEPTHRGB;
1686 if (t->reflectmasktexture)
1687 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1688 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1689 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1690 if (vid.allowalphatocoverage)
1691 GL_AlphaToCoverage(false);
1693 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1695 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1697 switch(t->offsetmapping)
1699 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1700 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1701 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1702 case OFFSETMAPPING_OFF: break;
1705 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1706 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1707 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1708 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1709 // directional model lighting
1710 mode = SHADERMODE_LIGHTDIRECTION;
1711 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1712 permutation |= SHADERPERMUTATION_GLOW;
1713 if (VectorLength2(t->render_modellight_diffuse))
1714 permutation |= SHADERPERMUTATION_DIFFUSE;
1715 if (VectorLength2(t->render_modellight_specular) > 0)
1716 permutation |= SHADERPERMUTATION_SPECULAR;
1717 if (r_refdef.fogenabled)
1718 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1719 if (t->colormapping)
1720 permutation |= SHADERPERMUTATION_COLORMAPPING;
1721 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1723 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1724 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1726 if (r_shadow_shadowmap2ddepthbuffer)
1727 permutation |= SHADERPERMUTATION_DEPTHRGB;
1729 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1730 permutation |= SHADERPERMUTATION_REFLECTION;
1731 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1732 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1733 if (t->reflectmasktexture)
1734 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1735 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1737 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1738 if (r_shadow_bouncegrid_state.directional)
1739 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1741 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1742 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1743 // when using alphatocoverage, we don't need alphakill
1744 if (vid.allowalphatocoverage)
1746 if (r_transparent_alphatocoverage.integer)
1748 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1749 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1752 GL_AlphaToCoverage(false);
1757 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1759 switch(t->offsetmapping)
1761 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1762 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1763 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1764 case OFFSETMAPPING_OFF: break;
1767 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1768 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1769 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1770 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1772 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1773 permutation |= SHADERPERMUTATION_GLOW;
1774 if (r_refdef.fogenabled)
1775 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1776 if (t->colormapping)
1777 permutation |= SHADERPERMUTATION_COLORMAPPING;
1778 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1780 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1781 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1783 if (r_shadow_shadowmap2ddepthbuffer)
1784 permutation |= SHADERPERMUTATION_DEPTHRGB;
1786 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1787 permutation |= SHADERPERMUTATION_REFLECTION;
1788 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1789 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1790 if (t->reflectmasktexture)
1791 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1792 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1794 // deluxemapping (light direction texture)
1795 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1796 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1798 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1799 permutation |= SHADERPERMUTATION_DIFFUSE;
1800 if (VectorLength2(t->render_lightmap_specular) > 0)
1801 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1803 else if (r_glsl_deluxemapping.integer >= 2)
1805 // fake deluxemapping (uniform light direction in tangentspace)
1806 if (rsurface.uselightmaptexture)
1807 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1809 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1810 permutation |= SHADERPERMUTATION_DIFFUSE;
1811 if (VectorLength2(t->render_lightmap_specular) > 0)
1812 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1814 else if (rsurface.uselightmaptexture)
1816 // ordinary lightmapping (q1bsp, q3bsp)
1817 mode = SHADERMODE_LIGHTMAP;
1821 // ordinary vertex coloring (q3bsp)
1822 mode = SHADERMODE_VERTEXCOLOR;
1824 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1826 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1827 if (r_shadow_bouncegrid_state.directional)
1828 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1830 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1831 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1832 // when using alphatocoverage, we don't need alphakill
1833 if (vid.allowalphatocoverage)
1835 if (r_transparent_alphatocoverage.integer)
1837 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1838 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1841 GL_AlphaToCoverage(false);
1844 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1845 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1846 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1847 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1848 switch(vid.renderpath)
1850 case RENDERPATH_GL32:
1851 case RENDERPATH_GLES2:
1852 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1853 RSurf_UploadBuffersForBatch();
1854 // this has to be after RSurf_PrepareVerticesForBatch
1855 if (rsurface.batchskeletaltransform3x4buffer)
1856 permutation |= SHADERPERMUTATION_SKELETAL;
1857 R_SetupShader_SetPermutationGLSL(mode, permutation);
1858 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1859 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1861 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1862 if (mode == SHADERMODE_LIGHTSOURCE)
1864 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1865 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1866 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1867 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1868 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1869 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1871 // additive passes are only darkened by fog, not tinted
1872 if (r_glsl_permutation->loc_FogColor >= 0)
1873 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1874 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1878 if (mode == SHADERMODE_FLATCOLOR)
1880 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1882 else if (mode == SHADERMODE_LIGHTDIRECTION)
1884 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1885 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1886 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1887 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1888 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1889 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1890 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1894 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1895 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1896 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1897 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1898 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1900 // additive passes are only darkened by fog, not tinted
1901 if (r_glsl_permutation->loc_FogColor >= 0)
1903 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1904 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1906 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1908 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1909 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1910 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1911 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1912 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1913 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1914 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1915 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1916 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1918 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1919 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1920 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1921 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1923 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1924 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1928 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1929 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1932 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1933 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1934 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1935 if (r_glsl_permutation->loc_Color_Pants >= 0)
1937 if (t->pantstexture)
1938 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1940 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1942 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1944 if (t->shirttexture)
1945 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1947 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1949 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]);
1950 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1951 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1952 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1953 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1954 r_glsl_offsetmapping_scale.value*t->offsetscale,
1955 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1956 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1957 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1959 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
1960 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1961 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]);
1962 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1963 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
1964 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1966 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
1967 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
1968 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
1969 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
1970 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
1971 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
1972 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
1973 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
1974 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
1975 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
1976 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
1977 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
1978 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
1979 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
1980 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
1981 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
1982 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
1983 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
1984 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
1985 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
1986 if (rsurfacepass == RSURFPASS_BACKGROUND)
1988 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
1989 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
1990 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
1994 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
1996 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
1997 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
1998 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
1999 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2001 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2002 if (rsurface.rtlight)
2004 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2005 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2008 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2014 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2016 // select a permutation of the lighting shader appropriate to this
2017 // combination of texture, entity, light source, and fogging, only use the
2018 // minimum features necessary to avoid wasting rendering time in the
2019 // fragment shader on features that are not being used
2020 dpuint64 permutation = 0;
2021 unsigned int mode = 0;
2022 const float *lightcolorbase = rtlight->currentcolor;
2023 float ambientscale = rtlight->ambientscale;
2024 float diffusescale = rtlight->diffusescale;
2025 float specularscale = rtlight->specularscale;
2026 // this is the location of the light in view space
2027 vec3_t viewlightorigin;
2028 // this transforms from view space (camera) to light space (cubemap)
2029 matrix4x4_t viewtolight;
2030 matrix4x4_t lighttoview;
2031 float viewtolight16f[16];
2033 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2034 if (rtlight->currentcubemap != r_texture_whitecube)
2035 permutation |= SHADERPERMUTATION_CUBEFILTER;
2036 if (diffusescale > 0)
2037 permutation |= SHADERPERMUTATION_DIFFUSE;
2038 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2039 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2040 if (r_shadow_usingshadowmap2d)
2042 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2043 if (r_shadow_shadowmapvsdct)
2044 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2046 if (r_shadow_shadowmap2ddepthbuffer)
2047 permutation |= SHADERPERMUTATION_DEPTHRGB;
2049 if (vid.allowalphatocoverage)
2050 GL_AlphaToCoverage(false);
2051 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2052 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2053 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2054 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2055 switch(vid.renderpath)
2057 case RENDERPATH_GL32:
2058 case RENDERPATH_GLES2:
2059 R_SetupShader_SetPermutationGLSL(mode, permutation);
2060 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2061 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2062 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2063 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2064 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2065 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2066 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2067 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);
2068 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]);
2069 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2071 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2072 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2073 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2074 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2075 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2080 #define SKINFRAME_HASH 1024
2084 unsigned int loadsequence; // incremented each level change
2085 memexpandablearray_t array;
2086 skinframe_t *hash[SKINFRAME_HASH];
2089 r_skinframe_t r_skinframe;
2091 void R_SkinFrame_PrepareForPurge(void)
2093 r_skinframe.loadsequence++;
2094 // wrap it without hitting zero
2095 if (r_skinframe.loadsequence >= 200)
2096 r_skinframe.loadsequence = 1;
2099 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2103 // mark the skinframe as used for the purging code
2104 skinframe->loadsequence = r_skinframe.loadsequence;
2107 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2111 if (s->merged == s->base)
2113 R_PurgeTexture(s->stain); s->stain = NULL;
2114 R_PurgeTexture(s->merged); s->merged = NULL;
2115 R_PurgeTexture(s->base); s->base = NULL;
2116 R_PurgeTexture(s->pants); s->pants = NULL;
2117 R_PurgeTexture(s->shirt); s->shirt = NULL;
2118 R_PurgeTexture(s->nmap); s->nmap = NULL;
2119 R_PurgeTexture(s->gloss); s->gloss = NULL;
2120 R_PurgeTexture(s->glow); s->glow = NULL;
2121 R_PurgeTexture(s->fog); s->fog = NULL;
2122 R_PurgeTexture(s->reflect); s->reflect = NULL;
2123 s->loadsequence = 0;
2126 void R_SkinFrame_Purge(void)
2130 for (i = 0;i < SKINFRAME_HASH;i++)
2132 for (s = r_skinframe.hash[i];s;s = s->next)
2134 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2135 R_SkinFrame_PurgeSkinFrame(s);
2140 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2142 char basename[MAX_QPATH];
2144 Image_StripImageExtension(name, basename, sizeof(basename));
2146 if( last == NULL ) {
2148 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2149 item = r_skinframe.hash[hashindex];
2154 // linearly search through the hash bucket
2155 for( ; item ; item = item->next ) {
2156 if( !strcmp( item->basename, basename ) ) {
2163 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2166 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2168 char basename[MAX_QPATH];
2170 Image_StripImageExtension(name, basename, sizeof(basename));
2172 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2173 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2174 if (!strcmp(item->basename, basename) &&
2175 item->textureflags == compareflags &&
2176 item->comparewidth == comparewidth &&
2177 item->compareheight == compareheight &&
2178 item->comparecrc == comparecrc)
2185 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2186 memset(item, 0, sizeof(*item));
2187 strlcpy(item->basename, basename, sizeof(item->basename));
2188 item->textureflags = compareflags;
2189 item->comparewidth = comparewidth;
2190 item->compareheight = compareheight;
2191 item->comparecrc = comparecrc;
2192 item->next = r_skinframe.hash[hashindex];
2193 r_skinframe.hash[hashindex] = item;
2195 else if (textureflags & TEXF_FORCE_RELOAD)
2196 R_SkinFrame_PurgeSkinFrame(item);
2198 R_SkinFrame_MarkUsed(item);
2202 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2204 unsigned long long avgcolor[5], wsum; \
2212 for(pix = 0; pix < cnt; ++pix) \
2215 for(comp = 0; comp < 3; ++comp) \
2217 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2220 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2222 for(comp = 0; comp < 3; ++comp) \
2223 avgcolor[comp] += getpixel * w; \
2226 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2227 avgcolor[4] += getpixel; \
2229 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2231 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2232 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2233 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2234 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2237 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2239 skinframe_t *skinframe;
2241 if (cls.state == ca_dedicated)
2244 // return an existing skinframe if already loaded
2245 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2246 if (skinframe && skinframe->base)
2249 // if the skinframe doesn't exist this will create it
2250 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2253 extern cvar_t gl_picmip;
2254 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2257 unsigned char *pixels;
2258 unsigned char *bumppixels;
2259 unsigned char *basepixels = NULL;
2260 int basepixels_width = 0;
2261 int basepixels_height = 0;
2262 rtexture_t *ddsbase = NULL;
2263 qboolean ddshasalpha = false;
2264 float ddsavgcolor[4];
2265 char basename[MAX_QPATH];
2266 int miplevel = R_PicmipForFlags(textureflags);
2267 int savemiplevel = miplevel;
2271 if (cls.state == ca_dedicated)
2274 Image_StripImageExtension(name, basename, sizeof(basename));
2276 // check for DDS texture file first
2277 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2279 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2280 if (basepixels == NULL && fallbacknotexture)
2281 basepixels = Image_GenerateNoTexture();
2282 if (basepixels == NULL)
2286 // FIXME handle miplevel
2288 if (developer_loading.integer)
2289 Con_Printf("loading skin \"%s\"\n", name);
2291 // we've got some pixels to store, so really allocate this new texture now
2293 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2294 textureflags &= ~TEXF_FORCE_RELOAD;
2295 skinframe->stain = NULL;
2296 skinframe->merged = NULL;
2297 skinframe->base = NULL;
2298 skinframe->pants = NULL;
2299 skinframe->shirt = NULL;
2300 skinframe->nmap = NULL;
2301 skinframe->gloss = NULL;
2302 skinframe->glow = NULL;
2303 skinframe->fog = NULL;
2304 skinframe->reflect = NULL;
2305 skinframe->hasalpha = false;
2306 // we could store the q2animname here too
2310 skinframe->base = ddsbase;
2311 skinframe->hasalpha = ddshasalpha;
2312 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2313 if (r_loadfog && skinframe->hasalpha)
2314 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2315 //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]);
2319 basepixels_width = image_width;
2320 basepixels_height = image_height;
2321 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);
2322 if (textureflags & TEXF_ALPHA)
2324 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2326 if (basepixels[j] < 255)
2328 skinframe->hasalpha = true;
2332 if (r_loadfog && skinframe->hasalpha)
2334 // has transparent pixels
2335 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2336 for (j = 0;j < image_width * image_height * 4;j += 4)
2341 pixels[j+3] = basepixels[j+3];
2343 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2347 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2349 //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]);
2350 if (r_savedds && skinframe->base)
2351 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2352 if (r_savedds && skinframe->fog)
2353 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2359 mymiplevel = savemiplevel;
2360 if (r_loadnormalmap)
2361 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2362 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2364 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2365 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2366 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2367 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2370 // _norm is the name used by tenebrae and has been adopted as standard
2371 if (r_loadnormalmap && skinframe->nmap == NULL)
2373 mymiplevel = savemiplevel;
2374 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2376 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2380 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2382 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2383 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2384 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2386 Mem_Free(bumppixels);
2388 else if (r_shadow_bumpscale_basetexture.value > 0)
2390 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2391 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2392 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2396 if (r_savedds && skinframe->nmap)
2397 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2401 // _luma is supported only for tenebrae compatibility
2402 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2403 // _glow is the preferred name
2404 mymiplevel = savemiplevel;
2405 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2407 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2409 if (r_savedds && skinframe->glow)
2410 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2412 Mem_Free(pixels);pixels = NULL;
2415 mymiplevel = savemiplevel;
2416 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2418 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2420 if (r_savedds && skinframe->gloss)
2421 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2427 mymiplevel = savemiplevel;
2428 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2430 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2432 if (r_savedds && skinframe->pants)
2433 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2439 mymiplevel = savemiplevel;
2440 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2442 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2444 if (r_savedds && skinframe->shirt)
2445 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2451 mymiplevel = savemiplevel;
2452 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2454 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2456 if (r_savedds && skinframe->reflect)
2457 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2464 Mem_Free(basepixels);
2469 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2472 skinframe_t *skinframe;
2475 if (cls.state == ca_dedicated)
2478 // if already loaded just return it, otherwise make a new skinframe
2479 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2480 if (skinframe->base)
2482 textureflags &= ~TEXF_FORCE_RELOAD;
2484 skinframe->stain = NULL;
2485 skinframe->merged = NULL;
2486 skinframe->base = NULL;
2487 skinframe->pants = NULL;
2488 skinframe->shirt = NULL;
2489 skinframe->nmap = NULL;
2490 skinframe->gloss = NULL;
2491 skinframe->glow = NULL;
2492 skinframe->fog = NULL;
2493 skinframe->reflect = NULL;
2494 skinframe->hasalpha = false;
2496 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2500 if (developer_loading.integer)
2501 Con_Printf("loading 32bit skin \"%s\"\n", name);
2503 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2505 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2506 unsigned char *b = a + width * height * 4;
2507 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2508 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2511 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2512 if (textureflags & TEXF_ALPHA)
2514 for (i = 3;i < width * height * 4;i += 4)
2516 if (skindata[i] < 255)
2518 skinframe->hasalpha = true;
2522 if (r_loadfog && skinframe->hasalpha)
2524 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2525 memcpy(fogpixels, skindata, width * height * 4);
2526 for (i = 0;i < width * height * 4;i += 4)
2527 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2528 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2529 Mem_Free(fogpixels);
2533 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2534 //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]);
2539 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2543 skinframe_t *skinframe;
2545 if (cls.state == ca_dedicated)
2548 // if already loaded just return it, otherwise make a new skinframe
2549 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2550 if (skinframe->base)
2552 //textureflags &= ~TEXF_FORCE_RELOAD;
2554 skinframe->stain = NULL;
2555 skinframe->merged = NULL;
2556 skinframe->base = NULL;
2557 skinframe->pants = NULL;
2558 skinframe->shirt = NULL;
2559 skinframe->nmap = NULL;
2560 skinframe->gloss = NULL;
2561 skinframe->glow = NULL;
2562 skinframe->fog = NULL;
2563 skinframe->reflect = NULL;
2564 skinframe->hasalpha = false;
2566 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2570 if (developer_loading.integer)
2571 Con_Printf("loading quake skin \"%s\"\n", name);
2573 // 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)
2574 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2575 memcpy(skinframe->qpixels, skindata, width*height);
2576 skinframe->qwidth = width;
2577 skinframe->qheight = height;
2580 for (i = 0;i < width * height;i++)
2581 featuresmask |= palette_featureflags[skindata[i]];
2583 skinframe->hasalpha = false;
2586 skinframe->hasalpha = true;
2587 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2588 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2589 skinframe->qgeneratemerged = true;
2590 skinframe->qgeneratebase = skinframe->qhascolormapping;
2591 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2593 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2594 //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]);
2599 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2603 unsigned char *skindata;
2606 if (!skinframe->qpixels)
2609 if (!skinframe->qhascolormapping)
2610 colormapped = false;
2614 if (!skinframe->qgeneratebase)
2619 if (!skinframe->qgeneratemerged)
2623 width = skinframe->qwidth;
2624 height = skinframe->qheight;
2625 skindata = skinframe->qpixels;
2627 if (skinframe->qgeneratenmap)
2629 unsigned char *a, *b;
2630 skinframe->qgeneratenmap = false;
2631 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2632 b = a + width * height * 4;
2633 // use either a custom palette or the quake palette
2634 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2635 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2636 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2640 if (skinframe->qgenerateglow)
2642 skinframe->qgenerateglow = false;
2643 if (skinframe->hasalpha) // fence textures
2644 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2646 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2651 skinframe->qgeneratebase = false;
2652 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2653 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2654 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2658 skinframe->qgeneratemerged = false;
2659 if (skinframe->hasalpha) // fence textures
2660 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2662 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);
2665 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2667 Mem_Free(skinframe->qpixels);
2668 skinframe->qpixels = NULL;
2672 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)
2675 skinframe_t *skinframe;
2678 if (cls.state == ca_dedicated)
2681 // if already loaded just return it, otherwise make a new skinframe
2682 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2683 if (skinframe->base)
2685 textureflags &= ~TEXF_FORCE_RELOAD;
2687 skinframe->stain = NULL;
2688 skinframe->merged = NULL;
2689 skinframe->base = NULL;
2690 skinframe->pants = NULL;
2691 skinframe->shirt = NULL;
2692 skinframe->nmap = NULL;
2693 skinframe->gloss = NULL;
2694 skinframe->glow = NULL;
2695 skinframe->fog = NULL;
2696 skinframe->reflect = NULL;
2697 skinframe->hasalpha = false;
2699 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2703 if (developer_loading.integer)
2704 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2706 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2707 if ((textureflags & TEXF_ALPHA) && alphapalette)
2709 for (i = 0;i < width * height;i++)
2711 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2713 skinframe->hasalpha = true;
2717 if (r_loadfog && skinframe->hasalpha)
2718 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2721 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2722 //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]);
2727 skinframe_t *R_SkinFrame_LoadMissing(void)
2729 skinframe_t *skinframe;
2731 if (cls.state == ca_dedicated)
2734 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2735 skinframe->stain = NULL;
2736 skinframe->merged = NULL;
2737 skinframe->base = NULL;
2738 skinframe->pants = NULL;
2739 skinframe->shirt = NULL;
2740 skinframe->nmap = NULL;
2741 skinframe->gloss = NULL;
2742 skinframe->glow = NULL;
2743 skinframe->fog = NULL;
2744 skinframe->reflect = NULL;
2745 skinframe->hasalpha = false;
2747 skinframe->avgcolor[0] = rand() / RAND_MAX;
2748 skinframe->avgcolor[1] = rand() / RAND_MAX;
2749 skinframe->avgcolor[2] = rand() / RAND_MAX;
2750 skinframe->avgcolor[3] = 1;
2755 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2758 static unsigned char pix[16][16][4];
2760 if (cls.state == ca_dedicated)
2763 // this makes a light grey/dark grey checkerboard texture
2766 for (y = 0; y < 16; y++)
2768 for (x = 0; x < 16; x++)
2770 if ((y < 8) ^ (x < 8))
2788 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2791 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2793 skinframe_t *skinframe;
2794 if (cls.state == ca_dedicated)
2796 // if already loaded just return it, otherwise make a new skinframe
2797 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2798 if (skinframe->base)
2800 textureflags &= ~TEXF_FORCE_RELOAD;
2801 skinframe->stain = NULL;
2802 skinframe->merged = NULL;
2803 skinframe->base = NULL;
2804 skinframe->pants = NULL;
2805 skinframe->shirt = NULL;
2806 skinframe->nmap = NULL;
2807 skinframe->gloss = NULL;
2808 skinframe->glow = NULL;
2809 skinframe->fog = NULL;
2810 skinframe->reflect = NULL;
2811 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2812 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2815 if (developer_loading.integer)
2816 Con_Printf("loading 32bit skin \"%s\"\n", name);
2817 skinframe->base = skinframe->merged = tex;
2818 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2822 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2823 typedef struct suffixinfo_s
2826 qboolean flipx, flipy, flipdiagonal;
2829 static suffixinfo_t suffix[3][6] =
2832 {"px", false, false, false},
2833 {"nx", false, false, false},
2834 {"py", false, false, false},
2835 {"ny", false, false, false},
2836 {"pz", false, false, false},
2837 {"nz", false, false, false}
2840 {"posx", false, false, false},
2841 {"negx", false, false, false},
2842 {"posy", false, false, false},
2843 {"negy", false, false, false},
2844 {"posz", false, false, false},
2845 {"negz", false, false, false}
2848 {"rt", true, false, true},
2849 {"lf", false, true, true},
2850 {"ft", true, true, false},
2851 {"bk", false, false, false},
2852 {"up", true, false, true},
2853 {"dn", true, false, true}
2857 static int componentorder[4] = {0, 1, 2, 3};
2859 static rtexture_t *R_LoadCubemap(const char *basename)
2861 int i, j, cubemapsize;
2862 unsigned char *cubemappixels, *image_buffer;
2863 rtexture_t *cubemaptexture;
2865 // must start 0 so the first loadimagepixels has no requested width/height
2867 cubemappixels = NULL;
2868 cubemaptexture = NULL;
2869 // keep trying different suffix groups (posx, px, rt) until one loads
2870 for (j = 0;j < 3 && !cubemappixels;j++)
2872 // load the 6 images in the suffix group
2873 for (i = 0;i < 6;i++)
2875 // generate an image name based on the base and and suffix
2876 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2878 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2880 // an image loaded, make sure width and height are equal
2881 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2883 // if this is the first image to load successfully, allocate the cubemap memory
2884 if (!cubemappixels && image_width >= 1)
2886 cubemapsize = image_width;
2887 // note this clears to black, so unavailable sides are black
2888 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2890 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2892 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);
2895 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2897 Mem_Free(image_buffer);
2901 // if a cubemap loaded, upload it
2904 if (developer_loading.integer)
2905 Con_Printf("loading cubemap \"%s\"\n", basename);
2907 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);
2908 Mem_Free(cubemappixels);
2912 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2913 if (developer_loading.integer)
2915 Con_Printf("(tried tried images ");
2916 for (j = 0;j < 3;j++)
2917 for (i = 0;i < 6;i++)
2918 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2919 Con_Print(" and was unable to find any of them).\n");
2922 return cubemaptexture;
2925 rtexture_t *R_GetCubemap(const char *basename)
2928 for (i = 0;i < r_texture_numcubemaps;i++)
2929 if (r_texture_cubemaps[i] != NULL)
2930 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2931 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2932 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2933 return r_texture_whitecube;
2934 r_texture_numcubemaps++;
2935 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2936 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2937 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2938 return r_texture_cubemaps[i]->texture;
2941 static void R_Main_FreeViewCache(void)
2943 if (r_refdef.viewcache.entityvisible)
2944 Mem_Free(r_refdef.viewcache.entityvisible);
2945 if (r_refdef.viewcache.world_pvsbits)
2946 Mem_Free(r_refdef.viewcache.world_pvsbits);
2947 if (r_refdef.viewcache.world_leafvisible)
2948 Mem_Free(r_refdef.viewcache.world_leafvisible);
2949 if (r_refdef.viewcache.world_surfacevisible)
2950 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2951 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2954 static void R_Main_ResizeViewCache(void)
2956 int numentities = r_refdef.scene.numentities;
2957 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2958 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2959 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2960 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2961 if (r_refdef.viewcache.maxentities < numentities)
2963 r_refdef.viewcache.maxentities = numentities;
2964 if (r_refdef.viewcache.entityvisible)
2965 Mem_Free(r_refdef.viewcache.entityvisible);
2966 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2968 if (r_refdef.viewcache.world_numclusters != numclusters)
2970 r_refdef.viewcache.world_numclusters = numclusters;
2971 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2972 if (r_refdef.viewcache.world_pvsbits)
2973 Mem_Free(r_refdef.viewcache.world_pvsbits);
2974 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2976 if (r_refdef.viewcache.world_numleafs != numleafs)
2978 r_refdef.viewcache.world_numleafs = numleafs;
2979 if (r_refdef.viewcache.world_leafvisible)
2980 Mem_Free(r_refdef.viewcache.world_leafvisible);
2981 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2983 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2985 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2986 if (r_refdef.viewcache.world_surfacevisible)
2987 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2988 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2992 extern rtexture_t *loadingscreentexture;
2993 static void gl_main_start(void)
2995 loadingscreentexture = NULL;
2996 r_texture_blanknormalmap = NULL;
2997 r_texture_white = NULL;
2998 r_texture_grey128 = NULL;
2999 r_texture_black = NULL;
3000 r_texture_whitecube = NULL;
3001 r_texture_normalizationcube = NULL;
3002 r_texture_fogattenuation = NULL;
3003 r_texture_fogheighttexture = NULL;
3004 r_texture_gammaramps = NULL;
3005 r_texture_numcubemaps = 0;
3006 r_uniformbufferalignment = 32;
3008 r_loaddds = r_texture_dds_load.integer != 0;
3009 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3011 switch(vid.renderpath)
3013 case RENDERPATH_GL32:
3014 case RENDERPATH_GLES2:
3015 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3016 Cvar_SetValueQuick(&gl_combine, 1);
3017 Cvar_SetValueQuick(&r_glsl, 1);
3018 r_loadnormalmap = true;
3021 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3022 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3028 R_FrameData_Reset();
3029 R_BufferData_Reset();
3033 memset(r_queries, 0, sizeof(r_queries));
3035 r_qwskincache = NULL;
3036 r_qwskincache_size = 0;
3038 // due to caching of texture_t references, the collision cache must be reset
3039 Collision_Cache_Reset(true);
3041 // set up r_skinframe loading system for textures
3042 memset(&r_skinframe, 0, sizeof(r_skinframe));
3043 r_skinframe.loadsequence = 1;
3044 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3046 r_main_texturepool = R_AllocTexturePool();
3047 R_BuildBlankTextures();
3050 R_BuildNormalizationCube();
3051 r_texture_fogattenuation = NULL;
3052 r_texture_fogheighttexture = NULL;
3053 r_texture_gammaramps = NULL;
3054 //r_texture_fogintensity = NULL;
3055 memset(&r_fb, 0, sizeof(r_fb));
3056 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3057 r_glsl_permutation = NULL;
3058 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3059 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3060 memset(&r_svbsp, 0, sizeof (r_svbsp));
3062 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3063 r_texture_numcubemaps = 0;
3065 r_refdef.fogmasktable_density = 0;
3068 // For Steelstorm Android
3069 // FIXME CACHE the program and reload
3070 // FIXME see possible combinations for SS:BR android
3071 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3072 R_SetupShader_SetPermutationGLSL(0, 12);
3073 R_SetupShader_SetPermutationGLSL(0, 13);
3074 R_SetupShader_SetPermutationGLSL(0, 8388621);
3075 R_SetupShader_SetPermutationGLSL(3, 0);
3076 R_SetupShader_SetPermutationGLSL(3, 2048);
3077 R_SetupShader_SetPermutationGLSL(5, 0);
3078 R_SetupShader_SetPermutationGLSL(5, 2);
3079 R_SetupShader_SetPermutationGLSL(5, 2048);
3080 R_SetupShader_SetPermutationGLSL(5, 8388608);
3081 R_SetupShader_SetPermutationGLSL(11, 1);
3082 R_SetupShader_SetPermutationGLSL(11, 2049);
3083 R_SetupShader_SetPermutationGLSL(11, 8193);
3084 R_SetupShader_SetPermutationGLSL(11, 10241);
3085 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3089 extern unsigned int r_shadow_occlusion_buf;
3091 static void gl_main_shutdown(void)
3093 R_RenderTarget_FreeUnused(true);
3094 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3096 R_FrameData_Reset();
3097 R_BufferData_Reset();
3099 R_Main_FreeViewCache();
3101 switch(vid.renderpath)
3103 case RENDERPATH_GL32:
3104 case RENDERPATH_GLES2:
3105 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3107 qglDeleteQueries(r_maxqueries, r_queries);
3111 r_shadow_occlusion_buf = 0;
3114 memset(r_queries, 0, sizeof(r_queries));
3116 r_qwskincache = NULL;
3117 r_qwskincache_size = 0;
3119 // clear out the r_skinframe state
3120 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3121 memset(&r_skinframe, 0, sizeof(r_skinframe));
3124 Mem_Free(r_svbsp.nodes);
3125 memset(&r_svbsp, 0, sizeof (r_svbsp));
3126 R_FreeTexturePool(&r_main_texturepool);
3127 loadingscreentexture = NULL;
3128 r_texture_blanknormalmap = NULL;
3129 r_texture_white = NULL;
3130 r_texture_grey128 = NULL;
3131 r_texture_black = NULL;
3132 r_texture_whitecube = NULL;
3133 r_texture_normalizationcube = NULL;
3134 r_texture_fogattenuation = NULL;
3135 r_texture_fogheighttexture = NULL;
3136 r_texture_gammaramps = NULL;
3137 r_texture_numcubemaps = 0;
3138 //r_texture_fogintensity = NULL;
3139 memset(&r_fb, 0, sizeof(r_fb));
3140 R_GLSL_Restart_f(&cmd_client);
3142 r_glsl_permutation = NULL;
3143 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3144 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3147 static void gl_main_newmap(void)
3149 // FIXME: move this code to client
3150 char *entities, entname[MAX_QPATH];
3152 Mem_Free(r_qwskincache);
3153 r_qwskincache = NULL;
3154 r_qwskincache_size = 0;
3157 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3158 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3160 CL_ParseEntityLump(entities);
3164 if (cl.worldmodel->brush.entities)
3165 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3167 R_Main_FreeViewCache();
3169 R_FrameData_Reset();
3170 R_BufferData_Reset();
3173 void GL_Main_Init(void)
3176 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3177 R_InitShaderModeInfo();
3179 Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3180 Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3181 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3182 if (gamemode == GAME_NEHAHRA)
3184 Cvar_RegisterVariable (&gl_fogenable);
3185 Cvar_RegisterVariable (&gl_fogdensity);
3186 Cvar_RegisterVariable (&gl_fogred);
3187 Cvar_RegisterVariable (&gl_foggreen);
3188 Cvar_RegisterVariable (&gl_fogblue);
3189 Cvar_RegisterVariable (&gl_fogstart);
3190 Cvar_RegisterVariable (&gl_fogend);
3191 Cvar_RegisterVariable (&gl_skyclip);
3193 Cvar_RegisterVariable(&r_motionblur);
3194 Cvar_RegisterVariable(&r_damageblur);
3195 Cvar_RegisterVariable(&r_motionblur_averaging);
3196 Cvar_RegisterVariable(&r_motionblur_randomize);
3197 Cvar_RegisterVariable(&r_motionblur_minblur);
3198 Cvar_RegisterVariable(&r_motionblur_maxblur);
3199 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3200 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3201 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3202 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3203 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3204 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3205 Cvar_RegisterVariable(&r_depthfirst);
3206 Cvar_RegisterVariable(&r_useinfinitefarclip);
3207 Cvar_RegisterVariable(&r_farclip_base);
3208 Cvar_RegisterVariable(&r_farclip_world);
3209 Cvar_RegisterVariable(&r_nearclip);
3210 Cvar_RegisterVariable(&r_deformvertexes);
3211 Cvar_RegisterVariable(&r_transparent);
3212 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3213 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3214 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3215 Cvar_RegisterVariable(&r_showoverdraw);
3216 Cvar_RegisterVariable(&r_showbboxes);
3217 Cvar_RegisterVariable(&r_showbboxes_client);
3218 Cvar_RegisterVariable(&r_showsurfaces);
3219 Cvar_RegisterVariable(&r_showtris);
3220 Cvar_RegisterVariable(&r_shownormals);
3221 Cvar_RegisterVariable(&r_showlighting);
3222 Cvar_RegisterVariable(&r_showcollisionbrushes);
3223 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3224 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3225 Cvar_RegisterVariable(&r_showdisabledepthtest);
3226 Cvar_RegisterVariable(&r_showspriteedges);
3227 Cvar_RegisterVariable(&r_showparticleedges);
3228 Cvar_RegisterVariable(&r_drawportals);
3229 Cvar_RegisterVariable(&r_drawentities);
3230 Cvar_RegisterVariable(&r_draw2d);
3231 Cvar_RegisterVariable(&r_drawworld);
3232 Cvar_RegisterVariable(&r_cullentities_trace);
3233 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3234 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3235 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3236 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3237 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3238 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3239 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3240 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3241 Cvar_RegisterVariable(&r_sortentities);
3242 Cvar_RegisterVariable(&r_drawviewmodel);
3243 Cvar_RegisterVariable(&r_drawexteriormodel);
3244 Cvar_RegisterVariable(&r_speeds);
3245 Cvar_RegisterVariable(&r_fullbrights);
3246 Cvar_RegisterVariable(&r_wateralpha);
3247 Cvar_RegisterVariable(&r_dynamic);
3248 Cvar_RegisterVariable(&r_fullbright_directed);
3249 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3250 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3251 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3252 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3253 Cvar_RegisterVariable(&r_fullbright);
3254 Cvar_RegisterVariable(&r_shadows);
3255 Cvar_RegisterVariable(&r_shadows_darken);
3256 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3257 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3258 Cvar_RegisterVariable(&r_shadows_throwdistance);
3259 Cvar_RegisterVariable(&r_shadows_throwdirection);
3260 Cvar_RegisterVariable(&r_shadows_focus);
3261 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3262 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3263 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3264 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3265 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3266 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3267 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3268 Cvar_RegisterVariable(&r_fog_exp2);
3269 Cvar_RegisterVariable(&r_fog_clear);
3270 Cvar_RegisterVariable(&r_drawfog);
3271 Cvar_RegisterVariable(&r_transparentdepthmasking);
3272 Cvar_RegisterVariable(&r_transparent_sortmindist);
3273 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3274 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3275 Cvar_RegisterVariable(&r_texture_dds_load);
3276 Cvar_RegisterVariable(&r_texture_dds_save);
3277 Cvar_RegisterVariable(&r_textureunits);
3278 Cvar_RegisterVariable(&gl_combine);
3279 Cvar_RegisterVariable(&r_usedepthtextures);
3280 Cvar_RegisterVariable(&r_viewfbo);
3281 Cvar_RegisterVariable(&r_rendertarget_debug);
3282 Cvar_RegisterVariable(&r_viewscale);
3283 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3284 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3285 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3286 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3287 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3288 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3289 Cvar_RegisterVariable(&r_glsl);
3290 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3291 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3292 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3293 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3294 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3295 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3296 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3297 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3298 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3299 Cvar_RegisterVariable(&r_glsl_postprocess);
3300 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3301 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3302 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3303 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3304 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3307 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3308 Cvar_RegisterVariable(&r_celshading);
3309 Cvar_RegisterVariable(&r_celoutlines);
3311 Cvar_RegisterVariable(&r_water);
3312 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3313 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3314 Cvar_RegisterVariable(&r_water_clippingplanebias);
3315 Cvar_RegisterVariable(&r_water_refractdistort);
3316 Cvar_RegisterVariable(&r_water_reflectdistort);
3317 Cvar_RegisterVariable(&r_water_scissormode);
3318 Cvar_RegisterVariable(&r_water_lowquality);
3319 Cvar_RegisterVariable(&r_water_hideplayer);
3321 Cvar_RegisterVariable(&r_lerpsprites);
3322 Cvar_RegisterVariable(&r_lerpmodels);
3323 Cvar_RegisterVariable(&r_lerplightstyles);
3324 Cvar_RegisterVariable(&r_waterscroll);
3325 Cvar_RegisterVariable(&r_bloom);
3326 Cvar_RegisterVariable(&r_colorfringe);
3327 Cvar_RegisterVariable(&r_bloom_colorscale);
3328 Cvar_RegisterVariable(&r_bloom_brighten);
3329 Cvar_RegisterVariable(&r_bloom_blur);
3330 Cvar_RegisterVariable(&r_bloom_resolution);
3331 Cvar_RegisterVariable(&r_bloom_colorexponent);
3332 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3333 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3334 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3335 Cvar_RegisterVariable(&r_hdr_glowintensity);
3336 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3337 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3338 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3339 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3340 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3341 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3342 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3343 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3344 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3345 Cvar_RegisterVariable(&developer_texturelogging);
3346 Cvar_RegisterVariable(&gl_lightmaps);
3347 Cvar_RegisterVariable(&r_test);
3348 Cvar_RegisterVariable(&r_batch_multidraw);
3349 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3350 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3351 Cvar_RegisterVariable(&r_glsl_skeletal);
3352 Cvar_RegisterVariable(&r_glsl_saturation);
3353 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3354 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3355 Cvar_RegisterVariable(&r_framedatasize);
3356 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3357 Cvar_RegisterVariable(&r_buffermegs[i]);
3358 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3359 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3360 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3361 #ifdef DP_MOBILETOUCH
3362 // GLES devices have terrible depth precision in general, so...
3363 Cvar_SetValueQuick(&r_nearclip, 4);
3364 Cvar_SetValueQuick(&r_farclip_base, 4096);
3365 Cvar_SetValueQuick(&r_farclip_world, 0);
3366 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3368 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3371 void Render_Init(void)
3384 R_LightningBeams_Init();
3388 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3392 if (r_trippy.integer)
3394 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3396 p = r_refdef.view.frustum + i;
3401 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3405 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3409 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3413 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3417 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3421 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3425 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3429 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3437 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3441 if (r_trippy.integer)
3443 for (i = 0;i < numplanes;i++)
3450 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3454 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3458 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3462 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3466 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3470 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3474 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3478 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3486 //==================================================================================
3488 // LadyHavoc: this stores temporary data used within the same frame
3490 typedef struct r_framedata_mem_s
3492 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3493 size_t size; // how much usable space
3494 size_t current; // how much space in use
3495 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3496 size_t wantedsize; // how much space was allocated
3497 unsigned char *data; // start of real data (16byte aligned)
3501 static r_framedata_mem_t *r_framedata_mem;
3503 void R_FrameData_Reset(void)
3505 while (r_framedata_mem)
3507 r_framedata_mem_t *next = r_framedata_mem->purge;
3508 Mem_Free(r_framedata_mem);
3509 r_framedata_mem = next;
3513 static void R_FrameData_Resize(qboolean mustgrow)
3516 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3517 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3518 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3520 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3521 newmem->wantedsize = wantedsize;
3522 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3523 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3524 newmem->current = 0;
3526 newmem->purge = r_framedata_mem;
3527 r_framedata_mem = newmem;
3531 void R_FrameData_NewFrame(void)
3533 R_FrameData_Resize(false);
3534 if (!r_framedata_mem)
3536 // if we ran out of space on the last frame, free the old memory now
3537 while (r_framedata_mem->purge)
3539 // repeatedly remove the second item in the list, leaving only head
3540 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3541 Mem_Free(r_framedata_mem->purge);
3542 r_framedata_mem->purge = next;
3544 // reset the current mem pointer
3545 r_framedata_mem->current = 0;
3546 r_framedata_mem->mark = 0;
3549 void *R_FrameData_Alloc(size_t size)
3554 // align to 16 byte boundary - the data pointer is already aligned, so we
3555 // only need to ensure the size of every allocation is also aligned
3556 size = (size + 15) & ~15;
3558 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3560 // emergency - we ran out of space, allocate more memory
3561 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3562 newvalue = r_framedatasize.value * 2.0f;
3563 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3564 if (sizeof(size_t) >= 8)
3565 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3567 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3568 // this might not be a growing it, but we'll allocate another buffer every time
3569 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3570 R_FrameData_Resize(true);
3573 data = r_framedata_mem->data + r_framedata_mem->current;
3574 r_framedata_mem->current += size;
3576 // count the usage for stats
3577 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3578 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3580 return (void *)data;
3583 void *R_FrameData_Store(size_t size, void *data)
3585 void *d = R_FrameData_Alloc(size);
3587 memcpy(d, data, size);
3591 void R_FrameData_SetMark(void)
3593 if (!r_framedata_mem)
3595 r_framedata_mem->mark = r_framedata_mem->current;
3598 void R_FrameData_ReturnToMark(void)
3600 if (!r_framedata_mem)
3602 r_framedata_mem->current = r_framedata_mem->mark;
3605 //==================================================================================
3607 // avoid reusing the same buffer objects on consecutive frames
3608 #define R_BUFFERDATA_CYCLE 3
3610 typedef struct r_bufferdata_buffer_s
3612 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3613 size_t size; // how much usable space
3614 size_t current; // how much space in use
3615 r_meshbuffer_t *buffer; // the buffer itself
3617 r_bufferdata_buffer_t;
3619 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3620 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3622 /// frees all dynamic buffers
3623 void R_BufferData_Reset(void)
3626 r_bufferdata_buffer_t **p, *mem;
3627 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3629 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3632 p = &r_bufferdata_buffer[cycle][type];
3638 R_Mesh_DestroyMeshBuffer(mem->buffer);
3645 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3646 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3648 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3650 float newvalue = r_buffermegs[type].value;
3652 // increase the cvar if we have to (but only if we already have a mem)
3653 if (mustgrow && mem)
3655 newvalue = bound(0.25f, newvalue, 256.0f);
3656 while (newvalue * 1024*1024 < minsize)
3659 // clamp the cvar to valid range
3660 newvalue = bound(0.25f, newvalue, 256.0f);
3661 if (r_buffermegs[type].value != newvalue)
3662 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3664 // calculate size in bytes
3665 size = (size_t)(newvalue * 1024*1024);
3666 size = bound(131072, size, 256*1024*1024);
3668 // allocate a new buffer if the size is different (purge old one later)
3669 // or if we were told we must grow the buffer
3670 if (!mem || mem->size != size || mustgrow)
3672 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3675 if (type == R_BUFFERDATA_VERTEX)
3676 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3677 else if (type == R_BUFFERDATA_INDEX16)
3678 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3679 else if (type == R_BUFFERDATA_INDEX32)
3680 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3681 else if (type == R_BUFFERDATA_UNIFORM)
3682 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3683 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3684 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3688 void R_BufferData_NewFrame(void)
3691 r_bufferdata_buffer_t **p, *mem;
3692 // cycle to the next frame's buffers
3693 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3694 // if we ran out of space on the last time we used these buffers, free the old memory now
3695 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3697 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3699 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3700 // free all but the head buffer, this is how we recycle obsolete
3701 // buffers after they are no longer in use
3702 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3708 R_Mesh_DestroyMeshBuffer(mem->buffer);
3711 // reset the current offset
3712 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3717 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3719 r_bufferdata_buffer_t *mem;
3723 *returnbufferoffset = 0;
3725 // align size to a byte boundary appropriate for the buffer type, this
3726 // makes all allocations have aligned start offsets
3727 if (type == R_BUFFERDATA_UNIFORM)
3728 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3730 padsize = (datasize + 15) & ~15;
3732 // if we ran out of space in this buffer we must allocate a new one
3733 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3734 R_BufferData_Resize(type, true, padsize);
3736 // if the resize did not give us enough memory, fail
3737 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3738 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3740 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3741 offset = (int)mem->current;
3742 mem->current += padsize;
3744 // upload the data to the buffer at the chosen offset
3746 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3747 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3749 // count the usage for stats
3750 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3751 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3753 // return the buffer offset
3754 *returnbufferoffset = offset;
3759 //==================================================================================
3761 // LadyHavoc: animcache originally written by Echon, rewritten since then
3764 * Animation cache prevents re-generating mesh data for an animated model
3765 * multiple times in one frame for lighting, shadowing, reflections, etc.
3768 void R_AnimCache_Free(void)
3772 void R_AnimCache_ClearCache(void)
3775 entity_render_t *ent;
3777 for (i = 0;i < r_refdef.scene.numentities;i++)
3779 ent = r_refdef.scene.entities[i];
3780 ent->animcache_vertex3f = NULL;
3781 ent->animcache_vertex3f_vertexbuffer = NULL;
3782 ent->animcache_vertex3f_bufferoffset = 0;
3783 ent->animcache_normal3f = NULL;
3784 ent->animcache_normal3f_vertexbuffer = NULL;
3785 ent->animcache_normal3f_bufferoffset = 0;
3786 ent->animcache_svector3f = NULL;
3787 ent->animcache_svector3f_vertexbuffer = NULL;
3788 ent->animcache_svector3f_bufferoffset = 0;
3789 ent->animcache_tvector3f = NULL;
3790 ent->animcache_tvector3f_vertexbuffer = NULL;
3791 ent->animcache_tvector3f_bufferoffset = 0;
3792 ent->animcache_skeletaltransform3x4 = NULL;
3793 ent->animcache_skeletaltransform3x4buffer = NULL;
3794 ent->animcache_skeletaltransform3x4offset = 0;
3795 ent->animcache_skeletaltransform3x4size = 0;
3799 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3801 dp_model_t *model = ent->model;
3804 // see if this ent is worth caching
3805 if (!model || !model->Draw || !model->AnimateVertices)
3807 // nothing to cache if it contains no animations and has no skeleton
3808 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3810 // see if it is already cached for gpuskeletal
3811 if (ent->animcache_skeletaltransform3x4)
3813 // see if it is already cached as a mesh
3814 if (ent->animcache_vertex3f)
3816 // check if we need to add normals or tangents
3817 if (ent->animcache_normal3f)
3818 wantnormals = false;
3819 if (ent->animcache_svector3f)
3820 wanttangents = false;
3821 if (!wantnormals && !wanttangents)
3825 // check which kind of cache we need to generate
3826 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3828 // cache the skeleton so the vertex shader can use it
3829 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3830 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3831 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3832 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3833 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3834 // note: this can fail if the buffer is at the grow limit
3835 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3836 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3838 else if (ent->animcache_vertex3f)
3840 // mesh was already cached but we may need to add normals/tangents
3841 // (this only happens with multiple views, reflections, cameras, etc)
3842 if (wantnormals || wanttangents)
3844 numvertices = model->surfmesh.num_vertices;
3846 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3849 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3850 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3852 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3853 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3854 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3855 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3860 // generate mesh cache
3861 numvertices = model->surfmesh.num_vertices;
3862 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3864 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3867 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3868 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3870 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3871 if (wantnormals || wanttangents)
3873 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3874 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3875 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3877 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3878 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3879 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3884 void R_AnimCache_CacheVisibleEntities(void)
3888 // TODO: thread this
3889 // NOTE: R_PrepareRTLights() also caches entities
3891 for (i = 0;i < r_refdef.scene.numentities;i++)
3892 if (r_refdef.viewcache.entityvisible[i])
3893 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3896 //==================================================================================
3898 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3901 vec3_t eyemins, eyemaxs;
3902 vec3_t boxmins, boxmaxs;
3903 vec3_t padmins, padmaxs;
3906 dp_model_t *model = r_refdef.scene.worldmodel;
3907 static vec3_t positions[] = {
3908 { 0.5f, 0.5f, 0.5f },
3909 { 0.0f, 0.0f, 0.0f },
3910 { 0.0f, 0.0f, 1.0f },
3911 { 0.0f, 1.0f, 0.0f },
3912 { 0.0f, 1.0f, 1.0f },
3913 { 1.0f, 0.0f, 0.0f },
3914 { 1.0f, 0.0f, 1.0f },
3915 { 1.0f, 1.0f, 0.0f },
3916 { 1.0f, 1.0f, 1.0f },
3919 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3923 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3924 if (!r_refdef.view.usevieworiginculling)
3927 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3930 // expand the eye box a little
3931 eyemins[0] = eye[0] - eyejitter;
3932 eyemaxs[0] = eye[0] + eyejitter;
3933 eyemins[1] = eye[1] - eyejitter;
3934 eyemaxs[1] = eye[1] + eyejitter;
3935 eyemins[2] = eye[2] - eyejitter;
3936 eyemaxs[2] = eye[2] + eyejitter;
3937 // expand the box a little
3938 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3939 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3940 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3941 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3942 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3943 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3944 // make an even larger box for the acceptable area
3945 padmins[0] = boxmins[0] - pad;
3946 padmaxs[0] = boxmaxs[0] + pad;
3947 padmins[1] = boxmins[1] - pad;
3948 padmaxs[1] = boxmaxs[1] + pad;
3949 padmins[2] = boxmins[2] - pad;
3950 padmaxs[2] = boxmaxs[2] + pad;
3952 // return true if eye overlaps enlarged box
3953 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3956 // try specific positions in the box first - note that these can be cached
3957 if (r_cullentities_trace_entityocclusion.integer)
3959 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3961 VectorCopy(eye, start);
3962 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3963 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3964 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3965 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3966 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3967 // not picky - if the trace ended anywhere in the box we're good
3968 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3972 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3975 // try various random positions
3976 for (i = 0; i < numsamples; i++)
3978 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3979 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3980 if (r_cullentities_trace_entityocclusion.integer)
3982 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3983 // not picky - if the trace ended anywhere in the box we're good
3984 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3987 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3995 static void R_View_UpdateEntityVisible (void)
4000 entity_render_t *ent;
4002 if (r_refdef.envmap || r_fb.water.hideplayer)
4003 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4004 else if (chase_active.integer || r_fb.water.renderingscene)
4005 renderimask = RENDER_VIEWMODEL;
4007 renderimask = RENDER_EXTERIORMODEL;
4008 if (!r_drawviewmodel.integer)
4009 renderimask |= RENDER_VIEWMODEL;
4010 if (!r_drawexteriormodel.integer)
4011 renderimask |= RENDER_EXTERIORMODEL;
4012 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4013 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4015 // worldmodel can check visibility
4016 for (i = 0;i < r_refdef.scene.numentities;i++)
4018 ent = r_refdef.scene.entities[i];
4019 if (!(ent->flags & renderimask))
4020 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)))
4021 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))
4022 r_refdef.viewcache.entityvisible[i] = true;
4027 // no worldmodel or it can't check visibility
4028 for (i = 0;i < r_refdef.scene.numentities;i++)
4030 ent = r_refdef.scene.entities[i];
4031 if (!(ent->flags & renderimask))
4032 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)))
4033 r_refdef.viewcache.entityvisible[i] = true;
4036 if (r_cullentities_trace.integer)
4038 for (i = 0;i < r_refdef.scene.numentities;i++)
4040 if (!r_refdef.viewcache.entityvisible[i])
4042 ent = r_refdef.scene.entities[i];
4043 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4045 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4046 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4047 ent->last_trace_visibility = realtime;
4048 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4049 r_refdef.viewcache.entityvisible[i] = 0;
4055 /// only used if skyrendermasked, and normally returns false
4056 static int R_DrawBrushModelsSky (void)
4059 entity_render_t *ent;
4062 for (i = 0;i < r_refdef.scene.numentities;i++)
4064 if (!r_refdef.viewcache.entityvisible[i])
4066 ent = r_refdef.scene.entities[i];
4067 if (!ent->model || !ent->model->DrawSky)
4069 ent->model->DrawSky(ent);
4075 static void R_DrawNoModel(entity_render_t *ent);
4076 static void R_DrawModels(void)
4079 entity_render_t *ent;
4081 for (i = 0;i < r_refdef.scene.numentities;i++)
4083 if (!r_refdef.viewcache.entityvisible[i])
4085 ent = r_refdef.scene.entities[i];
4086 r_refdef.stats[r_stat_entities]++;
4088 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4091 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4092 Con_Printf("R_DrawModels\n");
4093 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]);
4094 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);
4095 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);
4098 if (ent->model && ent->model->Draw != NULL)
4099 ent->model->Draw(ent);
4105 static void R_DrawModelsDepth(void)
4108 entity_render_t *ent;
4110 for (i = 0;i < r_refdef.scene.numentities;i++)
4112 if (!r_refdef.viewcache.entityvisible[i])
4114 ent = r_refdef.scene.entities[i];
4115 if (ent->model && ent->model->DrawDepth != NULL)
4116 ent->model->DrawDepth(ent);
4120 static void R_DrawModelsDebug(void)
4123 entity_render_t *ent;
4125 for (i = 0;i < r_refdef.scene.numentities;i++)
4127 if (!r_refdef.viewcache.entityvisible[i])
4129 ent = r_refdef.scene.entities[i];
4130 if (ent->model && ent->model->DrawDebug != NULL)
4131 ent->model->DrawDebug(ent);
4135 static void R_DrawModelsAddWaterPlanes(void)
4138 entity_render_t *ent;
4140 for (i = 0;i < r_refdef.scene.numentities;i++)
4142 if (!r_refdef.viewcache.entityvisible[i])
4144 ent = r_refdef.scene.entities[i];
4145 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4146 ent->model->DrawAddWaterPlanes(ent);
4150 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}};
4152 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4154 if (r_hdr_irisadaptation.integer)
4159 vec3_t diffusenormal;
4161 vec_t brightness = 0.0f;
4166 VectorCopy(r_refdef.view.forward, forward);
4167 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4169 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4170 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4171 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4172 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4173 d = DotProduct(forward, diffusenormal);
4174 brightness += VectorLength(ambient);
4176 brightness += d * VectorLength(diffuse);
4178 brightness *= 1.0f / c;
4179 brightness += 0.00001f; // make sure it's never zero
4180 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4181 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4182 current = r_hdr_irisadaptation_value.value;
4184 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4185 else if (current > goal)
4186 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4187 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4188 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4190 else if (r_hdr_irisadaptation_value.value != 1.0f)
4191 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4194 static void R_View_SetFrustum(const int *scissor)
4197 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4198 vec3_t forward, left, up, origin, v;
4202 // flipped x coordinates (because x points left here)
4203 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4204 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4205 // non-flipped y coordinates
4206 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4207 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4210 // we can't trust r_refdef.view.forward and friends in reflected scenes
4211 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4214 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4215 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4216 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4217 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4218 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4219 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4220 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4221 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4222 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4223 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4224 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4225 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4229 zNear = r_refdef.nearclip;
4230 nudge = 1.0 - 1.0 / (1<<23);
4231 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4232 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4233 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4234 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4235 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4236 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4237 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4238 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4244 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4245 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4246 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4247 r_refdef.view.frustum[0].dist = m[15] - m[12];
4249 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4250 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4251 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4252 r_refdef.view.frustum[1].dist = m[15] + m[12];
4254 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4255 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4256 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4257 r_refdef.view.frustum[2].dist = m[15] - m[13];
4259 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4260 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4261 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4262 r_refdef.view.frustum[3].dist = m[15] + m[13];
4264 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4265 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4266 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4267 r_refdef.view.frustum[4].dist = m[15] - m[14];
4269 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4270 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4271 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4272 r_refdef.view.frustum[5].dist = m[15] + m[14];
4275 if (r_refdef.view.useperspective)
4277 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4278 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]);
4279 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]);
4280 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]);
4281 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]);
4283 // then the normals from the corners relative to origin
4284 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4285 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4286 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4287 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4289 // in a NORMAL view, forward cross left == up
4290 // in a REFLECTED view, forward cross left == down
4291 // so our cross products above need to be adjusted for a left handed coordinate system
4292 CrossProduct(forward, left, v);
4293 if(DotProduct(v, up) < 0)
4295 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4296 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4297 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4298 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4301 // Leaving those out was a mistake, those were in the old code, and they
4302 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4303 // I couldn't reproduce it after adding those normalizations. --blub
4304 VectorNormalize(r_refdef.view.frustum[0].normal);
4305 VectorNormalize(r_refdef.view.frustum[1].normal);
4306 VectorNormalize(r_refdef.view.frustum[2].normal);
4307 VectorNormalize(r_refdef.view.frustum[3].normal);
4309 // make the corners absolute
4310 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4311 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4312 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4313 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4316 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4318 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4319 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4320 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4321 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4322 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4326 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4327 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4328 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4329 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4330 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4331 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4332 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4333 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4334 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4335 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4337 r_refdef.view.numfrustumplanes = 5;
4339 if (r_refdef.view.useclipplane)
4341 r_refdef.view.numfrustumplanes = 6;
4342 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4345 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4346 PlaneClassify(r_refdef.view.frustum + i);
4348 // LadyHavoc: note to all quake engine coders, Quake had a special case
4349 // for 90 degrees which assumed a square view (wrong), so I removed it,
4350 // Quake2 has it disabled as well.
4352 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4353 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4354 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4355 //PlaneClassify(&frustum[0]);
4357 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4358 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4359 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4360 //PlaneClassify(&frustum[1]);
4362 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4363 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4364 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4365 //PlaneClassify(&frustum[2]);
4367 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4368 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4369 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4370 //PlaneClassify(&frustum[3]);
4373 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4374 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4375 //PlaneClassify(&frustum[4]);
4378 static void R_View_UpdateWithScissor(const int *myscissor)
4380 R_Main_ResizeViewCache();
4381 R_View_SetFrustum(myscissor);
4382 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4383 R_View_UpdateEntityVisible();
4386 static void R_View_Update(void)
4388 R_Main_ResizeViewCache();
4389 R_View_SetFrustum(NULL);
4390 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4391 R_View_UpdateEntityVisible();
4394 float viewscalefpsadjusted = 1.0f;
4396 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4398 const float *customclipplane = NULL;
4400 int /*rtwidth,*/ rtheight;
4401 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4403 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4404 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4405 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4406 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4407 dist = r_refdef.view.clipplane.dist;
4408 plane[0] = r_refdef.view.clipplane.normal[0];
4409 plane[1] = r_refdef.view.clipplane.normal[1];
4410 plane[2] = r_refdef.view.clipplane.normal[2];
4412 customclipplane = plane;
4415 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4416 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4418 if (!r_refdef.view.useperspective)
4419 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4420 else if (vid.stencil && r_useinfinitefarclip.integer)
4421 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4423 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4424 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4425 R_SetViewport(&r_refdef.view.viewport);
4428 void R_EntityMatrix(const matrix4x4_t *matrix)
4430 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4432 gl_modelmatrixchanged = false;
4433 gl_modelmatrix = *matrix;
4434 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4435 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4436 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4437 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4439 switch(vid.renderpath)
4441 case RENDERPATH_GL32:
4442 case RENDERPATH_GLES2:
4443 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4444 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4450 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4452 r_viewport_t viewport;
4456 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4457 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4458 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4459 R_SetViewport(&viewport);
4460 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4461 GL_Color(1, 1, 1, 1);
4462 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4463 GL_BlendFunc(GL_ONE, GL_ZERO);
4464 GL_ScissorTest(false);
4465 GL_DepthMask(false);
4466 GL_DepthRange(0, 1);
4467 GL_DepthTest(false);
4468 GL_DepthFunc(GL_LEQUAL);
4469 R_EntityMatrix(&identitymatrix);
4470 R_Mesh_ResetTextureState();
4471 GL_PolygonOffset(0, 0);
4472 switch(vid.renderpath)
4474 case RENDERPATH_GL32:
4475 case RENDERPATH_GLES2:
4476 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4479 GL_CullFace(GL_NONE);
4484 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4486 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4489 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4491 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4492 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4493 GL_Color(1, 1, 1, 1);
4494 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4495 GL_BlendFunc(GL_ONE, GL_ZERO);
4496 GL_ScissorTest(true);
4498 GL_DepthRange(0, 1);
4500 GL_DepthFunc(GL_LEQUAL);
4501 R_EntityMatrix(&identitymatrix);
4502 R_Mesh_ResetTextureState();
4503 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4504 switch(vid.renderpath)
4506 case RENDERPATH_GL32:
4507 case RENDERPATH_GLES2:
4508 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4511 GL_CullFace(r_refdef.view.cullface_back);
4516 R_RenderView_UpdateViewVectors
4519 void R_RenderView_UpdateViewVectors(void)
4521 // break apart the view matrix into vectors for various purposes
4522 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4523 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4524 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4525 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4526 // make an inverted copy of the view matrix for tracking sprites
4527 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4530 void R_RenderTarget_FreeUnused(qboolean force)
4532 unsigned int i, j, end;
4533 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4534 for (i = 0; i < end; i++)
4536 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4537 // free resources for rendertargets that have not been used for a while
4538 // (note: this check is run after the frame render, so any targets used
4539 // this frame will not be affected even at low framerates)
4540 if (r && (realtime - r->lastusetime > 0.2 || force))
4543 R_Mesh_DestroyFramebufferObject(r->fbo);
4544 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4545 if (r->colortexture[j])
4546 R_FreeTexture(r->colortexture[j]);
4547 if (r->depthtexture)
4548 R_FreeTexture(r->depthtexture);
4549 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4554 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4556 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4560 y2 = (th - y - h) * ih;
4571 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4573 unsigned int i, j, end;
4574 r_rendertarget_t *r = NULL;
4576 // first try to reuse an existing slot if possible
4577 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4578 for (i = 0; i < end; i++)
4580 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4581 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4586 // no unused exact match found, so we have to make one in the first unused slot
4587 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4588 r->texturewidth = texturewidth;
4589 r->textureheight = textureheight;
4590 r->colortextype[0] = colortextype0;
4591 r->colortextype[1] = colortextype1;
4592 r->colortextype[2] = colortextype2;
4593 r->colortextype[3] = colortextype3;
4594 r->depthtextype = depthtextype;
4595 r->depthisrenderbuffer = depthisrenderbuffer;
4596 for (j = 0; j < 4; j++)
4597 if (r->colortextype[j])
4598 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4599 if (r->depthtextype)
4601 if (r->depthisrenderbuffer)
4602 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4604 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4606 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4608 r_refdef.stats[r_stat_rendertargets_used]++;
4609 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4610 r->lastusetime = realtime;
4611 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4615 static void R_Water_StartFrame(int viewwidth, int viewheight)
4617 int waterwidth, waterheight;
4619 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4622 // set waterwidth and waterheight to the water resolution that will be
4623 // used (often less than the screen resolution for faster rendering)
4624 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4625 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4627 if (!r_water.integer || r_showsurfaces.integer)
4628 waterwidth = waterheight = 0;
4630 // set up variables that will be used in shader setup
4631 r_fb.water.waterwidth = waterwidth;
4632 r_fb.water.waterheight = waterheight;
4633 r_fb.water.texturewidth = waterwidth;
4634 r_fb.water.textureheight = waterheight;
4635 r_fb.water.camerawidth = waterwidth;
4636 r_fb.water.cameraheight = waterheight;
4637 r_fb.water.screenscale[0] = 0.5f;
4638 r_fb.water.screenscale[1] = 0.5f;
4639 r_fb.water.screencenter[0] = 0.5f;
4640 r_fb.water.screencenter[1] = 0.5f;
4641 r_fb.water.enabled = waterwidth != 0;
4643 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4644 r_fb.water.numwaterplanes = 0;
4647 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4649 int planeindex, bestplaneindex, vertexindex;
4650 vec3_t mins, maxs, normal, center, v, n;
4651 vec_t planescore, bestplanescore;
4653 r_waterstate_waterplane_t *p;
4654 texture_t *t = R_GetCurrentTexture(surface->texture);
4656 rsurface.texture = t;
4657 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4658 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4659 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4661 // average the vertex normals, find the surface bounds (after deformvertexes)
4662 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4663 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4664 VectorCopy(n, normal);
4665 VectorCopy(v, mins);
4666 VectorCopy(v, maxs);
4667 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4669 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4670 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4671 VectorAdd(normal, n, normal);
4672 mins[0] = min(mins[0], v[0]);
4673 mins[1] = min(mins[1], v[1]);
4674 mins[2] = min(mins[2], v[2]);
4675 maxs[0] = max(maxs[0], v[0]);
4676 maxs[1] = max(maxs[1], v[1]);
4677 maxs[2] = max(maxs[2], v[2]);
4679 VectorNormalize(normal);
4680 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4682 VectorCopy(normal, plane.normal);
4683 VectorNormalize(plane.normal);
4684 plane.dist = DotProduct(center, plane.normal);
4685 PlaneClassify(&plane);
4686 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4688 // skip backfaces (except if nocullface is set)
4689 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4691 VectorNegate(plane.normal, plane.normal);
4693 PlaneClassify(&plane);
4697 // find a matching plane if there is one
4698 bestplaneindex = -1;
4699 bestplanescore = 1048576.0f;
4700 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4702 if(p->camera_entity == t->camera_entity)
4704 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4705 if (bestplaneindex < 0 || bestplanescore > planescore)
4707 bestplaneindex = planeindex;
4708 bestplanescore = planescore;
4712 planeindex = bestplaneindex;
4714 // if this surface does not fit any known plane rendered this frame, add one
4715 if (planeindex < 0 || bestplanescore > 0.001f)
4717 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4719 // store the new plane
4720 planeindex = r_fb.water.numwaterplanes++;
4721 p = r_fb.water.waterplanes + planeindex;
4723 // clear materialflags and pvs
4724 p->materialflags = 0;
4725 p->pvsvalid = false;
4726 p->camera_entity = t->camera_entity;
4727 VectorCopy(mins, p->mins);
4728 VectorCopy(maxs, p->maxs);
4732 // We're totally screwed.
4738 // merge mins/maxs when we're adding this surface to the plane
4739 p = r_fb.water.waterplanes + planeindex;
4740 p->mins[0] = min(p->mins[0], mins[0]);
4741 p->mins[1] = min(p->mins[1], mins[1]);
4742 p->mins[2] = min(p->mins[2], mins[2]);
4743 p->maxs[0] = max(p->maxs[0], maxs[0]);
4744 p->maxs[1] = max(p->maxs[1], maxs[1]);
4745 p->maxs[2] = max(p->maxs[2], maxs[2]);
4747 // merge this surface's materialflags into the waterplane
4748 p->materialflags |= t->currentmaterialflags;
4749 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4751 // merge this surface's PVS into the waterplane
4752 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4753 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4755 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4761 extern cvar_t r_drawparticles;
4762 extern cvar_t r_drawdecals;
4764 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4767 r_refdef_view_t originalview;
4768 r_refdef_view_t myview;
4769 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;
4770 r_waterstate_waterplane_t *p;
4772 r_rendertarget_t *rt;
4774 originalview = r_refdef.view;
4776 // lowquality hack, temporarily shut down some cvars and restore afterwards
4777 qualityreduction = r_water_lowquality.integer;
4778 if (qualityreduction > 0)
4780 if (qualityreduction >= 1)
4782 old_r_shadows = r_shadows.integer;
4783 old_r_worldrtlight = r_shadow_realtime_world.integer;
4784 old_r_dlight = r_shadow_realtime_dlight.integer;
4785 Cvar_SetValueQuick(&r_shadows, 0);
4786 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4787 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4789 if (qualityreduction >= 2)
4791 old_r_dynamic = r_dynamic.integer;
4792 old_r_particles = r_drawparticles.integer;
4793 old_r_decals = r_drawdecals.integer;
4794 Cvar_SetValueQuick(&r_dynamic, 0);
4795 Cvar_SetValueQuick(&r_drawparticles, 0);
4796 Cvar_SetValueQuick(&r_drawdecals, 0);
4800 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4802 p->rt_reflection = NULL;
4803 p->rt_refraction = NULL;
4804 p->rt_camera = NULL;
4808 r_refdef.view = originalview;
4809 r_refdef.view.showdebug = false;
4810 r_refdef.view.width = r_fb.water.waterwidth;
4811 r_refdef.view.height = r_fb.water.waterheight;
4812 r_refdef.view.useclipplane = true;
4813 myview = r_refdef.view;
4814 r_fb.water.renderingscene = true;
4815 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4817 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4820 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4822 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4823 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4825 r_refdef.view = myview;
4826 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4827 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4828 if(r_water_scissormode.integer)
4830 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4831 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4833 p->rt_reflection = NULL;
4834 p->rt_refraction = NULL;
4835 p->rt_camera = NULL;
4840 r_refdef.view.clipplane = p->plane;
4841 // reflected view origin may be in solid, so don't cull with it
4842 r_refdef.view.usevieworiginculling = false;
4843 // reverse the cullface settings for this render
4844 r_refdef.view.cullface_front = GL_FRONT;
4845 r_refdef.view.cullface_back = GL_BACK;
4846 // combined pvs (based on what can be seen from each surface center)
4847 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4849 r_refdef.view.usecustompvs = true;
4851 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4853 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4856 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4857 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4858 GL_ScissorTest(false);
4859 R_ClearScreen(r_refdef.fogenabled);
4860 GL_ScissorTest(true);
4861 if(r_water_scissormode.integer & 2)
4862 R_View_UpdateWithScissor(myscissor);
4865 R_AnimCache_CacheVisibleEntities();
4866 if(r_water_scissormode.integer & 1)
4867 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4868 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4870 r_fb.water.hideplayer = false;
4871 p->rt_reflection = rt;
4874 // render the normal view scene and copy into texture
4875 // (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)
4876 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4878 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4879 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4881 r_refdef.view = myview;
4882 if(r_water_scissormode.integer)
4884 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4885 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4887 p->rt_reflection = NULL;
4888 p->rt_refraction = NULL;
4889 p->rt_camera = NULL;
4894 // combined pvs (based on what can be seen from each surface center)
4895 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4897 r_refdef.view.usecustompvs = true;
4899 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4901 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4904 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4906 r_refdef.view.clipplane = p->plane;
4907 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4908 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4910 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4912 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4913 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4914 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4915 R_RenderView_UpdateViewVectors();
4916 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4918 r_refdef.view.usecustompvs = true;
4919 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);
4923 PlaneClassify(&r_refdef.view.clipplane);
4925 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4926 GL_ScissorTest(false);
4927 R_ClearScreen(r_refdef.fogenabled);
4928 GL_ScissorTest(true);
4929 if(r_water_scissormode.integer & 2)
4930 R_View_UpdateWithScissor(myscissor);
4933 R_AnimCache_CacheVisibleEntities();
4934 if(r_water_scissormode.integer & 1)
4935 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4936 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4938 r_fb.water.hideplayer = false;
4939 p->rt_refraction = rt;
4941 else if (p->materialflags & MATERIALFLAG_CAMERA)
4943 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4944 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4946 r_refdef.view = myview;
4948 r_refdef.view.clipplane = p->plane;
4949 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4950 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4952 r_refdef.view.width = r_fb.water.camerawidth;
4953 r_refdef.view.height = r_fb.water.cameraheight;
4954 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4955 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4956 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4957 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4959 if(p->camera_entity)
4961 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4962 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4965 // note: all of the view is used for displaying... so
4966 // there is no use in scissoring
4968 // reverse the cullface settings for this render
4969 r_refdef.view.cullface_front = GL_FRONT;
4970 r_refdef.view.cullface_back = GL_BACK;
4971 // also reverse the view matrix
4972 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
4973 R_RenderView_UpdateViewVectors();
4974 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4976 r_refdef.view.usecustompvs = true;
4977 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);
4980 // camera needs no clipplane
4981 r_refdef.view.useclipplane = false;
4982 // TODO: is the camera origin always valid? if so we don't need to clear this
4983 r_refdef.view.usevieworiginculling = false;
4985 PlaneClassify(&r_refdef.view.clipplane);
4987 r_fb.water.hideplayer = false;
4989 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4990 GL_ScissorTest(false);
4991 R_ClearScreen(r_refdef.fogenabled);
4992 GL_ScissorTest(true);
4994 R_AnimCache_CacheVisibleEntities();
4995 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4997 r_fb.water.hideplayer = false;
5002 r_fb.water.renderingscene = false;
5003 r_refdef.view = originalview;
5004 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5006 R_AnimCache_CacheVisibleEntities();
5009 r_refdef.view = originalview;
5010 r_fb.water.renderingscene = false;
5011 Cvar_SetValueQuick(&r_water, 0);
5012 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5014 // lowquality hack, restore cvars
5015 if (qualityreduction > 0)
5017 if (qualityreduction >= 1)
5019 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5020 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5021 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5023 if (qualityreduction >= 2)
5025 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5026 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5027 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5032 static void R_Bloom_StartFrame(void)
5034 int screentexturewidth, screentextureheight;
5035 textype_t textype = TEXTYPE_COLORBUFFER;
5038 // clear the pointers to rendertargets from last frame as they're stale
5039 r_fb.rt_screen = NULL;
5040 r_fb.rt_bloom = NULL;
5042 switch (vid.renderpath)
5044 case RENDERPATH_GL32:
5045 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5046 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5047 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5049 case RENDERPATH_GLES2:
5050 r_fb.usedepthtextures = false;
5054 if (r_viewscale_fpsscaling.integer)
5056 double actualframetime;
5057 double targetframetime;
5059 actualframetime = r_refdef.lastdrawscreentime;
5060 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5061 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5062 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5063 if (r_viewscale_fpsscaling_stepsize.value > 0)
5066 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5068 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5070 viewscalefpsadjusted += adjust;
5071 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5074 viewscalefpsadjusted = 1.0f;
5076 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5078 scale *= sqrt(vid.samples); // supersampling
5079 scale = bound(0.03125f, scale, 4.0f);
5080 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5081 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5082 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5083 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5085 // set bloomwidth and bloomheight to the bloom resolution that will be
5086 // used (often less than the screen resolution for faster rendering)
5087 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, vid.height * 4);
5088 r_fb.bloomwidth = r_fb.bloomheight * vid.width / vid.height;
5089 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, vid.width * 4);
5090 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5091 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5093 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5095 Cvar_SetValueQuick(&r_bloom, 0);
5096 Cvar_SetValueQuick(&r_motionblur, 0);
5097 Cvar_SetValueQuick(&r_damageblur, 0);
5099 if (!r_bloom.integer)
5100 r_fb.bloomwidth = r_fb.bloomheight = 0;
5102 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5103 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5105 if (r_fb.ghosttexture)
5106 R_FreeTexture(r_fb.ghosttexture);
5107 r_fb.ghosttexture = NULL;
5109 r_fb.screentexturewidth = screentexturewidth;
5110 r_fb.screentextureheight = screentextureheight;
5111 r_fb.textype = textype;
5113 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5115 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5116 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5117 r_fb.ghosttexture_valid = false;
5121 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5123 r_refdef.view.clear = true;
5126 static void R_Bloom_MakeTexture(void)
5129 float xoffset, yoffset, r, brighten;
5130 float colorscale = r_bloom_colorscale.value;
5131 r_viewport_t bloomviewport;
5132 r_rendertarget_t *prev, *cur;
5133 textype_t textype = r_fb.rt_screen->colortextype[0];
5135 r_refdef.stats[r_stat_bloom]++;
5137 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5139 // scale down screen texture to the bloom texture size
5141 prev = r_fb.rt_screen;
5142 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5143 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5144 R_SetViewport(&bloomviewport);
5145 GL_CullFace(GL_NONE);
5146 GL_DepthTest(false);
5147 GL_BlendFunc(GL_ONE, GL_ZERO);
5148 GL_Color(colorscale, colorscale, colorscale, 1);
5149 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5150 // TODO: do boxfilter scale-down in shader?
5151 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5152 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5153 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5154 // we now have a properly scaled bloom image
5156 // multiply bloom image by itself as many times as desired to darken it
5157 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5158 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5161 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5162 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5164 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5166 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5167 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5168 GL_Color(1,1,1,1); // no fix factor supported here
5169 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5170 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5171 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5172 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5176 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5177 brighten = r_bloom_brighten.value;
5178 brighten = sqrt(brighten);
5180 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5182 for (dir = 0;dir < 2;dir++)
5185 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5186 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5187 // blend on at multiple vertical offsets to achieve a vertical blur
5188 // TODO: do offset blends using GLSL
5189 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5191 GL_BlendFunc(GL_ONE, GL_ZERO);
5193 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5195 for (x = -range;x <= range;x++)
5197 if (!dir){xoffset = 0;yoffset = x;}
5198 else {xoffset = x;yoffset = 0;}
5199 xoffset /= (float)prev->texturewidth;
5200 yoffset /= (float)prev->textureheight;
5201 // compute a texcoord array with the specified x and y offset
5202 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5203 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5204 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5205 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5206 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5207 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5208 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5209 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5210 // this r value looks like a 'dot' particle, fading sharply to
5211 // black at the edges
5212 // (probably not realistic but looks good enough)
5213 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5214 //r = brighten/(range*2+1);
5215 r = brighten / (range * 2 + 1);
5217 r *= (1 - x*x/(float)((range+1)*(range+1)));
5221 GL_Color(r, r, r, 1);
5223 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5225 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5226 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5228 GL_BlendFunc(GL_ONE, GL_ONE);
5233 // now we have the bloom image, so keep track of it
5234 r_fb.rt_bloom = cur;
5237 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5239 dpuint64 permutation;
5240 float uservecs[4][4];
5241 rtexture_t *viewtexture;
5242 rtexture_t *bloomtexture;
5244 R_EntityMatrix(&identitymatrix);
5246 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5248 // declare variables
5249 float blur_factor, blur_mouseaccel, blur_velocity;
5250 static float blur_average;
5251 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5253 // set a goal for the factoring
5254 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5255 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5256 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5257 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5258 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5259 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5261 // from the goal, pick an averaged value between goal and last value
5262 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5263 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5265 // enforce minimum amount of blur
5266 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5268 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5270 // calculate values into a standard alpha
5271 cl.motionbluralpha = 1 - exp(-
5273 (r_motionblur.value * blur_factor / 80)
5275 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5278 max(0.0001, cl.time - cl.oldtime) // fps independent
5281 // randomization for the blur value to combat persistent ghosting
5282 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5283 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5286 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5287 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5289 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5290 GL_Color(1, 1, 1, cl.motionbluralpha);
5291 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5292 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5293 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5294 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5295 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5298 // updates old view angles for next pass
5299 VectorCopy(cl.viewangles, blur_oldangles);
5301 // copy view into the ghost texture
5302 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5303 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5304 r_fb.ghosttexture_valid = true;
5307 if (r_fb.bloomwidth)
5309 // make the bloom texture
5310 R_Bloom_MakeTexture();
5313 #if _MSC_VER >= 1400
5314 #define sscanf sscanf_s
5316 memset(uservecs, 0, sizeof(uservecs));
5317 if (r_glsl_postprocess_uservec1_enable.integer)
5318 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5319 if (r_glsl_postprocess_uservec2_enable.integer)
5320 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5321 if (r_glsl_postprocess_uservec3_enable.integer)
5322 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5323 if (r_glsl_postprocess_uservec4_enable.integer)
5324 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5326 // render to the screen fbo
5327 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5328 GL_Color(1, 1, 1, 1);
5329 GL_BlendFunc(GL_ONE, GL_ZERO);
5331 viewtexture = r_fb.rt_screen->colortexture[0];
5332 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5334 if (r_rendertarget_debug.integer >= 0)
5336 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5337 if (rt && rt->colortexture[0])
5339 viewtexture = rt->colortexture[0];
5340 bloomtexture = NULL;
5344 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5345 switch(vid.renderpath)
5347 case RENDERPATH_GL32:
5348 case RENDERPATH_GLES2:
5350 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5351 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5352 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5353 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5354 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5355 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5356 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5357 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5358 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5359 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]);
5360 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5361 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]);
5362 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]);
5363 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]);
5364 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]);
5365 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5366 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5367 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);
5368 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5371 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5372 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5375 matrix4x4_t r_waterscrollmatrix;
5377 void R_UpdateFog(void)
5380 if (gamemode == GAME_NEHAHRA)
5382 if (gl_fogenable.integer)
5384 r_refdef.oldgl_fogenable = true;
5385 r_refdef.fog_density = gl_fogdensity.value;
5386 r_refdef.fog_red = gl_fogred.value;
5387 r_refdef.fog_green = gl_foggreen.value;
5388 r_refdef.fog_blue = gl_fogblue.value;
5389 r_refdef.fog_alpha = 1;
5390 r_refdef.fog_start = 0;
5391 r_refdef.fog_end = gl_skyclip.value;
5392 r_refdef.fog_height = 1<<30;
5393 r_refdef.fog_fadedepth = 128;
5395 else if (r_refdef.oldgl_fogenable)
5397 r_refdef.oldgl_fogenable = false;
5398 r_refdef.fog_density = 0;
5399 r_refdef.fog_red = 0;
5400 r_refdef.fog_green = 0;
5401 r_refdef.fog_blue = 0;
5402 r_refdef.fog_alpha = 0;
5403 r_refdef.fog_start = 0;
5404 r_refdef.fog_end = 0;
5405 r_refdef.fog_height = 1<<30;
5406 r_refdef.fog_fadedepth = 128;
5411 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5412 r_refdef.fog_start = max(0, r_refdef.fog_start);
5413 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5415 if (r_refdef.fog_density && r_drawfog.integer)
5417 r_refdef.fogenabled = true;
5418 // this is the point where the fog reaches 0.9986 alpha, which we
5419 // consider a good enough cutoff point for the texture
5420 // (0.9986 * 256 == 255.6)
5421 if (r_fog_exp2.integer)
5422 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5424 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5425 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5426 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5427 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5428 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5429 R_BuildFogHeightTexture();
5430 // fog color was already set
5431 // update the fog texture
5432 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)
5433 R_BuildFogTexture();
5434 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5435 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5438 r_refdef.fogenabled = false;
5441 if (r_refdef.fog_density)
5443 r_refdef.fogcolor[0] = r_refdef.fog_red;
5444 r_refdef.fogcolor[1] = r_refdef.fog_green;
5445 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5447 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5448 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5449 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5450 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5454 VectorCopy(r_refdef.fogcolor, fogvec);
5455 // color.rgb *= ContrastBoost * SceneBrightness;
5456 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5457 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5458 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5459 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5464 void R_UpdateVariables(void)
5468 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5470 r_refdef.farclip = r_farclip_base.value;
5471 if (r_refdef.scene.worldmodel)
5472 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5473 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5475 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5476 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5477 r_refdef.polygonfactor = 0;
5478 r_refdef.polygonoffset = 0;
5480 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5481 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5482 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5483 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5484 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5485 if (r_refdef.scene.worldmodel)
5487 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5489 if (r_showsurfaces.integer)
5491 r_refdef.scene.rtworld = false;
5492 r_refdef.scene.rtworldshadows = false;
5493 r_refdef.scene.rtdlight = false;
5494 r_refdef.scene.rtdlightshadows = false;
5495 r_refdef.scene.lightmapintensity = 0;
5498 r_gpuskeletal = false;
5499 switch(vid.renderpath)
5501 case RENDERPATH_GL32:
5502 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5503 case RENDERPATH_GLES2:
5504 if(!vid_gammatables_trivial)
5506 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5508 // build GLSL gamma texture
5509 #define RAMPWIDTH 256
5510 unsigned short ramp[RAMPWIDTH * 3];
5511 unsigned char rampbgr[RAMPWIDTH][4];
5514 r_texture_gammaramps_serial = vid_gammatables_serial;
5516 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5517 for(i = 0; i < RAMPWIDTH; ++i)
5519 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5520 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5521 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5524 if (r_texture_gammaramps)
5526 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5530 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5536 // remove GLSL gamma texture
5542 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5543 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5549 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5550 if( scenetype != r_currentscenetype ) {
5551 // store the old scenetype
5552 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5553 r_currentscenetype = scenetype;
5554 // move in the new scene
5555 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5564 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5566 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5567 if( scenetype == r_currentscenetype ) {
5568 return &r_refdef.scene;
5570 return &r_scenes_store[ scenetype ];
5574 static int R_SortEntities_Compare(const void *ap, const void *bp)
5576 const entity_render_t *a = *(const entity_render_t **)ap;
5577 const entity_render_t *b = *(const entity_render_t **)bp;
5580 if(a->model < b->model)
5582 if(a->model > b->model)
5586 // TODO possibly calculate the REAL skinnum here first using
5588 if(a->skinnum < b->skinnum)
5590 if(a->skinnum > b->skinnum)
5593 // everything we compared is equal
5596 static void R_SortEntities(void)
5598 // below or equal 2 ents, sorting never gains anything
5599 if(r_refdef.scene.numentities <= 2)
5602 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5610 extern cvar_t r_shadow_bouncegrid;
5611 extern cvar_t v_isometric;
5612 extern void V_MakeViewIsometric(void);
5613 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5615 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5617 rtexture_t *viewdepthtexture = NULL;
5618 rtexture_t *viewcolortexture = NULL;
5619 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5621 // finish any 2D rendering that was queued
5624 if (r_timereport_active)
5625 R_TimeReport("start");
5626 r_textureframe++; // used only by R_GetCurrentTexture
5627 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5629 if(R_CompileShader_CheckStaticParms())
5630 R_GLSL_Restart_f(&cmd_client);
5632 if (!r_drawentities.integer)
5633 r_refdef.scene.numentities = 0;
5634 else if (r_sortentities.integer)
5637 R_AnimCache_ClearCache();
5639 /* adjust for stereo display */
5640 if(R_Stereo_Active())
5642 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);
5643 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5646 if (r_refdef.view.isoverlay)
5648 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5649 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5650 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5651 R_TimeReport("depthclear");
5653 r_refdef.view.showdebug = false;
5655 r_fb.water.enabled = false;
5656 r_fb.water.numwaterplanes = 0;
5658 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5660 r_refdef.view.matrix = originalmatrix;
5666 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5668 r_refdef.view.matrix = originalmatrix;
5672 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5673 if (v_isometric.integer && r_refdef.view.ismain)
5674 V_MakeViewIsometric();
5676 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5678 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5679 // in sRGB fallback, behave similar to true sRGB: convert this
5680 // value from linear to sRGB
5681 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5683 R_RenderView_UpdateViewVectors();
5685 R_Shadow_UpdateWorldLightSelection();
5687 // this will set up r_fb.rt_screen
5688 R_Bloom_StartFrame();
5690 // apply bloom brightness offset
5692 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5694 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5697 viewfbo = r_fb.rt_screen->fbo;
5698 viewdepthtexture = r_fb.rt_screen->depthtexture;
5699 viewcolortexture = r_fb.rt_screen->colortexture[0];
5702 viewwidth = r_fb.rt_screen->texturewidth;
5703 viewheight = r_fb.rt_screen->textureheight;
5706 R_Water_StartFrame(viewwidth, viewheight);
5709 if (r_timereport_active)
5710 R_TimeReport("viewsetup");
5712 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5714 // clear the whole fbo every frame - otherwise the driver will consider
5715 // it to be an inter-frame texture and stall in multi-gpu configurations
5717 GL_ScissorTest(false);
5718 R_ClearScreen(r_refdef.fogenabled);
5719 if (r_timereport_active)
5720 R_TimeReport("viewclear");
5722 r_refdef.view.clear = true;
5724 r_refdef.view.showdebug = true;
5727 if (r_timereport_active)
5728 R_TimeReport("visibility");
5730 R_AnimCache_CacheVisibleEntities();
5731 if (r_timereport_active)
5732 R_TimeReport("animcache");
5734 R_Shadow_UpdateBounceGridTexture();
5735 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5737 r_fb.water.numwaterplanes = 0;
5738 if (r_fb.water.enabled)
5739 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5741 // for the actual view render we use scissoring a fair amount, so scissor
5742 // test needs to be on
5744 GL_ScissorTest(true);
5745 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5746 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5747 r_fb.water.numwaterplanes = 0;
5749 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5750 GL_ScissorTest(false);
5752 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5753 if (r_timereport_active)
5754 R_TimeReport("blendview");
5756 r_refdef.view.matrix = originalmatrix;
5760 // go back to 2d rendering
5764 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5766 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5768 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5769 if (r_timereport_active)
5770 R_TimeReport("waterworld");
5773 // don't let sound skip if going slow
5774 if (r_refdef.scene.extraupdate)
5777 R_DrawModelsAddWaterPlanes();
5778 if (r_timereport_active)
5779 R_TimeReport("watermodels");
5781 if (r_fb.water.numwaterplanes)
5783 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5784 if (r_timereport_active)
5785 R_TimeReport("waterscenes");
5789 extern cvar_t cl_locs_show;
5790 static void R_DrawLocs(void);
5791 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5792 static void R_DrawModelDecals(void);
5793 extern qboolean r_shadow_usingdeferredprepass;
5794 extern int r_shadow_shadowmapatlas_modelshadows_size;
5795 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5797 qboolean shadowmapping = false;
5799 if (r_timereport_active)
5800 R_TimeReport("beginscene");
5802 r_refdef.stats[r_stat_renders]++;
5806 // don't let sound skip if going slow
5807 if (r_refdef.scene.extraupdate)
5810 R_MeshQueue_BeginScene();
5814 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);
5816 if (r_timereport_active)
5817 R_TimeReport("skystartframe");
5819 if (cl.csqc_vidvars.drawworld)
5821 // don't let sound skip if going slow
5822 if (r_refdef.scene.extraupdate)
5825 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5827 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5828 if (r_timereport_active)
5829 R_TimeReport("worldsky");
5832 if (R_DrawBrushModelsSky() && r_timereport_active)
5833 R_TimeReport("bmodelsky");
5835 if (skyrendermasked && skyrenderlater)
5837 // we have to force off the water clipping plane while rendering sky
5838 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5840 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5841 if (r_timereport_active)
5842 R_TimeReport("sky");
5846 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5847 r_shadow_viewfbo = viewfbo;
5848 r_shadow_viewdepthtexture = viewdepthtexture;
5849 r_shadow_viewcolortexture = viewcolortexture;
5850 r_shadow_viewx = viewx;
5851 r_shadow_viewy = viewy;
5852 r_shadow_viewwidth = viewwidth;
5853 r_shadow_viewheight = viewheight;
5855 R_Shadow_PrepareModelShadows();
5856 R_Shadow_PrepareLights();
5857 if (r_timereport_active)
5858 R_TimeReport("preparelights");
5860 // render all the shadowmaps that will be used for this view
5861 shadowmapping = R_Shadow_ShadowMappingEnabled();
5862 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5864 R_Shadow_DrawShadowMaps();
5865 if (r_timereport_active)
5866 R_TimeReport("shadowmaps");
5869 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5870 if (r_shadow_usingdeferredprepass)
5871 R_Shadow_DrawPrepass();
5873 // now we begin the forward pass of the view render
5874 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5876 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5877 if (r_timereport_active)
5878 R_TimeReport("worlddepth");
5880 if (r_depthfirst.integer >= 2)
5882 R_DrawModelsDepth();
5883 if (r_timereport_active)
5884 R_TimeReport("modeldepth");
5887 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5889 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5890 if (r_timereport_active)
5891 R_TimeReport("world");
5894 // don't let sound skip if going slow
5895 if (r_refdef.scene.extraupdate)
5899 if (r_timereport_active)
5900 R_TimeReport("models");
5902 // don't let sound skip if going slow
5903 if (r_refdef.scene.extraupdate)
5906 if (!r_shadow_usingdeferredprepass)
5908 R_Shadow_DrawLights();
5909 if (r_timereport_active)
5910 R_TimeReport("rtlights");
5913 // don't let sound skip if going slow
5914 if (r_refdef.scene.extraupdate)
5917 if (cl.csqc_vidvars.drawworld)
5919 R_DrawModelDecals();
5920 if (r_timereport_active)
5921 R_TimeReport("modeldecals");
5924 if (r_timereport_active)
5925 R_TimeReport("particles");
5928 if (r_timereport_active)
5929 R_TimeReport("explosions");
5932 if (r_refdef.view.showdebug)
5934 if (cl_locs_show.integer)
5937 if (r_timereport_active)
5938 R_TimeReport("showlocs");
5941 if (r_drawportals.integer)
5944 if (r_timereport_active)
5945 R_TimeReport("portals");
5948 if (r_showbboxes_client.value > 0)
5950 R_DrawEntityBBoxes(CLVM_prog);
5951 if (r_timereport_active)
5952 R_TimeReport("clbboxes");
5954 if (r_showbboxes.value > 0)
5956 R_DrawEntityBBoxes(SVVM_prog);
5957 if (r_timereport_active)
5958 R_TimeReport("svbboxes");
5962 if (r_transparent.integer)
5964 R_MeshQueue_RenderTransparent();
5965 if (r_timereport_active)
5966 R_TimeReport("drawtrans");
5969 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))
5971 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5972 if (r_timereport_active)
5973 R_TimeReport("worlddebug");
5974 R_DrawModelsDebug();
5975 if (r_timereport_active)
5976 R_TimeReport("modeldebug");
5979 if (cl.csqc_vidvars.drawworld)
5981 R_Shadow_DrawCoronas();
5982 if (r_timereport_active)
5983 R_TimeReport("coronas");
5986 // don't let sound skip if going slow
5987 if (r_refdef.scene.extraupdate)
5991 static const unsigned short bboxelements[36] =
6001 #define BBOXEDGES 13
6002 static const float bboxedges[BBOXEDGES][6] =
6005 { 0, 0, 0, 1, 1, 1 },
6007 { 0, 0, 0, 0, 1, 0 },
6008 { 0, 0, 0, 1, 0, 0 },
6009 { 0, 1, 0, 1, 1, 0 },
6010 { 1, 0, 0, 1, 1, 0 },
6012 { 0, 0, 1, 0, 1, 1 },
6013 { 0, 0, 1, 1, 0, 1 },
6014 { 0, 1, 1, 1, 1, 1 },
6015 { 1, 0, 1, 1, 1, 1 },
6017 { 0, 0, 0, 0, 0, 1 },
6018 { 1, 0, 0, 1, 0, 1 },
6019 { 0, 1, 0, 0, 1, 1 },
6020 { 1, 1, 0, 1, 1, 1 },
6023 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6025 int numvertices = BBOXEDGES * 8;
6026 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6027 int numtriangles = BBOXEDGES * 12;
6028 unsigned short elements[BBOXEDGES * 36];
6030 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6032 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6034 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6035 GL_DepthMask(false);
6036 GL_DepthRange(0, 1);
6037 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6039 for (edge = 0; edge < BBOXEDGES; edge++)
6041 for (i = 0; i < 3; i++)
6043 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6044 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6046 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6047 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6048 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6049 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6050 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6051 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6052 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6053 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6054 for (i = 0; i < 36; i++)
6055 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6057 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6058 if (r_refdef.fogenabled)
6060 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6062 f1 = RSurf_FogVertex(v);
6064 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6065 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6066 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6069 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6070 R_Mesh_ResetTextureState();
6071 R_SetupShader_Generic_NoTexture(false, false);
6072 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6075 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6077 // hacky overloading of the parameters
6078 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6081 prvm_edict_t *edict;
6083 GL_CullFace(GL_NONE);
6084 R_SetupShader_Generic_NoTexture(false, false);
6086 for (i = 0;i < numsurfaces;i++)
6088 edict = PRVM_EDICT_NUM(surfacelist[i]);
6089 switch ((int)PRVM_serveredictfloat(edict, solid))
6091 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6092 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6093 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6094 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6095 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6096 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6097 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6099 if (prog == CLVM_prog)
6100 color[3] *= r_showbboxes_client.value;
6102 color[3] *= r_showbboxes.value;
6103 color[3] = bound(0, color[3], 1);
6104 GL_DepthTest(!r_showdisabledepthtest.integer);
6105 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6109 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6112 prvm_edict_t *edict;
6118 for (i = 0; i < prog->num_edicts; i++)
6120 edict = PRVM_EDICT_NUM(i);
6121 if (edict->priv.server->free)
6123 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6124 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6126 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6128 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6129 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6133 static const int nomodelelement3i[24] =
6145 static const unsigned short nomodelelement3s[24] =
6157 static const float nomodelvertex3f[6*3] =
6167 static const float nomodelcolor4f[6*4] =
6169 0.0f, 0.0f, 0.5f, 1.0f,
6170 0.0f, 0.0f, 0.5f, 1.0f,
6171 0.0f, 0.5f, 0.0f, 1.0f,
6172 0.0f, 0.5f, 0.0f, 1.0f,
6173 0.5f, 0.0f, 0.0f, 1.0f,
6174 0.5f, 0.0f, 0.0f, 1.0f
6177 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6183 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);
6185 // this is only called once per entity so numsurfaces is always 1, and
6186 // surfacelist is always {0}, so this code does not handle batches
6188 if (rsurface.ent_flags & RENDER_ADDITIVE)
6190 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6191 GL_DepthMask(false);
6193 else if (ent->alpha < 1)
6195 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6196 GL_DepthMask(false);
6200 GL_BlendFunc(GL_ONE, GL_ZERO);
6203 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6204 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6205 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6206 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6207 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6208 for (i = 0, c = color4f;i < 6;i++, c += 4)
6210 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6211 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6212 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6215 if (r_refdef.fogenabled)
6217 for (i = 0, c = color4f;i < 6;i++, c += 4)
6219 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6221 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6222 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6223 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6226 // R_Mesh_ResetTextureState();
6227 R_SetupShader_Generic_NoTexture(false, false);
6228 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6229 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6232 void R_DrawNoModel(entity_render_t *ent)
6235 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6236 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6237 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6239 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6242 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6244 vec3_t right1, right2, diff, normal;
6246 VectorSubtract (org2, org1, normal);
6248 // calculate 'right' vector for start
6249 VectorSubtract (r_refdef.view.origin, org1, diff);
6250 CrossProduct (normal, diff, right1);
6251 VectorNormalize (right1);
6253 // calculate 'right' vector for end
6254 VectorSubtract (r_refdef.view.origin, org2, diff);
6255 CrossProduct (normal, diff, right2);
6256 VectorNormalize (right2);
6258 vert[ 0] = org1[0] + width * right1[0];
6259 vert[ 1] = org1[1] + width * right1[1];
6260 vert[ 2] = org1[2] + width * right1[2];
6261 vert[ 3] = org1[0] - width * right1[0];
6262 vert[ 4] = org1[1] - width * right1[1];
6263 vert[ 5] = org1[2] - width * right1[2];
6264 vert[ 6] = org2[0] - width * right2[0];
6265 vert[ 7] = org2[1] - width * right2[1];
6266 vert[ 8] = org2[2] - width * right2[2];
6267 vert[ 9] = org2[0] + width * right2[0];
6268 vert[10] = org2[1] + width * right2[1];
6269 vert[11] = org2[2] + width * right2[2];
6272 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)
6274 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6275 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6276 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6277 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6278 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6279 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6280 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6281 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6282 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6283 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6284 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6285 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6288 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6293 VectorSet(v, x, y, z);
6294 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6295 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6297 if (i == mesh->numvertices)
6299 if (mesh->numvertices < mesh->maxvertices)
6301 VectorCopy(v, vertex3f);
6302 mesh->numvertices++;
6304 return mesh->numvertices;
6310 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6314 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6315 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6316 e = mesh->element3i + mesh->numtriangles * 3;
6317 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6319 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6320 if (mesh->numtriangles < mesh->maxtriangles)
6325 mesh->numtriangles++;
6327 element[1] = element[2];
6331 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6335 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6336 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6337 e = mesh->element3i + mesh->numtriangles * 3;
6338 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6340 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6341 if (mesh->numtriangles < mesh->maxtriangles)
6346 mesh->numtriangles++;
6348 element[1] = element[2];
6352 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6353 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6355 int planenum, planenum2;
6358 mplane_t *plane, *plane2;
6360 double temppoints[2][256*3];
6361 // figure out how large a bounding box we need to properly compute this brush
6363 for (w = 0;w < numplanes;w++)
6364 maxdist = max(maxdist, fabs(planes[w].dist));
6365 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6366 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6367 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6371 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6372 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6374 if (planenum2 == planenum)
6376 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);
6379 if (tempnumpoints < 3)
6381 // generate elements forming a triangle fan for this polygon
6382 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6386 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6388 if(parms[0] == 0 && parms[1] == 0)
6390 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6391 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6396 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6399 index = parms[2] + rsurface.shadertime * parms[3];
6400 index -= floor(index);
6401 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6404 case Q3WAVEFUNC_NONE:
6405 case Q3WAVEFUNC_NOISE:
6406 case Q3WAVEFUNC_COUNT:
6409 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6410 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6411 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6412 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6413 case Q3WAVEFUNC_TRIANGLE:
6415 f = index - floor(index);
6428 f = parms[0] + parms[1] * f;
6429 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6430 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6434 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6441 matrix4x4_t matrix, temp;
6442 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6443 // it's better to have one huge fixup every 9 hours than gradual
6444 // degradation over time which looks consistently bad after many hours.
6446 // tcmod scroll in particular suffers from this degradation which can't be
6447 // effectively worked around even with floor() tricks because we don't
6448 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6449 // a workaround involving floor() would be incorrect anyway...
6450 shadertime = rsurface.shadertime;
6451 if (shadertime >= 32768.0f)
6452 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6453 switch(tcmod->tcmod)
6457 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6458 matrix = r_waterscrollmatrix;
6460 matrix = identitymatrix;
6462 case Q3TCMOD_ENTITYTRANSLATE:
6463 // this is used in Q3 to allow the gamecode to control texcoord
6464 // scrolling on the entity, which is not supported in darkplaces yet.
6465 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6467 case Q3TCMOD_ROTATE:
6468 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6469 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6470 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6473 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6475 case Q3TCMOD_SCROLL:
6476 // this particular tcmod is a "bug for bug" compatible one with regards to
6477 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6478 // specifically did the wrapping and so we must mimic that...
6479 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6480 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6481 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6483 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6484 w = (int) tcmod->parms[0];
6485 h = (int) tcmod->parms[1];
6486 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6488 idx = (int) floor(f * w * h);
6489 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6491 case Q3TCMOD_STRETCH:
6492 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6493 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6495 case Q3TCMOD_TRANSFORM:
6496 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6497 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6498 VectorSet(tcmat + 6, 0 , 0 , 1);
6499 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6500 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6502 case Q3TCMOD_TURBULENT:
6503 // this is handled in the RSurf_PrepareVertices function
6504 matrix = identitymatrix;
6508 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6511 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6513 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6514 char name[MAX_QPATH];
6515 skinframe_t *skinframe;
6516 unsigned char pixels[296*194];
6517 strlcpy(cache->name, skinname, sizeof(cache->name));
6518 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6519 if (developer_loading.integer)
6520 Con_Printf("loading %s\n", name);
6521 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6522 if (!skinframe || !skinframe->base)
6525 fs_offset_t filesize;
6527 f = FS_LoadFile(name, tempmempool, true, &filesize);
6530 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6531 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6535 cache->skinframe = skinframe;
6538 texture_t *R_GetCurrentTexture(texture_t *t)
6541 const entity_render_t *ent = rsurface.entity;
6542 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6543 q3shaderinfo_layer_tcmod_t *tcmod;
6544 float specularscale = 0.0f;
6546 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6547 return t->currentframe;
6548 t->update_lastrenderframe = r_textureframe;
6549 t->update_lastrenderentity = (void *)ent;
6551 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6552 t->camera_entity = ent->entitynumber;
6554 t->camera_entity = 0;
6556 // switch to an alternate material if this is a q1bsp animated material
6558 texture_t *texture = t;
6559 int s = rsurface.ent_skinnum;
6560 if ((unsigned int)s >= (unsigned int)model->numskins)
6562 if (model->skinscenes)
6564 if (model->skinscenes[s].framecount > 1)
6565 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6567 s = model->skinscenes[s].firstframe;
6570 t = t + s * model->num_surfaces;
6573 // use an alternate animation if the entity's frame is not 0,
6574 // and only if the texture has an alternate animation
6575 if (t->animated == 2) // q2bsp
6576 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6577 else if (rsurface.ent_alttextures && t->anim_total[1])
6578 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6580 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6582 texture->currentframe = t;
6585 // update currentskinframe to be a qw skin or animation frame
6586 if (rsurface.ent_qwskin >= 0)
6588 i = rsurface.ent_qwskin;
6589 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6591 r_qwskincache_size = cl.maxclients;
6593 Mem_Free(r_qwskincache);
6594 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6596 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6597 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6598 t->currentskinframe = r_qwskincache[i].skinframe;
6599 if (t->materialshaderpass && t->currentskinframe == NULL)
6600 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6602 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6603 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6604 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6605 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6607 t->currentmaterialflags = t->basematerialflags;
6608 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6609 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6610 t->currentalpha *= r_wateralpha.value;
6611 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6612 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6613 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6614 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6616 // decide on which type of lighting to use for this surface
6617 if (rsurface.entity->render_modellight_forced)
6618 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6619 if (rsurface.entity->render_rtlight_disabled)
6620 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6621 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6623 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6624 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
6625 for (q = 0; q < 3; q++)
6627 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6628 t->render_modellight_lightdir[q] = q == 2;
6629 t->render_modellight_ambient[q] = 1;
6630 t->render_modellight_diffuse[q] = 0;
6631 t->render_modellight_specular[q] = 0;
6632 t->render_lightmap_ambient[q] = 0;
6633 t->render_lightmap_diffuse[q] = 0;
6634 t->render_lightmap_specular[q] = 0;
6635 t->render_rtlight_diffuse[q] = 0;
6636 t->render_rtlight_specular[q] = 0;
6639 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6641 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6642 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6643 for (q = 0; q < 3; q++)
6645 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6646 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6647 t->render_modellight_lightdir[q] = q == 2;
6648 t->render_modellight_diffuse[q] = 0;
6649 t->render_modellight_specular[q] = 0;
6650 t->render_lightmap_ambient[q] = 0;
6651 t->render_lightmap_diffuse[q] = 0;
6652 t->render_lightmap_specular[q] = 0;
6653 t->render_rtlight_diffuse[q] = 0;
6654 t->render_rtlight_specular[q] = 0;
6657 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6659 // ambient + single direction light (modellight)
6660 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6661 for (q = 0; q < 3; q++)
6663 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6664 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6665 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6666 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6667 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6668 t->render_lightmap_ambient[q] = 0;
6669 t->render_lightmap_diffuse[q] = 0;
6670 t->render_lightmap_specular[q] = 0;
6671 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6672 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6677 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6678 for (q = 0; q < 3; q++)
6680 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6681 t->render_modellight_lightdir[q] = q == 2;
6682 t->render_modellight_ambient[q] = 0;
6683 t->render_modellight_diffuse[q] = 0;
6684 t->render_modellight_specular[q] = 0;
6685 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6686 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6687 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6688 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6689 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6693 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6695 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6696 // attribute, we punt it to the lightmap path and hope for the best,
6697 // but lighting doesn't work.
6699 // FIXME: this is fine for effects but CSQC polygons should be subject
6701 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6702 for (q = 0; q < 3; q++)
6704 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6705 t->render_modellight_lightdir[q] = q == 2;
6706 t->render_modellight_ambient[q] = 0;
6707 t->render_modellight_diffuse[q] = 0;
6708 t->render_modellight_specular[q] = 0;
6709 t->render_lightmap_ambient[q] = 0;
6710 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6711 t->render_lightmap_specular[q] = 0;
6712 t->render_rtlight_diffuse[q] = 0;
6713 t->render_rtlight_specular[q] = 0;
6717 for (q = 0; q < 3; q++)
6719 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6720 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6723 if (rsurface.ent_flags & RENDER_ADDITIVE)
6724 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6725 else if (t->currentalpha < 1)
6726 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6727 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6728 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6729 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6730 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6731 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6732 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6733 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6734 if (t->backgroundshaderpass)
6735 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6736 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6738 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6739 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6742 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6743 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6745 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6746 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6748 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6749 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6751 // there is no tcmod
6752 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6754 t->currenttexmatrix = r_waterscrollmatrix;
6755 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6757 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6759 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6760 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6763 if (t->materialshaderpass)
6764 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6765 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6767 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6768 if (t->currentskinframe->qpixels)
6769 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6770 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6771 if (!t->basetexture)
6772 t->basetexture = r_texture_notexture;
6773 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6774 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6775 t->nmaptexture = t->currentskinframe->nmap;
6776 if (!t->nmaptexture)
6777 t->nmaptexture = r_texture_blanknormalmap;
6778 t->glosstexture = r_texture_black;
6779 t->glowtexture = t->currentskinframe->glow;
6780 t->fogtexture = t->currentskinframe->fog;
6781 t->reflectmasktexture = t->currentskinframe->reflect;
6782 if (t->backgroundshaderpass)
6784 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6785 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6786 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6787 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6788 t->backgroundglosstexture = r_texture_black;
6789 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6790 if (!t->backgroundnmaptexture)
6791 t->backgroundnmaptexture = r_texture_blanknormalmap;
6792 // make sure that if glow is going to be used, both textures are not NULL
6793 if (!t->backgroundglowtexture && t->glowtexture)
6794 t->backgroundglowtexture = r_texture_black;
6795 if (!t->glowtexture && t->backgroundglowtexture)
6796 t->glowtexture = r_texture_black;
6800 t->backgroundbasetexture = r_texture_white;
6801 t->backgroundnmaptexture = r_texture_blanknormalmap;
6802 t->backgroundglosstexture = r_texture_black;
6803 t->backgroundglowtexture = NULL;
6805 t->specularpower = r_shadow_glossexponent.value;
6806 // TODO: store reference values for these in the texture?
6807 if (r_shadow_gloss.integer > 0)
6809 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6811 if (r_shadow_glossintensity.value > 0)
6813 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6814 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6815 specularscale = r_shadow_glossintensity.value;
6818 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6820 t->glosstexture = r_texture_white;
6821 t->backgroundglosstexture = r_texture_white;
6822 specularscale = r_shadow_gloss2intensity.value;
6823 t->specularpower = r_shadow_gloss2exponent.value;
6826 specularscale *= t->specularscalemod;
6827 t->specularpower *= t->specularpowermod;
6829 // lightmaps mode looks bad with dlights using actual texturing, so turn
6830 // off the colormap and glossmap, but leave the normalmap on as it still
6831 // accurately represents the shading involved
6832 if (gl_lightmaps.integer)
6834 t->basetexture = r_texture_grey128;
6835 t->pantstexture = r_texture_black;
6836 t->shirttexture = r_texture_black;
6837 if (gl_lightmaps.integer < 2)
6838 t->nmaptexture = r_texture_blanknormalmap;
6839 t->glosstexture = r_texture_black;
6840 t->glowtexture = NULL;
6841 t->fogtexture = NULL;
6842 t->reflectmasktexture = NULL;
6843 t->backgroundbasetexture = NULL;
6844 if (gl_lightmaps.integer < 2)
6845 t->backgroundnmaptexture = r_texture_blanknormalmap;
6846 t->backgroundglosstexture = r_texture_black;
6847 t->backgroundglowtexture = NULL;
6849 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6852 if (specularscale != 1.0f)
6854 for (q = 0; q < 3; q++)
6856 t->render_modellight_specular[q] *= specularscale;
6857 t->render_lightmap_specular[q] *= specularscale;
6858 t->render_rtlight_specular[q] *= specularscale;
6862 t->currentblendfunc[0] = GL_ONE;
6863 t->currentblendfunc[1] = GL_ZERO;
6864 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6866 t->currentblendfunc[0] = GL_SRC_ALPHA;
6867 t->currentblendfunc[1] = GL_ONE;
6869 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6871 t->currentblendfunc[0] = GL_SRC_ALPHA;
6872 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6874 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6876 t->currentblendfunc[0] = t->customblendfunc[0];
6877 t->currentblendfunc[1] = t->customblendfunc[1];
6883 rsurfacestate_t rsurface;
6885 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
6887 dp_model_t *model = ent->model;
6888 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6890 rsurface.entity = (entity_render_t *)ent;
6891 rsurface.skeleton = ent->skeleton;
6892 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6893 rsurface.ent_skinnum = ent->skinnum;
6894 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;
6895 rsurface.ent_flags = ent->flags;
6896 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6897 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6898 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6899 rsurface.matrix = ent->matrix;
6900 rsurface.inversematrix = ent->inversematrix;
6901 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6902 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6903 R_EntityMatrix(&rsurface.matrix);
6904 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6905 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6906 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6907 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6908 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6909 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6910 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6911 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6912 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6913 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6914 if (ent->model->brush.submodel && !prepass)
6916 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6917 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6919 // if the animcache code decided it should use the shader path, skip the deform step
6920 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6921 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6922 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6923 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6924 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6925 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6927 if (ent->animcache_vertex3f)
6929 r_refdef.stats[r_stat_batch_entitycache_count]++;
6930 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
6931 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
6932 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
6933 rsurface.modelvertex3f = ent->animcache_vertex3f;
6934 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
6935 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
6936 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6937 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
6938 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
6939 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6940 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
6941 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
6942 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6943 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
6944 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
6946 else if (wanttangents)
6948 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6949 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6950 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6951 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6952 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6953 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6954 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6955 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6956 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
6957 rsurface.modelvertex3f_vertexbuffer = NULL;
6958 rsurface.modelvertex3f_bufferoffset = 0;
6959 rsurface.modelvertex3f_vertexbuffer = 0;
6960 rsurface.modelvertex3f_bufferoffset = 0;
6961 rsurface.modelsvector3f_vertexbuffer = 0;
6962 rsurface.modelsvector3f_bufferoffset = 0;
6963 rsurface.modeltvector3f_vertexbuffer = 0;
6964 rsurface.modeltvector3f_bufferoffset = 0;
6965 rsurface.modelnormal3f_vertexbuffer = 0;
6966 rsurface.modelnormal3f_bufferoffset = 0;
6968 else if (wantnormals)
6970 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6971 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6972 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6973 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6974 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6975 rsurface.modelsvector3f = NULL;
6976 rsurface.modeltvector3f = NULL;
6977 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6978 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
6979 rsurface.modelvertex3f_vertexbuffer = NULL;
6980 rsurface.modelvertex3f_bufferoffset = 0;
6981 rsurface.modelvertex3f_vertexbuffer = 0;
6982 rsurface.modelvertex3f_bufferoffset = 0;
6983 rsurface.modelsvector3f_vertexbuffer = 0;
6984 rsurface.modelsvector3f_bufferoffset = 0;
6985 rsurface.modeltvector3f_vertexbuffer = 0;
6986 rsurface.modeltvector3f_bufferoffset = 0;
6987 rsurface.modelnormal3f_vertexbuffer = 0;
6988 rsurface.modelnormal3f_bufferoffset = 0;
6992 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6993 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6994 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6995 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6996 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6997 rsurface.modelsvector3f = NULL;
6998 rsurface.modeltvector3f = NULL;
6999 rsurface.modelnormal3f = NULL;
7000 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7001 rsurface.modelvertex3f_vertexbuffer = NULL;
7002 rsurface.modelvertex3f_bufferoffset = 0;
7003 rsurface.modelvertex3f_vertexbuffer = 0;
7004 rsurface.modelvertex3f_bufferoffset = 0;
7005 rsurface.modelsvector3f_vertexbuffer = 0;
7006 rsurface.modelsvector3f_bufferoffset = 0;
7007 rsurface.modeltvector3f_vertexbuffer = 0;
7008 rsurface.modeltvector3f_bufferoffset = 0;
7009 rsurface.modelnormal3f_vertexbuffer = 0;
7010 rsurface.modelnormal3f_bufferoffset = 0;
7012 rsurface.modelgeneratedvertex = true;
7016 if (rsurface.entityskeletaltransform3x4)
7018 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7019 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7020 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7021 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7025 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7026 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7027 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7028 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7030 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7031 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7032 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7033 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7034 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7035 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7036 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7037 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7038 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7039 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7040 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7041 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7042 rsurface.modelgeneratedvertex = false;
7044 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7045 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7046 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7047 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7048 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7049 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7050 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7051 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7052 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7053 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7054 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7055 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7056 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7057 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7058 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7059 rsurface.modelelement3i = model->surfmesh.data_element3i;
7060 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7061 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7062 rsurface.modelelement3s = model->surfmesh.data_element3s;
7063 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7064 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7065 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7066 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7067 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7068 rsurface.modelsurfaces = model->data_surfaces;
7069 rsurface.batchgeneratedvertex = false;
7070 rsurface.batchfirstvertex = 0;
7071 rsurface.batchnumvertices = 0;
7072 rsurface.batchfirsttriangle = 0;
7073 rsurface.batchnumtriangles = 0;
7074 rsurface.batchvertex3f = NULL;
7075 rsurface.batchvertex3f_vertexbuffer = NULL;
7076 rsurface.batchvertex3f_bufferoffset = 0;
7077 rsurface.batchsvector3f = NULL;
7078 rsurface.batchsvector3f_vertexbuffer = NULL;
7079 rsurface.batchsvector3f_bufferoffset = 0;
7080 rsurface.batchtvector3f = NULL;
7081 rsurface.batchtvector3f_vertexbuffer = NULL;
7082 rsurface.batchtvector3f_bufferoffset = 0;
7083 rsurface.batchnormal3f = NULL;
7084 rsurface.batchnormal3f_vertexbuffer = NULL;
7085 rsurface.batchnormal3f_bufferoffset = 0;
7086 rsurface.batchlightmapcolor4f = NULL;
7087 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7088 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7089 rsurface.batchtexcoordtexture2f = NULL;
7090 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7091 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7092 rsurface.batchtexcoordlightmap2f = NULL;
7093 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7094 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7095 rsurface.batchskeletalindex4ub = NULL;
7096 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7097 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7098 rsurface.batchskeletalweight4ub = NULL;
7099 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7100 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7101 rsurface.batchelement3i = NULL;
7102 rsurface.batchelement3i_indexbuffer = NULL;
7103 rsurface.batchelement3i_bufferoffset = 0;
7104 rsurface.batchelement3s = NULL;
7105 rsurface.batchelement3s_indexbuffer = NULL;
7106 rsurface.batchelement3s_bufferoffset = 0;
7107 rsurface.forcecurrenttextureupdate = false;
7110 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)
7112 rsurface.entity = r_refdef.scene.worldentity;
7113 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7114 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7115 // A better approach could be making this copy only once per frame.
7116 static entity_render_t custom_entity;
7118 custom_entity = *rsurface.entity;
7119 for (q = 0; q < 3; ++q) {
7120 float colormod = q == 0 ? r : q == 1 ? g : b;
7121 custom_entity.render_fullbright[q] *= colormod;
7122 custom_entity.render_modellight_ambient[q] *= colormod;
7123 custom_entity.render_modellight_diffuse[q] *= colormod;
7124 custom_entity.render_lightmap_ambient[q] *= colormod;
7125 custom_entity.render_lightmap_diffuse[q] *= colormod;
7126 custom_entity.render_rtlight_diffuse[q] *= colormod;
7128 custom_entity.alpha *= a;
7129 rsurface.entity = &custom_entity;
7131 rsurface.skeleton = NULL;
7132 rsurface.ent_skinnum = 0;
7133 rsurface.ent_qwskin = -1;
7134 rsurface.ent_flags = entflags;
7135 rsurface.shadertime = r_refdef.scene.time - shadertime;
7136 rsurface.modelnumvertices = numvertices;
7137 rsurface.modelnumtriangles = numtriangles;
7138 rsurface.matrix = *matrix;
7139 rsurface.inversematrix = *inversematrix;
7140 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7141 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7142 R_EntityMatrix(&rsurface.matrix);
7143 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7144 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7145 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7146 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7147 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7148 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7149 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7150 rsurface.frameblend[0].lerp = 1;
7151 rsurface.ent_alttextures = false;
7152 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7153 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7154 rsurface.entityskeletaltransform3x4 = NULL;
7155 rsurface.entityskeletaltransform3x4buffer = NULL;
7156 rsurface.entityskeletaltransform3x4offset = 0;
7157 rsurface.entityskeletaltransform3x4size = 0;
7158 rsurface.entityskeletalnumtransforms = 0;
7159 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7160 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7161 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7162 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7165 rsurface.modelvertex3f = (float *)vertex3f;
7166 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7167 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7168 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7170 else if (wantnormals)
7172 rsurface.modelvertex3f = (float *)vertex3f;
7173 rsurface.modelsvector3f = NULL;
7174 rsurface.modeltvector3f = NULL;
7175 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7179 rsurface.modelvertex3f = (float *)vertex3f;
7180 rsurface.modelsvector3f = NULL;
7181 rsurface.modeltvector3f = NULL;
7182 rsurface.modelnormal3f = NULL;
7184 rsurface.modelvertex3f_vertexbuffer = 0;
7185 rsurface.modelvertex3f_bufferoffset = 0;
7186 rsurface.modelsvector3f_vertexbuffer = 0;
7187 rsurface.modelsvector3f_bufferoffset = 0;
7188 rsurface.modeltvector3f_vertexbuffer = 0;
7189 rsurface.modeltvector3f_bufferoffset = 0;
7190 rsurface.modelnormal3f_vertexbuffer = 0;
7191 rsurface.modelnormal3f_bufferoffset = 0;
7192 rsurface.modelgeneratedvertex = true;
7193 rsurface.modellightmapcolor4f = (float *)color4f;
7194 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7195 rsurface.modellightmapcolor4f_bufferoffset = 0;
7196 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7197 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7198 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7199 rsurface.modeltexcoordlightmap2f = NULL;
7200 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7201 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7202 rsurface.modelskeletalindex4ub = NULL;
7203 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7204 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7205 rsurface.modelskeletalweight4ub = NULL;
7206 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7207 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7208 rsurface.modelelement3i = (int *)element3i;
7209 rsurface.modelelement3i_indexbuffer = NULL;
7210 rsurface.modelelement3i_bufferoffset = 0;
7211 rsurface.modelelement3s = (unsigned short *)element3s;
7212 rsurface.modelelement3s_indexbuffer = NULL;
7213 rsurface.modelelement3s_bufferoffset = 0;
7214 rsurface.modellightmapoffsets = NULL;
7215 rsurface.modelsurfaces = NULL;
7216 rsurface.batchgeneratedvertex = false;
7217 rsurface.batchfirstvertex = 0;
7218 rsurface.batchnumvertices = 0;
7219 rsurface.batchfirsttriangle = 0;
7220 rsurface.batchnumtriangles = 0;
7221 rsurface.batchvertex3f = NULL;
7222 rsurface.batchvertex3f_vertexbuffer = NULL;
7223 rsurface.batchvertex3f_bufferoffset = 0;
7224 rsurface.batchsvector3f = NULL;
7225 rsurface.batchsvector3f_vertexbuffer = NULL;
7226 rsurface.batchsvector3f_bufferoffset = 0;
7227 rsurface.batchtvector3f = NULL;
7228 rsurface.batchtvector3f_vertexbuffer = NULL;
7229 rsurface.batchtvector3f_bufferoffset = 0;
7230 rsurface.batchnormal3f = NULL;
7231 rsurface.batchnormal3f_vertexbuffer = NULL;
7232 rsurface.batchnormal3f_bufferoffset = 0;
7233 rsurface.batchlightmapcolor4f = NULL;
7234 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7235 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7236 rsurface.batchtexcoordtexture2f = NULL;
7237 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7238 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7239 rsurface.batchtexcoordlightmap2f = NULL;
7240 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7241 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7242 rsurface.batchskeletalindex4ub = NULL;
7243 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7244 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7245 rsurface.batchskeletalweight4ub = NULL;
7246 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7247 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7248 rsurface.batchelement3i = NULL;
7249 rsurface.batchelement3i_indexbuffer = NULL;
7250 rsurface.batchelement3i_bufferoffset = 0;
7251 rsurface.batchelement3s = NULL;
7252 rsurface.batchelement3s_indexbuffer = NULL;
7253 rsurface.batchelement3s_bufferoffset = 0;
7254 rsurface.forcecurrenttextureupdate = true;
7256 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7258 if ((wantnormals || wanttangents) && !normal3f)
7260 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7261 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7263 if (wanttangents && !svector3f)
7265 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7266 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7267 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7272 float RSurf_FogPoint(const float *v)
7274 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7275 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7276 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7277 float FogHeightFade = r_refdef.fogheightfade;
7279 unsigned int fogmasktableindex;
7280 if (r_refdef.fogplaneviewabove)
7281 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7283 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7284 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7285 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7288 float RSurf_FogVertex(const float *v)
7290 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7291 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7292 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7293 float FogHeightFade = rsurface.fogheightfade;
7295 unsigned int fogmasktableindex;
7296 if (r_refdef.fogplaneviewabove)
7297 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7299 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7300 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7301 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7304 void RSurf_UploadBuffersForBatch(void)
7306 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7307 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7308 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7309 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7310 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7311 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7312 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7313 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7314 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7315 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7316 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7317 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7318 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7319 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7320 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7321 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7322 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7323 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7324 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7325 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7327 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7328 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7329 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7330 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7332 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7333 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7334 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7335 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7336 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7337 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7338 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7339 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7340 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7341 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7344 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7347 for (i = 0;i < numelements;i++)
7348 outelement3i[i] = inelement3i[i] + adjust;
7351 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7352 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7360 int surfacefirsttriangle;
7361 int surfacenumtriangles;
7362 int surfacefirstvertex;
7363 int surfaceendvertex;
7364 int surfacenumvertices;
7365 int batchnumsurfaces = texturenumsurfaces;
7366 int batchnumvertices;
7367 int batchnumtriangles;
7370 qboolean dynamicvertex;
7373 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7376 q3shaderinfo_deform_t *deform;
7377 const msurface_t *surface, *firstsurface;
7378 if (!texturenumsurfaces)
7380 // find vertex range of this surface batch
7382 firstsurface = texturesurfacelist[0];
7383 firsttriangle = firstsurface->num_firsttriangle;
7384 batchnumvertices = 0;
7385 batchnumtriangles = 0;
7386 firstvertex = endvertex = firstsurface->num_firstvertex;
7387 for (i = 0;i < texturenumsurfaces;i++)
7389 surface = texturesurfacelist[i];
7390 if (surface != firstsurface + i)
7392 surfacefirstvertex = surface->num_firstvertex;
7393 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7394 surfacenumvertices = surface->num_vertices;
7395 surfacenumtriangles = surface->num_triangles;
7396 if (firstvertex > surfacefirstvertex)
7397 firstvertex = surfacefirstvertex;
7398 if (endvertex < surfaceendvertex)
7399 endvertex = surfaceendvertex;
7400 batchnumvertices += surfacenumvertices;
7401 batchnumtriangles += surfacenumtriangles;
7404 r_refdef.stats[r_stat_batch_batches]++;
7406 r_refdef.stats[r_stat_batch_withgaps]++;
7407 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7408 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7409 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7411 // we now know the vertex range used, and if there are any gaps in it
7412 rsurface.batchfirstvertex = firstvertex;
7413 rsurface.batchnumvertices = endvertex - firstvertex;
7414 rsurface.batchfirsttriangle = firsttriangle;
7415 rsurface.batchnumtriangles = batchnumtriangles;
7417 // check if any dynamic vertex processing must occur
7418 dynamicvertex = false;
7420 // we must use vertexbuffers for rendering, we can upload vertex buffers
7421 // easily enough but if the basevertex is non-zero it becomes more
7422 // difficult, so force dynamicvertex path in that case - it's suboptimal
7423 // but the most optimal case is to have the geometry sources provide their
7425 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7426 dynamicvertex = true;
7428 // a cvar to force the dynamic vertex path to be taken, for debugging
7429 if (r_batch_debugdynamicvertexpath.integer)
7433 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7434 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7435 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7436 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7438 dynamicvertex = true;
7441 // if there is a chance of animated vertex colors, it's a dynamic batch
7442 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7446 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7447 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7448 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7449 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7451 dynamicvertex = true;
7454 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7456 switch (deform->deform)
7459 case Q3DEFORM_PROJECTIONSHADOW:
7460 case Q3DEFORM_TEXT0:
7461 case Q3DEFORM_TEXT1:
7462 case Q3DEFORM_TEXT2:
7463 case Q3DEFORM_TEXT3:
7464 case Q3DEFORM_TEXT4:
7465 case Q3DEFORM_TEXT5:
7466 case Q3DEFORM_TEXT6:
7467 case Q3DEFORM_TEXT7:
7470 case Q3DEFORM_AUTOSPRITE:
7473 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7474 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7475 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7476 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7478 dynamicvertex = true;
7479 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7481 case Q3DEFORM_AUTOSPRITE2:
7484 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7485 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7486 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7487 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7489 dynamicvertex = true;
7490 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7492 case Q3DEFORM_NORMAL:
7495 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7496 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7497 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7498 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7500 dynamicvertex = true;
7501 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7504 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7505 break; // if wavefunc is a nop, ignore this transform
7508 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7509 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7510 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7511 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7513 dynamicvertex = true;
7514 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7516 case Q3DEFORM_BULGE:
7519 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7520 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7521 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7522 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7524 dynamicvertex = true;
7525 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7528 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7529 break; // if wavefunc is a nop, ignore this transform
7532 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7533 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7534 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7535 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7537 dynamicvertex = true;
7538 batchneed |= BATCHNEED_ARRAY_VERTEX;
7542 if (rsurface.texture->materialshaderpass)
7544 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7547 case Q3TCGEN_TEXTURE:
7549 case Q3TCGEN_LIGHTMAP:
7552 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7553 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7554 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7555 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7557 dynamicvertex = true;
7558 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7560 case Q3TCGEN_VECTOR:
7563 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7564 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7565 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7566 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7568 dynamicvertex = true;
7569 batchneed |= BATCHNEED_ARRAY_VERTEX;
7571 case Q3TCGEN_ENVIRONMENT:
7574 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7575 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7576 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7577 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7579 dynamicvertex = true;
7580 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7583 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7587 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7588 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7589 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7590 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7592 dynamicvertex = true;
7593 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7597 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7598 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7599 // we ensure this by treating the vertex batch as dynamic...
7600 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7604 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7605 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7606 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7607 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7609 dynamicvertex = true;
7612 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7613 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7614 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7616 rsurface.batchvertex3f = rsurface.modelvertex3f;
7617 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7618 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7619 rsurface.batchsvector3f = rsurface.modelsvector3f;
7620 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7621 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7622 rsurface.batchtvector3f = rsurface.modeltvector3f;
7623 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7624 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7625 rsurface.batchnormal3f = rsurface.modelnormal3f;
7626 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7627 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7628 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7629 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7630 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7631 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7632 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7633 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7634 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7635 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7636 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7637 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7638 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7639 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7640 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7641 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7642 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7643 rsurface.batchelement3i = rsurface.modelelement3i;
7644 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7645 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7646 rsurface.batchelement3s = rsurface.modelelement3s;
7647 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7648 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7649 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7650 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7651 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7652 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7653 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7655 // if any dynamic vertex processing has to occur in software, we copy the
7656 // entire surface list together before processing to rebase the vertices
7657 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7659 // if any gaps exist and we do not have a static vertex buffer, we have to
7660 // copy the surface list together to avoid wasting upload bandwidth on the
7661 // vertices in the gaps.
7663 // if gaps exist and we have a static vertex buffer, we can choose whether
7664 // to combine the index buffer ranges into one dynamic index buffer or
7665 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7667 // in many cases the batch is reduced to one draw call.
7669 rsurface.batchmultidraw = false;
7670 rsurface.batchmultidrawnumsurfaces = 0;
7671 rsurface.batchmultidrawsurfacelist = NULL;
7675 // static vertex data, just set pointers...
7676 rsurface.batchgeneratedvertex = false;
7677 // if there are gaps, we want to build a combined index buffer,
7678 // otherwise use the original static buffer with an appropriate offset
7681 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7682 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7683 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7684 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7685 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7687 rsurface.batchmultidraw = true;
7688 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7689 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7692 // build a new triangle elements array for this batch
7693 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7694 rsurface.batchfirsttriangle = 0;
7696 for (i = 0;i < texturenumsurfaces;i++)
7698 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7699 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7700 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7701 numtriangles += surfacenumtriangles;
7703 rsurface.batchelement3i_indexbuffer = NULL;
7704 rsurface.batchelement3i_bufferoffset = 0;
7705 rsurface.batchelement3s = NULL;
7706 rsurface.batchelement3s_indexbuffer = NULL;
7707 rsurface.batchelement3s_bufferoffset = 0;
7708 if (endvertex <= 65536)
7710 // make a 16bit (unsigned short) index array if possible
7711 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7712 for (i = 0;i < numtriangles*3;i++)
7713 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7718 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7719 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7720 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7721 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7726 // something needs software processing, do it for real...
7727 // we only directly handle separate array data in this case and then
7728 // generate interleaved data if needed...
7729 rsurface.batchgeneratedvertex = true;
7730 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7731 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7732 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7733 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7735 // now copy the vertex data into a combined array and make an index array
7736 // (this is what Quake3 does all the time)
7737 // we also apply any skeletal animation here that would have been done in
7738 // the vertex shader, because most of the dynamic vertex animation cases
7739 // need actual vertex positions and normals
7740 //if (dynamicvertex)
7742 rsurface.batchvertex3f = NULL;
7743 rsurface.batchvertex3f_vertexbuffer = NULL;
7744 rsurface.batchvertex3f_bufferoffset = 0;
7745 rsurface.batchsvector3f = NULL;
7746 rsurface.batchsvector3f_vertexbuffer = NULL;
7747 rsurface.batchsvector3f_bufferoffset = 0;
7748 rsurface.batchtvector3f = NULL;
7749 rsurface.batchtvector3f_vertexbuffer = NULL;
7750 rsurface.batchtvector3f_bufferoffset = 0;
7751 rsurface.batchnormal3f = NULL;
7752 rsurface.batchnormal3f_vertexbuffer = NULL;
7753 rsurface.batchnormal3f_bufferoffset = 0;
7754 rsurface.batchlightmapcolor4f = NULL;
7755 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7756 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7757 rsurface.batchtexcoordtexture2f = NULL;
7758 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7759 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7760 rsurface.batchtexcoordlightmap2f = NULL;
7761 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7762 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7763 rsurface.batchskeletalindex4ub = NULL;
7764 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7765 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7766 rsurface.batchskeletalweight4ub = NULL;
7767 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7768 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7769 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7770 rsurface.batchelement3i_indexbuffer = NULL;
7771 rsurface.batchelement3i_bufferoffset = 0;
7772 rsurface.batchelement3s = NULL;
7773 rsurface.batchelement3s_indexbuffer = NULL;
7774 rsurface.batchelement3s_bufferoffset = 0;
7775 rsurface.batchskeletaltransform3x4buffer = NULL;
7776 rsurface.batchskeletaltransform3x4offset = 0;
7777 rsurface.batchskeletaltransform3x4size = 0;
7778 // we'll only be setting up certain arrays as needed
7779 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7780 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7781 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7782 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7783 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7785 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7786 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7788 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7789 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7790 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7791 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7792 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7793 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7794 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7796 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7797 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7801 for (i = 0;i < texturenumsurfaces;i++)
7803 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7804 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7805 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7806 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7807 // copy only the data requested
7808 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7810 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7812 if (rsurface.batchvertex3f)
7813 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7815 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7817 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7819 if (rsurface.modelnormal3f)
7820 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7822 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7824 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7826 if (rsurface.modelsvector3f)
7828 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7829 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7833 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7834 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7837 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7839 if (rsurface.modellightmapcolor4f)
7840 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7842 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7844 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7846 if (rsurface.modeltexcoordtexture2f)
7847 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7849 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7851 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7853 if (rsurface.modeltexcoordlightmap2f)
7854 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7856 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7858 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7860 if (rsurface.modelskeletalindex4ub)
7862 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7863 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7867 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7868 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7869 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7870 for (j = 0;j < surfacenumvertices;j++)
7875 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7876 numvertices += surfacenumvertices;
7877 numtriangles += surfacenumtriangles;
7880 // generate a 16bit index array as well if possible
7881 // (in general, dynamic batches fit)
7882 if (numvertices <= 65536)
7884 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7885 for (i = 0;i < numtriangles*3;i++)
7886 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7889 // since we've copied everything, the batch now starts at 0
7890 rsurface.batchfirstvertex = 0;
7891 rsurface.batchnumvertices = batchnumvertices;
7892 rsurface.batchfirsttriangle = 0;
7893 rsurface.batchnumtriangles = batchnumtriangles;
7896 // apply skeletal animation that would have been done in the vertex shader
7897 if (rsurface.batchskeletaltransform3x4)
7899 const unsigned char *si;
7900 const unsigned char *sw;
7902 const float *b = rsurface.batchskeletaltransform3x4;
7903 float *vp, *vs, *vt, *vn;
7905 float m[3][4], n[3][4];
7906 float tp[3], ts[3], tt[3], tn[3];
7907 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7908 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7909 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7910 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7911 si = rsurface.batchskeletalindex4ub;
7912 sw = rsurface.batchskeletalweight4ub;
7913 vp = rsurface.batchvertex3f;
7914 vs = rsurface.batchsvector3f;
7915 vt = rsurface.batchtvector3f;
7916 vn = rsurface.batchnormal3f;
7917 memset(m[0], 0, sizeof(m));
7918 memset(n[0], 0, sizeof(n));
7919 for (i = 0;i < batchnumvertices;i++)
7921 t[0] = b + si[0]*12;
7924 // common case - only one matrix
7938 else if (sw[2] + sw[3])
7941 t[1] = b + si[1]*12;
7942 t[2] = b + si[2]*12;
7943 t[3] = b + si[3]*12;
7944 w[0] = sw[0] * (1.0f / 255.0f);
7945 w[1] = sw[1] * (1.0f / 255.0f);
7946 w[2] = sw[2] * (1.0f / 255.0f);
7947 w[3] = sw[3] * (1.0f / 255.0f);
7948 // blend the matrices
7949 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
7950 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
7951 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
7952 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
7953 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
7954 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
7955 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
7956 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
7957 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
7958 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
7959 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
7960 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
7965 t[1] = b + si[1]*12;
7966 w[0] = sw[0] * (1.0f / 255.0f);
7967 w[1] = sw[1] * (1.0f / 255.0f);
7968 // blend the matrices
7969 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
7970 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
7971 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
7972 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
7973 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
7974 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
7975 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
7976 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
7977 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
7978 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
7979 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
7980 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
7984 // modify the vertex
7986 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
7987 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
7988 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
7992 // the normal transformation matrix is a set of cross products...
7993 CrossProduct(m[1], m[2], n[0]);
7994 CrossProduct(m[2], m[0], n[1]);
7995 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
7997 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
7998 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
7999 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8000 VectorNormalize(vn);
8005 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8006 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8007 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8008 VectorNormalize(vs);
8011 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8012 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8013 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8014 VectorNormalize(vt);
8019 rsurface.batchskeletaltransform3x4 = NULL;
8020 rsurface.batchskeletalnumtransforms = 0;
8023 // q1bsp surfaces rendered in vertex color mode have to have colors
8024 // calculated based on lightstyles
8025 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8027 // generate color arrays for the surfaces in this list
8032 const unsigned char *lm;
8033 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8034 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8035 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8037 for (i = 0;i < texturenumsurfaces;i++)
8039 surface = texturesurfacelist[i];
8040 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8041 surfacenumvertices = surface->num_vertices;
8042 if (surface->lightmapinfo->samples)
8044 for (j = 0;j < surfacenumvertices;j++)
8046 lm = surface->lightmapinfo->samples + offsets[j];
8047 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8048 VectorScale(lm, scale, c);
8049 if (surface->lightmapinfo->styles[1] != 255)
8051 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8053 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8054 VectorMA(c, scale, lm, c);
8055 if (surface->lightmapinfo->styles[2] != 255)
8058 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8059 VectorMA(c, scale, lm, c);
8060 if (surface->lightmapinfo->styles[3] != 255)
8063 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8064 VectorMA(c, scale, lm, c);
8071 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);
8077 for (j = 0;j < surfacenumvertices;j++)
8079 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8086 // if vertices are deformed (sprite flares and things in maps, possibly
8087 // water waves, bulges and other deformations), modify the copied vertices
8089 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8092 switch (deform->deform)
8095 case Q3DEFORM_PROJECTIONSHADOW:
8096 case Q3DEFORM_TEXT0:
8097 case Q3DEFORM_TEXT1:
8098 case Q3DEFORM_TEXT2:
8099 case Q3DEFORM_TEXT3:
8100 case Q3DEFORM_TEXT4:
8101 case Q3DEFORM_TEXT5:
8102 case Q3DEFORM_TEXT6:
8103 case Q3DEFORM_TEXT7:
8106 case Q3DEFORM_AUTOSPRITE:
8107 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8108 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8109 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8110 VectorNormalize(newforward);
8111 VectorNormalize(newright);
8112 VectorNormalize(newup);
8113 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8114 // rsurface.batchvertex3f_vertexbuffer = NULL;
8115 // rsurface.batchvertex3f_bufferoffset = 0;
8116 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8117 // rsurface.batchsvector3f_vertexbuffer = NULL;
8118 // rsurface.batchsvector3f_bufferoffset = 0;
8119 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8120 // rsurface.batchtvector3f_vertexbuffer = NULL;
8121 // rsurface.batchtvector3f_bufferoffset = 0;
8122 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8123 // rsurface.batchnormal3f_vertexbuffer = NULL;
8124 // rsurface.batchnormal3f_bufferoffset = 0;
8125 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8126 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8127 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8128 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8129 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);
8130 // a single autosprite surface can contain multiple sprites...
8131 for (j = 0;j < batchnumvertices - 3;j += 4)
8133 VectorClear(center);
8134 for (i = 0;i < 4;i++)
8135 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8136 VectorScale(center, 0.25f, center);
8137 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8138 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8139 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8140 for (i = 0;i < 4;i++)
8142 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8143 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8146 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8147 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8148 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);
8150 case Q3DEFORM_AUTOSPRITE2:
8151 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8152 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8153 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8154 VectorNormalize(newforward);
8155 VectorNormalize(newright);
8156 VectorNormalize(newup);
8157 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8158 // rsurface.batchvertex3f_vertexbuffer = NULL;
8159 // rsurface.batchvertex3f_bufferoffset = 0;
8161 const float *v1, *v2;
8171 memset(shortest, 0, sizeof(shortest));
8172 // a single autosprite surface can contain multiple sprites...
8173 for (j = 0;j < batchnumvertices - 3;j += 4)
8175 VectorClear(center);
8176 for (i = 0;i < 4;i++)
8177 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8178 VectorScale(center, 0.25f, center);
8179 // find the two shortest edges, then use them to define the
8180 // axis vectors for rotating around the central axis
8181 for (i = 0;i < 6;i++)
8183 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8184 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8185 l = VectorDistance2(v1, v2);
8186 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8188 l += (1.0f / 1024.0f);
8189 if (shortest[0].length2 > l || i == 0)
8191 shortest[1] = shortest[0];
8192 shortest[0].length2 = l;
8193 shortest[0].v1 = v1;
8194 shortest[0].v2 = v2;
8196 else if (shortest[1].length2 > l || i == 1)
8198 shortest[1].length2 = l;
8199 shortest[1].v1 = v1;
8200 shortest[1].v2 = v2;
8203 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8204 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8205 // this calculates the right vector from the shortest edge
8206 // and the up vector from the edge midpoints
8207 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8208 VectorNormalize(right);
8209 VectorSubtract(end, start, up);
8210 VectorNormalize(up);
8211 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8212 VectorSubtract(rsurface.localvieworigin, center, forward);
8213 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8214 VectorNegate(forward, forward);
8215 VectorReflect(forward, 0, up, forward);
8216 VectorNormalize(forward);
8217 CrossProduct(up, forward, newright);
8218 VectorNormalize(newright);
8219 // rotate the quad around the up axis vector, this is made
8220 // especially easy by the fact we know the quad is flat,
8221 // so we only have to subtract the center position and
8222 // measure distance along the right vector, and then
8223 // multiply that by the newright vector and add back the
8225 // we also need to subtract the old position to undo the
8226 // displacement from the center, which we do with a
8227 // DotProduct, the subtraction/addition of center is also
8228 // optimized into DotProducts here
8229 l = DotProduct(right, center);
8230 for (i = 0;i < 4;i++)
8232 v1 = rsurface.batchvertex3f + 3*(j+i);
8233 f = DotProduct(right, v1) - l;
8234 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8238 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8240 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8241 // rsurface.batchnormal3f_vertexbuffer = NULL;
8242 // rsurface.batchnormal3f_bufferoffset = 0;
8243 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8245 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8247 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8248 // rsurface.batchsvector3f_vertexbuffer = NULL;
8249 // rsurface.batchsvector3f_bufferoffset = 0;
8250 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8251 // rsurface.batchtvector3f_vertexbuffer = NULL;
8252 // rsurface.batchtvector3f_bufferoffset = 0;
8253 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);
8256 case Q3DEFORM_NORMAL:
8257 // deform the normals to make reflections wavey
8258 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8259 rsurface.batchnormal3f_vertexbuffer = NULL;
8260 rsurface.batchnormal3f_bufferoffset = 0;
8261 for (j = 0;j < batchnumvertices;j++)
8264 float *normal = rsurface.batchnormal3f + 3*j;
8265 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8266 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8267 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8268 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8269 VectorNormalize(normal);
8271 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8273 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8274 // rsurface.batchsvector3f_vertexbuffer = NULL;
8275 // rsurface.batchsvector3f_bufferoffset = 0;
8276 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8277 // rsurface.batchtvector3f_vertexbuffer = NULL;
8278 // rsurface.batchtvector3f_bufferoffset = 0;
8279 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);
8283 // deform vertex array to make wavey water and flags and such
8284 waveparms[0] = deform->waveparms[0];
8285 waveparms[1] = deform->waveparms[1];
8286 waveparms[2] = deform->waveparms[2];
8287 waveparms[3] = deform->waveparms[3];
8288 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8289 break; // if wavefunc is a nop, don't make a dynamic vertex array
8290 // this is how a divisor of vertex influence on deformation
8291 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8292 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8293 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8294 // rsurface.batchvertex3f_vertexbuffer = NULL;
8295 // rsurface.batchvertex3f_bufferoffset = 0;
8296 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8297 // rsurface.batchnormal3f_vertexbuffer = NULL;
8298 // rsurface.batchnormal3f_bufferoffset = 0;
8299 for (j = 0;j < batchnumvertices;j++)
8301 // if the wavefunc depends on time, evaluate it per-vertex
8304 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8305 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8307 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8309 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8310 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8311 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8313 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8314 // rsurface.batchsvector3f_vertexbuffer = NULL;
8315 // rsurface.batchsvector3f_bufferoffset = 0;
8316 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8317 // rsurface.batchtvector3f_vertexbuffer = NULL;
8318 // rsurface.batchtvector3f_bufferoffset = 0;
8319 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);
8322 case Q3DEFORM_BULGE:
8323 // deform vertex array to make the surface have moving bulges
8324 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8325 // rsurface.batchvertex3f_vertexbuffer = NULL;
8326 // rsurface.batchvertex3f_bufferoffset = 0;
8327 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8328 // rsurface.batchnormal3f_vertexbuffer = NULL;
8329 // rsurface.batchnormal3f_bufferoffset = 0;
8330 for (j = 0;j < batchnumvertices;j++)
8332 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8333 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8335 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8336 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8337 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8339 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8340 // rsurface.batchsvector3f_vertexbuffer = NULL;
8341 // rsurface.batchsvector3f_bufferoffset = 0;
8342 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8343 // rsurface.batchtvector3f_vertexbuffer = NULL;
8344 // rsurface.batchtvector3f_bufferoffset = 0;
8345 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);
8349 // deform vertex array
8350 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8351 break; // if wavefunc is a nop, don't make a dynamic vertex array
8352 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8353 VectorScale(deform->parms, scale, waveparms);
8354 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8355 // rsurface.batchvertex3f_vertexbuffer = NULL;
8356 // rsurface.batchvertex3f_bufferoffset = 0;
8357 for (j = 0;j < batchnumvertices;j++)
8358 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8363 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8365 // generate texcoords based on the chosen texcoord source
8366 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8369 case Q3TCGEN_TEXTURE:
8371 case Q3TCGEN_LIGHTMAP:
8372 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8373 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8374 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8375 if (rsurface.batchtexcoordlightmap2f)
8376 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8378 case Q3TCGEN_VECTOR:
8379 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8380 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8381 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8382 for (j = 0;j < batchnumvertices;j++)
8384 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8385 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8388 case Q3TCGEN_ENVIRONMENT:
8389 // make environment reflections using a spheremap
8390 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8391 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8392 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8393 for (j = 0;j < batchnumvertices;j++)
8395 // identical to Q3A's method, but executed in worldspace so
8396 // carried models can be shiny too
8398 float viewer[3], d, reflected[3], worldreflected[3];
8400 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8401 // VectorNormalize(viewer);
8403 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8405 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8406 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8407 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8408 // note: this is proportinal to viewer, so we can normalize later
8410 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8411 VectorNormalize(worldreflected);
8413 // note: this sphere map only uses world x and z!
8414 // so positive and negative y will LOOK THE SAME.
8415 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8416 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8420 // the only tcmod that needs software vertex processing is turbulent, so
8421 // check for it here and apply the changes if needed
8422 // and we only support that as the first one
8423 // (handling a mixture of turbulent and other tcmods would be problematic
8424 // without punting it entirely to a software path)
8425 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8427 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8428 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8429 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8430 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8431 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8432 for (j = 0;j < batchnumvertices;j++)
8434 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);
8435 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8441 void RSurf_DrawBatch(void)
8443 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8444 // through the pipeline, killing it earlier in the pipeline would have
8445 // per-surface overhead rather than per-batch overhead, so it's best to
8446 // reject it here, before it hits glDraw.
8447 if (rsurface.batchnumtriangles == 0)
8450 // batch debugging code
8451 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8457 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8458 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8461 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8463 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8465 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8466 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);
8473 if (rsurface.batchmultidraw)
8475 // issue multiple draws rather than copying index data
8476 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8477 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8478 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8479 for (i = 0;i < numsurfaces;)
8481 // combine consecutive surfaces as one draw
8482 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8483 if (surfacelist[j] != surfacelist[k] + 1)
8485 firstvertex = surfacelist[i]->num_firstvertex;
8486 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8487 firsttriangle = surfacelist[i]->num_firsttriangle;
8488 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8489 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8495 // there is only one consecutive run of index data (may have been combined)
8496 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);
8500 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8502 // pick the closest matching water plane
8503 int planeindex, vertexindex, bestplaneindex = -1;
8507 r_waterstate_waterplane_t *p;
8508 qboolean prepared = false;
8510 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8512 if(p->camera_entity != rsurface.texture->camera_entity)
8517 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8519 if(rsurface.batchnumvertices == 0)
8522 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8524 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8525 d += fabs(PlaneDiff(vert, &p->plane));
8527 if (bestd > d || bestplaneindex < 0)
8530 bestplaneindex = planeindex;
8533 return bestplaneindex;
8534 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8535 // this situation though, as it might be better to render single larger
8536 // batches with useless stuff (backface culled for example) than to
8537 // render multiple smaller batches
8540 void RSurf_SetupDepthAndCulling(void)
8542 // submodels are biased to avoid z-fighting with world surfaces that they
8543 // may be exactly overlapping (avoids z-fighting artifacts on certain
8544 // doors and things in Quake maps)
8545 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8546 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8547 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8548 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8551 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8554 // transparent sky would be ridiculous
8555 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8557 R_SetupShader_Generic_NoTexture(false, false);
8558 skyrenderlater = true;
8559 RSurf_SetupDepthAndCulling();
8562 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8563 if (r_sky_scissor.integer)
8565 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8566 for (i = 0; i < texturenumsurfaces; i++)
8568 const msurface_t *surf = texturesurfacelist[i];
8571 float mins[3], maxs[3];
8573 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8575 Matrix4x4_Transform(&rsurface.matrix, v, p);
8578 if (mins[0] > p[0]) mins[0] = p[0];
8579 if (mins[1] > p[1]) mins[1] = p[1];
8580 if (mins[2] > p[2]) mins[2] = p[2];
8581 if (maxs[0] < p[0]) maxs[0] = p[0];
8582 if (maxs[1] < p[1]) maxs[1] = p[1];
8583 if (maxs[2] < p[2]) maxs[2] = p[2];
8587 VectorCopy(p, mins);
8588 VectorCopy(p, maxs);
8591 if (!R_ScissorForBBox(mins, maxs, scissor))
8595 if (skyscissor[0] > scissor[0])
8597 skyscissor[2] += skyscissor[0] - scissor[0];
8598 skyscissor[0] = scissor[0];
8600 if (skyscissor[1] > scissor[1])
8602 skyscissor[3] += skyscissor[1] - scissor[1];
8603 skyscissor[1] = scissor[1];
8605 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8606 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8607 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8608 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8611 Vector4Copy(scissor, skyscissor);
8616 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8617 // skymasking on them, and Quake3 never did sky masking (unlike
8618 // software Quake and software Quake2), so disable the sky masking
8619 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8620 // and skymasking also looks very bad when noclipping outside the
8621 // level, so don't use it then either.
8622 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8624 R_Mesh_ResetTextureState();
8625 if (skyrendermasked)
8627 R_SetupShader_DepthOrShadow(false, false, false);
8628 // depth-only (masking)
8629 GL_ColorMask(0, 0, 0, 0);
8630 // just to make sure that braindead drivers don't draw
8631 // anything despite that colormask...
8632 GL_BlendFunc(GL_ZERO, GL_ONE);
8633 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8634 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8638 R_SetupShader_Generic_NoTexture(false, false);
8640 GL_BlendFunc(GL_ONE, GL_ZERO);
8641 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8642 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8643 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8646 if (skyrendermasked)
8647 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8649 R_Mesh_ResetTextureState();
8650 GL_Color(1, 1, 1, 1);
8653 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8654 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8655 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8657 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8661 // render screenspace normalmap to texture
8663 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8668 // bind lightmap texture
8670 // water/refraction/reflection/camera surfaces have to be handled specially
8671 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8673 int start, end, startplaneindex;
8674 for (start = 0;start < texturenumsurfaces;start = end)
8676 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8677 if(startplaneindex < 0)
8679 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8680 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8684 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8686 // now that we have a batch using the same planeindex, render it
8687 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8689 // render water or distortion background
8691 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8693 // blend surface on top
8694 GL_DepthMask(false);
8695 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8698 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8700 // render surface with reflection texture as input
8701 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8702 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8709 // render surface batch normally
8710 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8711 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8715 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8719 int texturesurfaceindex;
8721 const msurface_t *surface;
8722 float surfacecolor4f[4];
8724 // R_Mesh_ResetTextureState();
8725 R_SetupShader_Generic_NoTexture(false, false);
8727 GL_BlendFunc(GL_ONE, GL_ZERO);
8728 GL_DepthMask(writedepth);
8730 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8732 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8734 surface = texturesurfacelist[texturesurfaceindex];
8735 k = (int)(((size_t)surface) / sizeof(msurface_t));
8736 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8737 for (j = 0;j < surface->num_vertices;j++)
8739 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8743 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8747 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8750 RSurf_SetupDepthAndCulling();
8751 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8753 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8756 switch (vid.renderpath)
8758 case RENDERPATH_GL32:
8759 case RENDERPATH_GLES2:
8760 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8766 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8769 int texturenumsurfaces, endsurface;
8771 const msurface_t *surface;
8772 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8774 RSurf_ActiveModelEntity(ent, true, true, false);
8776 if (r_transparentdepthmasking.integer)
8778 qboolean setup = false;
8779 for (i = 0;i < numsurfaces;i = j)
8782 surface = rsurface.modelsurfaces + surfacelist[i];
8783 texture = surface->texture;
8784 rsurface.texture = R_GetCurrentTexture(texture);
8785 rsurface.lightmaptexture = NULL;
8786 rsurface.deluxemaptexture = NULL;
8787 rsurface.uselightmaptexture = false;
8788 // scan ahead until we find a different texture
8789 endsurface = min(i + 1024, numsurfaces);
8790 texturenumsurfaces = 0;
8791 texturesurfacelist[texturenumsurfaces++] = surface;
8792 for (;j < endsurface;j++)
8794 surface = rsurface.modelsurfaces + surfacelist[j];
8795 if (texture != surface->texture)
8797 texturesurfacelist[texturenumsurfaces++] = surface;
8799 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8801 // render the range of surfaces as depth
8805 GL_ColorMask(0,0,0,0);
8808 GL_BlendFunc(GL_ONE, GL_ZERO);
8810 // R_Mesh_ResetTextureState();
8812 RSurf_SetupDepthAndCulling();
8813 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8814 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8815 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8819 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8822 for (i = 0;i < numsurfaces;i = j)
8825 surface = rsurface.modelsurfaces + surfacelist[i];
8826 texture = surface->texture;
8827 rsurface.texture = R_GetCurrentTexture(texture);
8828 // scan ahead until we find a different texture
8829 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8830 texturenumsurfaces = 0;
8831 texturesurfacelist[texturenumsurfaces++] = surface;
8832 rsurface.lightmaptexture = surface->lightmaptexture;
8833 rsurface.deluxemaptexture = surface->deluxemaptexture;
8834 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8835 for (;j < endsurface;j++)
8837 surface = rsurface.modelsurfaces + surfacelist[j];
8838 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8840 texturesurfacelist[texturenumsurfaces++] = surface;
8842 // render the range of surfaces
8843 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8845 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8848 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8850 // transparent surfaces get pushed off into the transparent queue
8851 int surfacelistindex;
8852 const msurface_t *surface;
8853 vec3_t tempcenter, center;
8854 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8856 surface = texturesurfacelist[surfacelistindex];
8857 if (r_transparent_sortsurfacesbynearest.integer)
8859 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8860 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8861 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8865 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8866 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8867 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8869 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8870 if (rsurface.entity->transparent_offset) // transparent offset
8872 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8873 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8874 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8876 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8880 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8882 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8884 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8886 RSurf_SetupDepthAndCulling();
8887 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8888 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8889 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8893 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8897 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8899 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8902 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8904 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8905 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8907 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8909 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8910 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8911 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8913 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8915 // in the deferred case, transparent surfaces were queued during prepass
8916 if (!r_shadow_usingdeferredprepass)
8917 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8921 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8922 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8927 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8931 R_FrameData_SetMark();
8932 // break the surface list down into batches by texture and use of lightmapping
8933 for (i = 0;i < numsurfaces;i = j)
8936 // texture is the base texture pointer, rsurface.texture is the
8937 // current frame/skin the texture is directing us to use (for example
8938 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8939 // use skin 1 instead)
8940 texture = surfacelist[i]->texture;
8941 rsurface.texture = R_GetCurrentTexture(texture);
8942 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8944 // if this texture is not the kind we want, skip ahead to the next one
8945 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8949 if(depthonly || prepass)
8951 rsurface.lightmaptexture = NULL;
8952 rsurface.deluxemaptexture = NULL;
8953 rsurface.uselightmaptexture = false;
8954 // simply scan ahead until we find a different texture or lightmap state
8955 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8960 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
8961 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
8962 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8963 // simply scan ahead until we find a different texture or lightmap state
8964 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
8967 // render the range of surfaces
8968 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
8970 R_FrameData_ReturnToMark();
8973 float locboxvertex3f[6*4*3] =
8975 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8976 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8977 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8978 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8979 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8980 1,0,0, 0,0,0, 0,1,0, 1,1,0
8983 unsigned short locboxelements[6*2*3] =
8993 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8996 cl_locnode_t *loc = (cl_locnode_t *)ent;
8998 float vertex3f[6*4*3];
9000 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9001 GL_DepthMask(false);
9002 GL_DepthRange(0, 1);
9003 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9005 GL_CullFace(GL_NONE);
9006 R_EntityMatrix(&identitymatrix);
9008 // R_Mesh_ResetTextureState();
9011 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9012 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9013 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9014 surfacelist[0] < 0 ? 0.5f : 0.125f);
9016 if (VectorCompare(loc->mins, loc->maxs))
9018 VectorSet(size, 2, 2, 2);
9019 VectorMA(loc->mins, -0.5f, size, mins);
9023 VectorCopy(loc->mins, mins);
9024 VectorSubtract(loc->maxs, loc->mins, size);
9027 for (i = 0;i < 6*4*3;)
9028 for (j = 0;j < 3;j++, i++)
9029 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9031 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9032 R_SetupShader_Generic_NoTexture(false, false);
9033 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9036 void R_DrawLocs(void)
9039 cl_locnode_t *loc, *nearestloc;
9041 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9042 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9044 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9045 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9049 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9051 if (decalsystem->decals)
9052 Mem_Free(decalsystem->decals);
9053 memset(decalsystem, 0, sizeof(*decalsystem));
9056 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9062 // expand or initialize the system
9063 if (decalsystem->maxdecals <= decalsystem->numdecals)
9065 decalsystem_t old = *decalsystem;
9066 qboolean useshortelements;
9067 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9068 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9069 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)));
9070 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9071 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9072 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9073 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9074 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9075 if (decalsystem->numdecals)
9076 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9078 Mem_Free(old.decals);
9079 for (i = 0;i < decalsystem->maxdecals*3;i++)
9080 decalsystem->element3i[i] = i;
9081 if (useshortelements)
9082 for (i = 0;i < decalsystem->maxdecals*3;i++)
9083 decalsystem->element3s[i] = i;
9086 // grab a decal and search for another free slot for the next one
9087 decals = decalsystem->decals;
9088 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9089 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9091 decalsystem->freedecal = i;
9092 if (decalsystem->numdecals <= i)
9093 decalsystem->numdecals = i + 1;
9095 // initialize the decal
9097 decal->triangleindex = triangleindex;
9098 decal->surfaceindex = surfaceindex;
9099 decal->decalsequence = decalsequence;
9100 decal->color4f[0][0] = c0[0];
9101 decal->color4f[0][1] = c0[1];
9102 decal->color4f[0][2] = c0[2];
9103 decal->color4f[0][3] = 1;
9104 decal->color4f[1][0] = c1[0];
9105 decal->color4f[1][1] = c1[1];
9106 decal->color4f[1][2] = c1[2];
9107 decal->color4f[1][3] = 1;
9108 decal->color4f[2][0] = c2[0];
9109 decal->color4f[2][1] = c2[1];
9110 decal->color4f[2][2] = c2[2];
9111 decal->color4f[2][3] = 1;
9112 decal->vertex3f[0][0] = v0[0];
9113 decal->vertex3f[0][1] = v0[1];
9114 decal->vertex3f[0][2] = v0[2];
9115 decal->vertex3f[1][0] = v1[0];
9116 decal->vertex3f[1][1] = v1[1];
9117 decal->vertex3f[1][2] = v1[2];
9118 decal->vertex3f[2][0] = v2[0];
9119 decal->vertex3f[2][1] = v2[1];
9120 decal->vertex3f[2][2] = v2[2];
9121 decal->texcoord2f[0][0] = t0[0];
9122 decal->texcoord2f[0][1] = t0[1];
9123 decal->texcoord2f[1][0] = t1[0];
9124 decal->texcoord2f[1][1] = t1[1];
9125 decal->texcoord2f[2][0] = t2[0];
9126 decal->texcoord2f[2][1] = t2[1];
9127 TriangleNormal(v0, v1, v2, decal->plane);
9128 VectorNormalize(decal->plane);
9129 decal->plane[3] = DotProduct(v0, decal->plane);
9132 extern cvar_t cl_decals_bias;
9133 extern cvar_t cl_decals_models;
9134 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9135 // baseparms, parms, temps
9136 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9141 const float *vertex3f;
9142 const float *normal3f;
9144 float points[2][9][3];
9151 e = rsurface.modelelement3i + 3*triangleindex;
9153 vertex3f = rsurface.modelvertex3f;
9154 normal3f = rsurface.modelnormal3f;
9158 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9160 index = 3*e[cornerindex];
9161 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9166 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9168 index = 3*e[cornerindex];
9169 VectorCopy(vertex3f + index, v[cornerindex]);
9174 //TriangleNormal(v[0], v[1], v[2], normal);
9175 //if (DotProduct(normal, localnormal) < 0.0f)
9177 // clip by each of the box planes formed from the projection matrix
9178 // if anything survives, we emit the decal
9179 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]);
9182 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]);
9185 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]);
9188 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]);
9191 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]);
9194 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]);
9197 // some part of the triangle survived, so we have to accept it...
9200 // dynamic always uses the original triangle
9202 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9204 index = 3*e[cornerindex];
9205 VectorCopy(vertex3f + index, v[cornerindex]);
9208 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9210 // convert vertex positions to texcoords
9211 Matrix4x4_Transform(projection, v[cornerindex], temp);
9212 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9213 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9214 // calculate distance fade from the projection origin
9215 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9216 f = bound(0.0f, f, 1.0f);
9217 c[cornerindex][0] = r * f;
9218 c[cornerindex][1] = g * f;
9219 c[cornerindex][2] = b * f;
9220 c[cornerindex][3] = 1.0f;
9221 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9224 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);
9226 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9227 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);
9229 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9231 matrix4x4_t projection;
9232 decalsystem_t *decalsystem;
9235 const msurface_t *surface;
9236 const msurface_t *surfaces;
9237 const int *surfacelist;
9238 const texture_t *texture;
9241 int surfacelistindex;
9244 float localorigin[3];
9245 float localnormal[3];
9253 int bih_triangles_count;
9254 int bih_triangles[256];
9255 int bih_surfaces[256];
9257 decalsystem = &ent->decalsystem;
9259 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9261 R_DecalSystem_Reset(&ent->decalsystem);
9265 if (!model->brush.data_leafs && !cl_decals_models.integer)
9267 if (decalsystem->model)
9268 R_DecalSystem_Reset(decalsystem);
9272 if (decalsystem->model != model)
9273 R_DecalSystem_Reset(decalsystem);
9274 decalsystem->model = model;
9276 RSurf_ActiveModelEntity(ent, true, false, false);
9278 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9279 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9280 VectorNormalize(localnormal);
9281 localsize = worldsize*rsurface.inversematrixscale;
9282 localmins[0] = localorigin[0] - localsize;
9283 localmins[1] = localorigin[1] - localsize;
9284 localmins[2] = localorigin[2] - localsize;
9285 localmaxs[0] = localorigin[0] + localsize;
9286 localmaxs[1] = localorigin[1] + localsize;
9287 localmaxs[2] = localorigin[2] + localsize;
9289 //VectorCopy(localnormal, planes[4]);
9290 //VectorVectors(planes[4], planes[2], planes[0]);
9291 AnglesFromVectors(angles, localnormal, NULL, false);
9292 AngleVectors(angles, planes[0], planes[2], planes[4]);
9293 VectorNegate(planes[0], planes[1]);
9294 VectorNegate(planes[2], planes[3]);
9295 VectorNegate(planes[4], planes[5]);
9296 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9297 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9298 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9299 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9300 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9301 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9306 matrix4x4_t forwardprojection;
9307 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9308 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9313 float projectionvector[4][3];
9314 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9315 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9316 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9317 projectionvector[0][0] = planes[0][0] * ilocalsize;
9318 projectionvector[0][1] = planes[1][0] * ilocalsize;
9319 projectionvector[0][2] = planes[2][0] * ilocalsize;
9320 projectionvector[1][0] = planes[0][1] * ilocalsize;
9321 projectionvector[1][1] = planes[1][1] * ilocalsize;
9322 projectionvector[1][2] = planes[2][1] * ilocalsize;
9323 projectionvector[2][0] = planes[0][2] * ilocalsize;
9324 projectionvector[2][1] = planes[1][2] * ilocalsize;
9325 projectionvector[2][2] = planes[2][2] * ilocalsize;
9326 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9327 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9328 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9329 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9333 dynamic = model->surfmesh.isanimated;
9334 numsurfacelist = model->nummodelsurfaces;
9335 surfacelist = model->sortedmodelsurfaces;
9336 surfaces = model->data_surfaces;
9339 bih_triangles_count = -1;
9342 if(model->render_bih.numleafs)
9343 bih = &model->render_bih;
9344 else if(model->collision_bih.numleafs)
9345 bih = &model->collision_bih;
9348 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9349 if(bih_triangles_count == 0)
9351 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9353 if(bih_triangles_count > 0)
9355 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9357 surfaceindex = bih_surfaces[triangleindex];
9358 surface = surfaces + surfaceindex;
9359 texture = surface->texture;
9360 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9362 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9364 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9369 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9371 surfaceindex = surfacelist[surfacelistindex];
9372 surface = surfaces + surfaceindex;
9373 // check cull box first because it rejects more than any other check
9374 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9376 // skip transparent surfaces
9377 texture = surface->texture;
9378 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9380 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9382 numtriangles = surface->num_triangles;
9383 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9384 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9389 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9390 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9392 int renderentityindex;
9395 entity_render_t *ent;
9397 worldmins[0] = worldorigin[0] - worldsize;
9398 worldmins[1] = worldorigin[1] - worldsize;
9399 worldmins[2] = worldorigin[2] - worldsize;
9400 worldmaxs[0] = worldorigin[0] + worldsize;
9401 worldmaxs[1] = worldorigin[1] + worldsize;
9402 worldmaxs[2] = worldorigin[2] + worldsize;
9404 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9406 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9408 ent = r_refdef.scene.entities[renderentityindex];
9409 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9412 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9416 typedef struct r_decalsystem_splatqueue_s
9423 unsigned int decalsequence;
9425 r_decalsystem_splatqueue_t;
9427 int r_decalsystem_numqueued = 0;
9428 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9430 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)
9432 r_decalsystem_splatqueue_t *queue;
9434 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9437 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9438 VectorCopy(worldorigin, queue->worldorigin);
9439 VectorCopy(worldnormal, queue->worldnormal);
9440 Vector4Set(queue->color, r, g, b, a);
9441 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9442 queue->worldsize = worldsize;
9443 queue->decalsequence = cl.decalsequence++;
9446 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9449 r_decalsystem_splatqueue_t *queue;
9451 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9452 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);
9453 r_decalsystem_numqueued = 0;
9456 extern cvar_t cl_decals_max;
9457 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9460 decalsystem_t *decalsystem = &ent->decalsystem;
9462 unsigned int killsequence;
9467 if (!decalsystem->numdecals)
9470 if (r_showsurfaces.integer)
9473 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9475 R_DecalSystem_Reset(decalsystem);
9479 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9480 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9482 if (decalsystem->lastupdatetime)
9483 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9486 decalsystem->lastupdatetime = r_refdef.scene.time;
9487 numdecals = decalsystem->numdecals;
9489 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9491 if (decal->color4f[0][3])
9493 decal->lived += frametime;
9494 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9496 memset(decal, 0, sizeof(*decal));
9497 if (decalsystem->freedecal > i)
9498 decalsystem->freedecal = i;
9502 decal = decalsystem->decals;
9503 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9506 // collapse the array by shuffling the tail decals into the gaps
9509 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9510 decalsystem->freedecal++;
9511 if (decalsystem->freedecal == numdecals)
9513 decal[decalsystem->freedecal] = decal[--numdecals];
9516 decalsystem->numdecals = numdecals;
9520 // if there are no decals left, reset decalsystem
9521 R_DecalSystem_Reset(decalsystem);
9525 extern skinframe_t *decalskinframe;
9526 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9529 decalsystem_t *decalsystem = &ent->decalsystem;
9538 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9541 numdecals = decalsystem->numdecals;
9545 if (r_showsurfaces.integer)
9548 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9550 R_DecalSystem_Reset(decalsystem);
9554 // if the model is static it doesn't matter what value we give for
9555 // wantnormals and wanttangents, so this logic uses only rules applicable
9556 // to a model, knowing that they are meaningless otherwise
9557 RSurf_ActiveModelEntity(ent, false, false, false);
9559 decalsystem->lastupdatetime = r_refdef.scene.time;
9561 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9563 // update vertex positions for animated models
9564 v3f = decalsystem->vertex3f;
9565 c4f = decalsystem->color4f;
9566 t2f = decalsystem->texcoord2f;
9567 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9569 if (!decal->color4f[0][3])
9572 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9576 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9579 // update color values for fading decals
9580 if (decal->lived >= cl_decals_time.value)
9581 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9585 c4f[ 0] = decal->color4f[0][0] * alpha;
9586 c4f[ 1] = decal->color4f[0][1] * alpha;
9587 c4f[ 2] = decal->color4f[0][2] * alpha;
9589 c4f[ 4] = decal->color4f[1][0] * alpha;
9590 c4f[ 5] = decal->color4f[1][1] * alpha;
9591 c4f[ 6] = decal->color4f[1][2] * alpha;
9593 c4f[ 8] = decal->color4f[2][0] * alpha;
9594 c4f[ 9] = decal->color4f[2][1] * alpha;
9595 c4f[10] = decal->color4f[2][2] * alpha;
9598 t2f[0] = decal->texcoord2f[0][0];
9599 t2f[1] = decal->texcoord2f[0][1];
9600 t2f[2] = decal->texcoord2f[1][0];
9601 t2f[3] = decal->texcoord2f[1][1];
9602 t2f[4] = decal->texcoord2f[2][0];
9603 t2f[5] = decal->texcoord2f[2][1];
9605 // update vertex positions for animated models
9606 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9608 e = rsurface.modelelement3i + 3*decal->triangleindex;
9609 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9610 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9611 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9615 VectorCopy(decal->vertex3f[0], v3f);
9616 VectorCopy(decal->vertex3f[1], v3f + 3);
9617 VectorCopy(decal->vertex3f[2], v3f + 6);
9620 if (r_refdef.fogenabled)
9622 alpha = RSurf_FogVertex(v3f);
9623 VectorScale(c4f, alpha, c4f);
9624 alpha = RSurf_FogVertex(v3f + 3);
9625 VectorScale(c4f + 4, alpha, c4f + 4);
9626 alpha = RSurf_FogVertex(v3f + 6);
9627 VectorScale(c4f + 8, alpha, c4f + 8);
9638 r_refdef.stats[r_stat_drawndecals] += numtris;
9640 // now render the decals all at once
9641 // (this assumes they all use one particle font texture!)
9642 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);
9643 // R_Mesh_ResetTextureState();
9644 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9645 GL_DepthMask(false);
9646 GL_DepthRange(0, 1);
9647 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9649 GL_CullFace(GL_NONE);
9650 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9651 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9652 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9656 static void R_DrawModelDecals(void)
9660 // fade faster when there are too many decals
9661 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9662 for (i = 0;i < r_refdef.scene.numentities;i++)
9663 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9665 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9666 for (i = 0;i < r_refdef.scene.numentities;i++)
9667 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9668 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9670 R_DecalSystem_ApplySplatEntitiesQueue();
9672 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9673 for (i = 0;i < r_refdef.scene.numentities;i++)
9674 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9676 r_refdef.stats[r_stat_totaldecals] += numdecals;
9678 if (r_showsurfaces.integer || !r_drawdecals.integer)
9681 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9683 for (i = 0;i < r_refdef.scene.numentities;i++)
9685 if (!r_refdef.viewcache.entityvisible[i])
9687 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9688 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9692 extern cvar_t mod_collision_bih;
9693 static void R_DrawDebugModel(void)
9695 entity_render_t *ent = rsurface.entity;
9696 int i, j, flagsmask;
9697 const msurface_t *surface;
9698 dp_model_t *model = ent->model;
9700 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9703 if (r_showoverdraw.value > 0)
9705 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9706 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9707 R_SetupShader_Generic_NoTexture(false, false);
9708 GL_DepthTest(false);
9709 GL_DepthMask(false);
9710 GL_DepthRange(0, 1);
9711 GL_BlendFunc(GL_ONE, GL_ONE);
9712 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9714 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9716 rsurface.texture = R_GetCurrentTexture(surface->texture);
9717 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9719 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9720 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9721 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9722 GL_Color(c, 0, 0, 1.0f);
9723 else if (ent == r_refdef.scene.worldentity)
9724 GL_Color(c, c, c, 1.0f);
9726 GL_Color(0, c, 0, 1.0f);
9727 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9731 rsurface.texture = NULL;
9734 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9736 // R_Mesh_ResetTextureState();
9737 R_SetupShader_Generic_NoTexture(false, false);
9738 GL_DepthRange(0, 1);
9739 GL_DepthTest(!r_showdisabledepthtest.integer);
9740 GL_DepthMask(false);
9741 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9743 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9747 qboolean cullbox = false;
9748 const q3mbrush_t *brush;
9749 const bih_t *bih = &model->collision_bih;
9750 const bih_leaf_t *bihleaf;
9751 float vertex3f[3][3];
9752 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9753 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9755 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9757 switch (bihleaf->type)
9760 brush = model->brush.data_brushes + bihleaf->itemindex;
9761 if (brush->colbrushf && brush->colbrushf->numtriangles)
9763 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);
9764 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9765 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9768 case BIH_COLLISIONTRIANGLE:
9769 triangleindex = bihleaf->itemindex;
9770 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9771 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9772 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9773 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);
9774 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9775 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9777 case BIH_RENDERTRIANGLE:
9778 triangleindex = bihleaf->itemindex;
9779 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9780 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9781 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9782 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);
9783 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9784 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9790 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9793 if (r_showtris.value > 0 && qglPolygonMode)
9795 if (r_showdisabledepthtest.integer)
9797 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9798 GL_DepthMask(false);
9802 GL_BlendFunc(GL_ONE, GL_ZERO);
9805 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9806 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9808 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9810 rsurface.texture = R_GetCurrentTexture(surface->texture);
9811 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9813 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9814 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9815 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9816 else if (ent == r_refdef.scene.worldentity)
9817 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9819 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9820 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9824 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9825 rsurface.texture = NULL;
9829 // FIXME! implement r_shownormals with just triangles
9830 if (r_shownormals.value != 0 && qglBegin)
9834 if (r_showdisabledepthtest.integer)
9836 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9837 GL_DepthMask(false);
9841 GL_BlendFunc(GL_ONE, GL_ZERO);
9844 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9846 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9848 rsurface.texture = R_GetCurrentTexture(surface->texture);
9849 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9851 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9853 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9855 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9857 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9858 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9859 qglVertex3f(v[0], v[1], v[2]);
9860 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9861 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9862 qglVertex3f(v[0], v[1], v[2]);
9865 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9867 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9869 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9870 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9871 qglVertex3f(v[0], v[1], v[2]);
9872 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9873 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9874 qglVertex3f(v[0], v[1], v[2]);
9877 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9879 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9881 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9882 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9883 qglVertex3f(v[0], v[1], v[2]);
9884 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9885 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9886 qglVertex3f(v[0], v[1], v[2]);
9889 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9891 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9893 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9894 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9895 qglVertex3f(v[0], v[1], v[2]);
9896 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9897 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9898 qglVertex3f(v[0], v[1], v[2]);
9905 rsurface.texture = NULL;
9911 int r_maxsurfacelist = 0;
9912 const msurface_t **r_surfacelist = NULL;
9913 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
9915 int i, j, endj, flagsmask;
9916 dp_model_t *model = ent->model;
9917 msurface_t *surfaces;
9918 unsigned char *update;
9919 int numsurfacelist = 0;
9923 if (r_maxsurfacelist < model->num_surfaces)
9925 r_maxsurfacelist = model->num_surfaces;
9927 Mem_Free((msurface_t **)r_surfacelist);
9928 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9931 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9932 RSurf_ActiveModelEntity(ent, false, false, false);
9934 RSurf_ActiveModelEntity(ent, true, true, true);
9936 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
9938 RSurf_ActiveModelEntity(ent, true, true, false);
9940 surfaces = model->data_surfaces;
9941 update = model->brushq1.lightmapupdateflags;
9943 // update light styles
9944 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
9946 model_brush_lightstyleinfo_t *style;
9947 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9949 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9951 int *list = style->surfacelist;
9952 style->value = r_refdef.scene.lightstylevalue[style->style];
9953 for (j = 0;j < style->numsurfaces;j++)
9954 update[list[j]] = true;
9959 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9964 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9968 rsurface.lightmaptexture = NULL;
9969 rsurface.deluxemaptexture = NULL;
9970 rsurface.uselightmaptexture = false;
9971 rsurface.texture = NULL;
9972 rsurface.rtlight = NULL;
9974 // add visible surfaces to draw list
9975 if (ent == r_refdef.scene.worldentity)
9977 // for the world entity, check surfacevisible
9978 for (i = 0;i < model->nummodelsurfaces;i++)
9980 j = model->sortedmodelsurfaces[i];
9981 if (r_refdef.viewcache.world_surfacevisible[j])
9982 r_surfacelist[numsurfacelist++] = surfaces + j;
9987 // for ui we have to preserve the order of surfaces
9988 for (i = 0; i < model->nummodelsurfaces; i++)
9989 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
9994 for (i = 0; i < model->nummodelsurfaces; i++)
9995 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9997 // don't do anything if there were no surfaces
9998 if (!numsurfacelist)
10000 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10003 // update lightmaps if needed
10007 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10012 R_BuildLightMap(ent, surfaces + j);
10017 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10019 // add to stats if desired
10020 if (r_speeds.integer && !skysurfaces && !depthonly)
10022 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10023 for (j = 0;j < numsurfacelist;j++)
10024 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10027 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10030 void R_DebugLine(vec3_t start, vec3_t end)
10032 dp_model_t *mod = CL_Mesh_UI();
10034 int e0, e1, e2, e3;
10035 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10036 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10037 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10040 // transform to screen coords first
10041 Vector4Set(w[0], start[0], start[1], start[2], 1);
10042 Vector4Set(w[1], end[0], end[1], end[2], 1);
10043 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10044 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10045 x1 = s[0][0] * vid_conwidth.value / vid.width;
10046 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10047 x2 = s[1][0] * vid_conwidth.value / vid.width;
10048 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10049 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10051 // add the line to the UI mesh for drawing later
10053 // width is measured in real pixels
10054 if (fabs(x2 - x1) > fabs(y2 - y1))
10057 offsety = 0.5f * width * vid_conheight.value / vid.height;
10061 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10064 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
10065 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10066 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10067 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10068 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10069 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10070 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10075 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10077 static texture_t texture;
10079 // fake enough texture and surface state to render this geometry
10081 texture.update_lastrenderframe = -1; // regenerate this texture
10082 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10083 texture.basealpha = 1.0f;
10084 texture.currentskinframe = skinframe;
10085 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10086 texture.offsetmapping = OFFSETMAPPING_OFF;
10087 texture.offsetscale = 1;
10088 texture.specularscalemod = 1;
10089 texture.specularpowermod = 1;
10090 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10092 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10095 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, qboolean ui)
10097 static msurface_t surface;
10098 const msurface_t *surfacelist = &surface;
10100 // fake enough texture and surface state to render this geometry
10101 surface.texture = texture;
10102 surface.num_triangles = numtriangles;
10103 surface.num_firsttriangle = firsttriangle;
10104 surface.num_vertices = numvertices;
10105 surface.num_firstvertex = firstvertex;
10108 rsurface.texture = R_GetCurrentTexture(surface.texture);
10109 rsurface.lightmaptexture = NULL;
10110 rsurface.deluxemaptexture = NULL;
10111 rsurface.uselightmaptexture = false;
10112 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);