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 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
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_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_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_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
78 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
86 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
87 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
91 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
95 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
96 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
97 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
98 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
99 cvar_t r_showspriteedges = {0, "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"};
100 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
101 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
102 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
103 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
104 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
105 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
106 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
107 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
108 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
109 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
110 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
111 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
112 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
113 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
114 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
115 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
124 cvar_t r_fullbright_directed = {0, "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"};
125 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
126 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
127 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
128 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
130 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
131 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
132 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
133 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
134 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
135 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
136 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
137 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
138 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
139 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
140 cvar_t r_shadows_shadowmapscale = {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."};
141 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
142 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
143 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
144 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
145 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
146 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
147 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
148 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
149 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
150 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
151 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
152 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
153 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
154 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
155 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
157 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
158 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
159 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
160 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
161 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
162 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
163 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
164 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
166 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
167 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
169 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
170 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
171 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
173 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
174 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
175 cvar_t r_rendertarget_debug = {0, "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)"};
176 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
177 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
178 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
179 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
180 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
181 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
182 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
184 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
185 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
186 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
187 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
188 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
189 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
190 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
191 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
192 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
193 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
194 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
195 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
196 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
197 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
198 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
199 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
200 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
201 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
202 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
204 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
205 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
206 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
207 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
208 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
209 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
210 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
211 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
212 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
214 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
215 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
216 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
217 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
219 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
220 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
222 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
223 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
224 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
225 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
226 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
227 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
229 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
230 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
231 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
232 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
233 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
234 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
235 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
236 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
237 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
238 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
240 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
242 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
244 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
246 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
248 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
249 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
250 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
251 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
253 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
254 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
256 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
258 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
259 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
261 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
262 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
263 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
264 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
267 extern cvar_t v_glslgamma_2d;
269 extern qboolean v_flipped_state;
271 r_framebufferstate_t r_fb;
273 /// shadow volume bsp struct with automatically growing nodes buffer
276 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
278 rtexture_t *r_texture_blanknormalmap;
279 rtexture_t *r_texture_white;
280 rtexture_t *r_texture_grey128;
281 rtexture_t *r_texture_black;
282 rtexture_t *r_texture_notexture;
283 rtexture_t *r_texture_whitecube;
284 rtexture_t *r_texture_normalizationcube;
285 rtexture_t *r_texture_fogattenuation;
286 rtexture_t *r_texture_fogheighttexture;
287 rtexture_t *r_texture_gammaramps;
288 unsigned int r_texture_gammaramps_serial;
289 //rtexture_t *r_texture_fogintensity;
290 rtexture_t *r_texture_reflectcube;
292 // TODO: hash lookups?
293 typedef struct cubemapinfo_s
300 int r_texture_numcubemaps;
301 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
303 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
304 unsigned int r_numqueries;
305 unsigned int r_maxqueries;
307 typedef struct r_qwskincache_s
309 char name[MAX_QPATH];
310 skinframe_t *skinframe;
314 static r_qwskincache_t *r_qwskincache;
315 static int r_qwskincache_size;
317 /// vertex coordinates for a quad that covers the screen exactly
318 extern const float r_screenvertex3f[12];
319 const float r_screenvertex3f[12] =
327 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
330 for (i = 0;i < verts;i++)
341 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
344 for (i = 0;i < verts;i++)
354 // FIXME: move this to client?
357 if (gamemode == GAME_NEHAHRA)
359 Cvar_Set("gl_fogenable", "0");
360 Cvar_Set("gl_fogdensity", "0.2");
361 Cvar_Set("gl_fogred", "0.3");
362 Cvar_Set("gl_foggreen", "0.3");
363 Cvar_Set("gl_fogblue", "0.3");
365 r_refdef.fog_density = 0;
366 r_refdef.fog_red = 0;
367 r_refdef.fog_green = 0;
368 r_refdef.fog_blue = 0;
369 r_refdef.fog_alpha = 1;
370 r_refdef.fog_start = 0;
371 r_refdef.fog_end = 16384;
372 r_refdef.fog_height = 1<<30;
373 r_refdef.fog_fadedepth = 128;
374 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
377 static void R_BuildBlankTextures(void)
379 unsigned char data[4];
380 data[2] = 128; // normal X
381 data[1] = 128; // normal Y
382 data[0] = 255; // normal Z
383 data[3] = 255; // height
384 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
399 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
402 static void R_BuildNoTexture(void)
405 unsigned char pix[16][16][4];
406 // this makes a light grey/dark grey checkerboard texture
407 for (y = 0;y < 16;y++)
409 for (x = 0;x < 16;x++)
411 if ((y < 8) ^ (x < 8))
427 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
430 static void R_BuildWhiteCube(void)
432 unsigned char data[6*1*1*4];
433 memset(data, 255, sizeof(data));
434 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
437 static void R_BuildNormalizationCube(void)
441 vec_t s, t, intensity;
444 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
445 for (side = 0;side < 6;side++)
447 for (y = 0;y < NORMSIZE;y++)
449 for (x = 0;x < NORMSIZE;x++)
451 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
452 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
487 intensity = 127.0f / sqrt(DotProduct(v, v));
488 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
489 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
490 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
491 data[((side*64+y)*64+x)*4+3] = 255;
495 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
499 static void R_BuildFogTexture(void)
503 unsigned char data1[FOGWIDTH][4];
504 //unsigned char data2[FOGWIDTH][4];
507 r_refdef.fogmasktable_start = r_refdef.fog_start;
508 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
509 r_refdef.fogmasktable_range = r_refdef.fogrange;
510 r_refdef.fogmasktable_density = r_refdef.fog_density;
512 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
513 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
515 d = (x * r - r_refdef.fogmasktable_start);
516 if(developer_extra.integer)
517 Con_DPrintf("%f ", d);
519 if (r_fog_exp2.integer)
520 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
522 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
523 if(developer_extra.integer)
524 Con_DPrintf(" : %f ", alpha);
525 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
526 if(developer_extra.integer)
527 Con_DPrintf(" = %f\n", alpha);
528 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
531 for (x = 0;x < FOGWIDTH;x++)
533 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
538 //data2[x][0] = 255 - b;
539 //data2[x][1] = 255 - b;
540 //data2[x][2] = 255 - b;
543 if (r_texture_fogattenuation)
545 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
550 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
551 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
555 static void R_BuildFogHeightTexture(void)
557 unsigned char *inpixels;
565 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
566 if (r_refdef.fogheighttexturename[0])
567 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
570 r_refdef.fog_height_tablesize = 0;
571 if (r_texture_fogheighttexture)
572 R_FreeTexture(r_texture_fogheighttexture);
573 r_texture_fogheighttexture = NULL;
574 if (r_refdef.fog_height_table2d)
575 Mem_Free(r_refdef.fog_height_table2d);
576 r_refdef.fog_height_table2d = NULL;
577 if (r_refdef.fog_height_table1d)
578 Mem_Free(r_refdef.fog_height_table1d);
579 r_refdef.fog_height_table1d = NULL;
583 r_refdef.fog_height_tablesize = size;
584 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
585 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
586 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
588 // LordHavoc: now the magic - what is that table2d for? it is a cooked
589 // average fog color table accounting for every fog layer between a point
590 // and the camera. (Note: attenuation is handled separately!)
591 for (y = 0;y < size;y++)
593 for (x = 0;x < size;x++)
599 for (j = x;j <= y;j++)
601 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
607 for (j = x;j >= y;j--)
609 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
614 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
615 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
616 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
617 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
620 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
623 //=======================================================================================================================================================
625 static const char *builtinshaderstrings[] =
627 #include "shader_glsl.h"
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *sourcebasename;
643 const char *extension;
644 const char **builtinshaderstrings;
653 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
654 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
656 {"#define USEDIFFUSE\n", " diffuse"},
657 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
658 {"#define USEVIEWTINT\n", " viewtint"},
659 {"#define USECOLORMAPPING\n", " colormapping"},
660 {"#define USESATURATION\n", " saturation"},
661 {"#define USEFOGINSIDE\n", " foginside"},
662 {"#define USEFOGOUTSIDE\n", " fogoutside"},
663 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
664 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
665 {"#define USEGAMMARAMPS\n", " gammaramps"},
666 {"#define USECUBEFILTER\n", " cubefilter"},
667 {"#define USEGLOW\n", " glow"},
668 {"#define USEBLOOM\n", " bloom"},
669 {"#define USESPECULAR\n", " specular"},
670 {"#define USEPOSTPROCESSING\n", " postprocessing"},
671 {"#define USEREFLECTION\n", " reflection"},
672 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
673 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
674 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
683 {"#define USETRIPPY\n", " trippy"},
684 {"#define USEDEPTHRGB\n", " depthrgb"},
685 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
686 {"#define USESKELETAL\n", " skeletal"},
687 {"#define USEOCCLUDE\n", " occlude"}
690 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
691 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
693 // SHADERLANGUAGE_GLSL
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
703 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
704 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
705 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
706 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
715 struct r_glsl_permutation_s;
716 typedef struct r_glsl_permutation_s
719 struct r_glsl_permutation_s *hashnext;
721 dpuint64 permutation;
723 /// indicates if we have tried compiling this permutation already
725 /// 0 if compilation failed
727 // texture units assigned to each detected uniform
728 int tex_Texture_First;
729 int tex_Texture_Second;
730 int tex_Texture_GammaRamps;
731 int tex_Texture_Normal;
732 int tex_Texture_Color;
733 int tex_Texture_Gloss;
734 int tex_Texture_Glow;
735 int tex_Texture_SecondaryNormal;
736 int tex_Texture_SecondaryColor;
737 int tex_Texture_SecondaryGloss;
738 int tex_Texture_SecondaryGlow;
739 int tex_Texture_Pants;
740 int tex_Texture_Shirt;
741 int tex_Texture_FogHeightTexture;
742 int tex_Texture_FogMask;
743 int tex_Texture_Lightmap;
744 int tex_Texture_Deluxemap;
745 int tex_Texture_Attenuation;
746 int tex_Texture_Cube;
747 int tex_Texture_Refraction;
748 int tex_Texture_Reflection;
749 int tex_Texture_ShadowMap2D;
750 int tex_Texture_CubeProjection;
751 int tex_Texture_ScreenNormalMap;
752 int tex_Texture_ScreenDiffuse;
753 int tex_Texture_ScreenSpecular;
754 int tex_Texture_ReflectMask;
755 int tex_Texture_ReflectCube;
756 int tex_Texture_BounceGrid;
757 /// locations of detected uniforms in program object, or -1 if not found
758 int loc_Texture_First;
759 int loc_Texture_Second;
760 int loc_Texture_GammaRamps;
761 int loc_Texture_Normal;
762 int loc_Texture_Color;
763 int loc_Texture_Gloss;
764 int loc_Texture_Glow;
765 int loc_Texture_SecondaryNormal;
766 int loc_Texture_SecondaryColor;
767 int loc_Texture_SecondaryGloss;
768 int loc_Texture_SecondaryGlow;
769 int loc_Texture_Pants;
770 int loc_Texture_Shirt;
771 int loc_Texture_FogHeightTexture;
772 int loc_Texture_FogMask;
773 int loc_Texture_Lightmap;
774 int loc_Texture_Deluxemap;
775 int loc_Texture_Attenuation;
776 int loc_Texture_Cube;
777 int loc_Texture_Refraction;
778 int loc_Texture_Reflection;
779 int loc_Texture_ShadowMap2D;
780 int loc_Texture_CubeProjection;
781 int loc_Texture_ScreenNormalMap;
782 int loc_Texture_ScreenDiffuse;
783 int loc_Texture_ScreenSpecular;
784 int loc_Texture_ReflectMask;
785 int loc_Texture_ReflectCube;
786 int loc_Texture_BounceGrid;
788 int loc_BloomBlur_Parameters;
790 int loc_Color_Ambient;
791 int loc_Color_Diffuse;
792 int loc_Color_Specular;
796 int loc_DeferredColor_Ambient;
797 int loc_DeferredColor_Diffuse;
798 int loc_DeferredColor_Specular;
799 int loc_DeferredMod_Diffuse;
800 int loc_DeferredMod_Specular;
801 int loc_DistortScaleRefractReflect;
804 int loc_FogHeightFade;
806 int loc_FogPlaneViewDist;
807 int loc_FogRangeRecip;
810 int loc_LightPosition;
811 int loc_OffsetMapping_ScaleSteps;
812 int loc_OffsetMapping_LodDistance;
813 int loc_OffsetMapping_Bias;
815 int loc_ReflectColor;
816 int loc_ReflectFactor;
817 int loc_ReflectOffset;
818 int loc_RefractColor;
820 int loc_ScreenCenterRefractReflect;
821 int loc_ScreenScaleRefractReflect;
822 int loc_ScreenToDepth;
823 int loc_ShadowMap_Parameters;
824 int loc_ShadowMap_TextureScale;
825 int loc_SpecularPower;
826 int loc_Skeletal_Transform12;
831 int loc_ViewTintColor;
833 int loc_ModelToLight;
835 int loc_BackgroundTexMatrix;
836 int loc_ModelViewProjectionMatrix;
837 int loc_ModelViewMatrix;
838 int loc_PixelToScreenTexCoord;
839 int loc_ModelToReflectCube;
840 int loc_ShadowMapMatrix;
841 int loc_BloomColorSubtract;
842 int loc_NormalmapScrollBlend;
843 int loc_BounceGridMatrix;
844 int loc_BounceGridIntensity;
845 /// uniform block bindings
846 int ubibind_Skeletal_Transform12_UniformBlock;
847 /// uniform block indices
848 int ubiloc_Skeletal_Transform12_UniformBlock;
850 r_glsl_permutation_t;
852 #define SHADERPERMUTATION_HASHSIZE 256
855 // non-degradable "lightweight" shader parameters to keep the permutations simpler
856 // these can NOT degrade! only use for simple stuff
859 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
860 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
861 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
862 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
863 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
864 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
865 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
866 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
867 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
868 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
869 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
870 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
871 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
872 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
874 #define SHADERSTATICPARMS_COUNT 14
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
882 extern qboolean r_shadow_shadowmapsampler;
883 extern int r_shadow_shadowmappcf;
884 qboolean R_CompileShader_CheckStaticParms(void)
886 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
887 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
888 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
891 if (r_glsl_saturation_redcompensate.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
893 if (r_glsl_vertextextureblend_usebothalphas.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
895 if (r_shadow_glossexact.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
897 if (r_glsl_postprocess.integer)
899 if (r_glsl_postprocess_uservec1_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
901 if (r_glsl_postprocess_uservec2_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
903 if (r_glsl_postprocess_uservec3_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
905 if (r_glsl_postprocess_uservec4_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
910 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
913 if (r_shadow_shadowmapsampler)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
915 if (r_shadow_shadowmappcf > 1)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
917 else if (r_shadow_shadowmappcf)
918 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
919 if (r_celshading.integer)
920 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
921 if (r_celoutlines.integer)
922 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
924 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
927 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
928 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
929 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
931 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
932 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
934 shaderstaticparms_count = 0;
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
953 /// information about each possible shader permutation
954 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
955 /// currently selected permutation
956 r_glsl_permutation_t *r_glsl_permutation;
957 /// storage for permutations linked in the hash table
958 memexpandablearray_t r_glsl_permutationarray;
960 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
962 //unsigned int hashdepth = 0;
963 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
964 r_glsl_permutation_t *p;
965 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
967 if (p->mode == mode && p->permutation == permutation)
969 //if (hashdepth > 10)
970 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
975 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
977 p->permutation = permutation;
978 p->hashnext = r_glsl_permutationhash[mode][hashindex];
979 r_glsl_permutationhash[mode][hashindex] = p;
980 //if (hashdepth > 10)
981 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
985 static char *R_ShaderStrCat(const char **strings)
988 const char **p = strings;
991 for (p = strings;(t = *p);p++)
994 s = string = (char *)Mem_Alloc(r_main_mempool, len);
996 for (p = strings;(t = *p);p++)
1006 static char *R_ShaderStrCat(const char **strings);
1007 static void R_InitShaderModeInfo(void)
1010 shadermodeinfo_t *modeinfo;
1011 // 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)
1012 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1014 for (i = 0; i < SHADERMODE_COUNT; i++)
1016 char filename[MAX_QPATH];
1017 modeinfo = &shadermodeinfo[language][i];
1018 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1019 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1020 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1021 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1026 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1029 // if the mode has no filename we have to return the builtin string
1030 if (builtinonly || !modeinfo->filename)
1031 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1032 // note that FS_LoadFile appends a 0 byte to make it a valid string
1033 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1036 if (printfromdisknotice)
1037 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1038 return shaderstring;
1040 // fall back to builtinstring
1041 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1044 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1049 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1051 char permutationname[256];
1052 int vertstrings_count = 0;
1053 int geomstrings_count = 0;
1054 int fragstrings_count = 0;
1055 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1056 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1057 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1064 permutationname[0] = 0;
1065 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1067 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1069 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1070 if(vid.support.glshaderversion >= 140)
1072 vertstrings_list[vertstrings_count++] = "#version 140\n";
1073 geomstrings_list[geomstrings_count++] = "#version 140\n";
1074 fragstrings_list[fragstrings_count++] = "#version 140\n";
1075 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1076 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1077 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1079 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1080 else if(vid.support.glshaderversion >= 130)
1082 vertstrings_list[vertstrings_count++] = "#version 130\n";
1083 geomstrings_list[geomstrings_count++] = "#version 130\n";
1084 fragstrings_list[fragstrings_count++] = "#version 130\n";
1085 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1086 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1087 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1089 // if we can do #version 120, we should (this adds the invariant keyword)
1090 else if(vid.support.glshaderversion >= 120)
1092 vertstrings_list[vertstrings_count++] = "#version 120\n";
1093 geomstrings_list[geomstrings_count++] = "#version 120\n";
1094 fragstrings_list[fragstrings_count++] = "#version 120\n";
1095 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1096 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1097 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1099 // GLES also adds several things from GLSL120
1100 switch(vid.renderpath)
1102 case RENDERPATH_GLES2:
1103 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1104 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1105 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1111 // the first pretext is which type of shader to compile as
1112 // (later these will all be bound together as a program object)
1113 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1117 // the second pretext is the mode (for example a light source)
1118 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1123 // now add all the permutation pretexts
1124 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1126 if (permutation & (1ll<<i))
1128 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1135 // keep line numbers correct
1136 vertstrings_list[vertstrings_count++] = "\n";
1137 geomstrings_list[geomstrings_count++] = "\n";
1138 fragstrings_list[fragstrings_count++] = "\n";
1143 R_CompileShader_AddStaticParms(mode, permutation);
1144 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 vertstrings_count += shaderstaticparms_count;
1146 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147 geomstrings_count += shaderstaticparms_count;
1148 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 fragstrings_count += shaderstaticparms_count;
1151 // now append the shader text itself
1152 vertstrings_list[vertstrings_count++] = sourcestring;
1153 geomstrings_list[geomstrings_count++] = sourcestring;
1154 fragstrings_list[fragstrings_count++] = sourcestring;
1156 // compile the shader program
1157 if (vertstrings_count + geomstrings_count + fragstrings_count)
1158 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162 qglUseProgram(p->program);CHECKGLERROR
1163 // look up all the uniform variable names we care about, so we don't
1164 // have to look them up every time we set them
1169 GLint activeuniformindex = 0;
1170 GLint numactiveuniforms = 0;
1171 char uniformname[128];
1172 GLsizei uniformnamelength = 0;
1173 GLint uniformsize = 0;
1174 GLenum uniformtype = 0;
1175 memset(uniformname, 0, sizeof(uniformname));
1176 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1177 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1178 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1180 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1181 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1186 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1187 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1188 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1189 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1190 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1191 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1192 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1193 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1194 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1195 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1196 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1197 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1198 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1199 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1200 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1201 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1202 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1203 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1204 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1205 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1206 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1207 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1208 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1209 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1210 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1211 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1212 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1213 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1214 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1215 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1216 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1217 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1218 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1219 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1220 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1221 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1222 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1223 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1224 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1225 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1226 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1227 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1228 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1229 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1230 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1231 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1232 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1233 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1234 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1235 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1236 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1237 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1238 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1239 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1240 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1241 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1242 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1243 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1244 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1245 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1246 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1247 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1248 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1249 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1250 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1251 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1252 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1253 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1254 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1255 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1256 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1257 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1258 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1259 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1260 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1261 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1262 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1263 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1264 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1265 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1266 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1267 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1268 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1269 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1270 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1271 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1272 // initialize the samplers to refer to the texture units we use
1273 p->tex_Texture_First = -1;
1274 p->tex_Texture_Second = -1;
1275 p->tex_Texture_GammaRamps = -1;
1276 p->tex_Texture_Normal = -1;
1277 p->tex_Texture_Color = -1;
1278 p->tex_Texture_Gloss = -1;
1279 p->tex_Texture_Glow = -1;
1280 p->tex_Texture_SecondaryNormal = -1;
1281 p->tex_Texture_SecondaryColor = -1;
1282 p->tex_Texture_SecondaryGloss = -1;
1283 p->tex_Texture_SecondaryGlow = -1;
1284 p->tex_Texture_Pants = -1;
1285 p->tex_Texture_Shirt = -1;
1286 p->tex_Texture_FogHeightTexture = -1;
1287 p->tex_Texture_FogMask = -1;
1288 p->tex_Texture_Lightmap = -1;
1289 p->tex_Texture_Deluxemap = -1;
1290 p->tex_Texture_Attenuation = -1;
1291 p->tex_Texture_Cube = -1;
1292 p->tex_Texture_Refraction = -1;
1293 p->tex_Texture_Reflection = -1;
1294 p->tex_Texture_ShadowMap2D = -1;
1295 p->tex_Texture_CubeProjection = -1;
1296 p->tex_Texture_ScreenNormalMap = -1;
1297 p->tex_Texture_ScreenDiffuse = -1;
1298 p->tex_Texture_ScreenSpecular = -1;
1299 p->tex_Texture_ReflectMask = -1;
1300 p->tex_Texture_ReflectCube = -1;
1301 p->tex_Texture_BounceGrid = -1;
1302 // bind the texture samplers in use
1304 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1305 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1306 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1307 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1308 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1309 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1310 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1311 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1312 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1313 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1314 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1315 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1316 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1317 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1318 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1319 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1320 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1321 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1322 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1323 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1324 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1325 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1326 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1327 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1328 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1329 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1330 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1331 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1332 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1333 // get the uniform block indices so we can bind them
1334 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1335 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1336 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1338 // clear the uniform block bindings
1339 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1340 // bind the uniform blocks in use
1342 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1343 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1345 // we're done compiling and setting up the shader, at least until it is used
1347 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1350 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1354 Mem_Free(sourcestring);
1357 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1359 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1360 if (r_glsl_permutation != perm)
1362 r_glsl_permutation = perm;
1363 if (!r_glsl_permutation->program)
1365 if (!r_glsl_permutation->compiled)
1367 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1368 R_GLSL_CompilePermutation(perm, mode, permutation);
1370 if (!r_glsl_permutation->program)
1372 // remove features until we find a valid permutation
1374 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1376 // reduce i more quickly whenever it would not remove any bits
1377 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1378 if (!(permutation & j))
1381 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1382 if (!r_glsl_permutation->compiled)
1383 R_GLSL_CompilePermutation(perm, mode, permutation);
1384 if (r_glsl_permutation->program)
1387 if (i >= SHADERPERMUTATION_COUNT)
1389 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1390 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1391 qglUseProgram(0);CHECKGLERROR
1392 return; // no bit left to clear, entire mode is broken
1397 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1399 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1400 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1401 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1405 void R_GLSL_Restart_f(void)
1407 unsigned int i, limit;
1408 switch(vid.renderpath)
1410 case RENDERPATH_GL32:
1411 case RENDERPATH_GLES2:
1413 r_glsl_permutation_t *p;
1414 r_glsl_permutation = NULL;
1415 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1416 for (i = 0;i < limit;i++)
1418 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1420 GL_Backend_FreeProgram(p->program);
1421 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1424 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1430 static void R_GLSL_DumpShader_f(void)
1432 int i, language, mode, dupe;
1434 shadermodeinfo_t *modeinfo;
1437 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1439 modeinfo = shadermodeinfo[language];
1440 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1442 // don't dump the same file multiple times (most or all shaders come from the same file)
1443 for (dupe = mode - 1;dupe >= 0;dupe--)
1444 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1448 text = modeinfo[mode].builtinstring;
1451 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1454 FS_Print(file, "/* The engine may define the following macros:\n");
1455 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1456 for (i = 0;i < SHADERMODE_COUNT;i++)
1457 FS_Print(file, modeinfo[i].pretext);
1458 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1459 FS_Print(file, shaderpermutationinfo[i].pretext);
1460 FS_Print(file, "*/\n");
1461 FS_Print(file, text);
1463 Con_Printf("%s written\n", modeinfo[mode].filename);
1466 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1471 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1473 dpuint64 permutation = 0;
1474 if (r_trippy.integer && !notrippy)
1475 permutation |= SHADERPERMUTATION_TRIPPY;
1476 permutation |= SHADERPERMUTATION_VIEWTINT;
1478 permutation |= SHADERPERMUTATION_DIFFUSE;
1479 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1480 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1481 if (suppresstexalpha)
1482 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1483 if (vid.allowalphatocoverage)
1484 GL_AlphaToCoverage(false);
1485 switch (vid.renderpath)
1487 case RENDERPATH_GL32:
1488 case RENDERPATH_GLES2:
1489 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1490 if (r_glsl_permutation->tex_Texture_First >= 0)
1491 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1492 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1493 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1498 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1500 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1503 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1505 dpuint64 permutation = 0;
1506 if (r_trippy.integer && !notrippy)
1507 permutation |= SHADERPERMUTATION_TRIPPY;
1509 permutation |= SHADERPERMUTATION_DEPTHRGB;
1511 permutation |= SHADERPERMUTATION_SKELETAL;
1513 if (vid.allowalphatocoverage)
1514 GL_AlphaToCoverage(false);
1515 switch (vid.renderpath)
1517 case RENDERPATH_GL32:
1518 case RENDERPATH_GLES2:
1519 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1520 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1521 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);
1527 #define BLENDFUNC_ALLOWS_COLORMOD 1
1528 #define BLENDFUNC_ALLOWS_FOG 2
1529 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1530 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1531 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1532 static int R_BlendFuncFlags(int src, int dst)
1536 // a blendfunc allows colormod if:
1537 // a) it can never keep the destination pixel invariant, or
1538 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1539 // this is to prevent unintended side effects from colormod
1541 // a blendfunc allows fog if:
1542 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1543 // this is to prevent unintended side effects from fog
1545 // these checks are the output of fogeval.pl
1547 r |= BLENDFUNC_ALLOWS_COLORMOD;
1548 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1551 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1552 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1553 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1554 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1555 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1556 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1557 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1559 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1560 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1561 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1562 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1563 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1564 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1565 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1566 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1567 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1568 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1573 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)
1575 // select a permutation of the lighting shader appropriate to this
1576 // combination of texture, entity, light source, and fogging, only use the
1577 // minimum features necessary to avoid wasting rendering time in the
1578 // fragment shader on features that are not being used
1579 dpuint64 permutation = 0;
1580 unsigned int mode = 0;
1582 texture_t *t = rsurface.texture;
1584 matrix4x4_t tempmatrix;
1585 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1586 if (r_trippy.integer && !notrippy)
1587 permutation |= SHADERPERMUTATION_TRIPPY;
1588 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1589 permutation |= SHADERPERMUTATION_ALPHAKILL;
1590 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1591 permutation |= SHADERPERMUTATION_OCCLUDE;
1592 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1593 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1594 if (rsurfacepass == RSURFPASS_BACKGROUND)
1596 // distorted background
1597 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1599 mode = SHADERMODE_WATER;
1600 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1601 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1602 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1604 // this is the right thing to do for wateralpha
1605 GL_BlendFunc(GL_ONE, GL_ZERO);
1606 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1610 // this is the right thing to do for entity alpha
1611 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1612 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1615 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1617 mode = SHADERMODE_REFRACTION;
1618 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1619 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1620 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1621 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1625 mode = SHADERMODE_GENERIC;
1626 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1627 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1628 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1630 if (vid.allowalphatocoverage)
1631 GL_AlphaToCoverage(false);
1633 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1635 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1637 switch(t->offsetmapping)
1639 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1640 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1641 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1642 case OFFSETMAPPING_OFF: break;
1645 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1646 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1647 // normalmap (deferred prepass), may use alpha test on diffuse
1648 mode = SHADERMODE_DEFERREDGEOMETRY;
1649 GL_BlendFunc(GL_ONE, GL_ZERO);
1650 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1651 if (vid.allowalphatocoverage)
1652 GL_AlphaToCoverage(false);
1654 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1656 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1658 switch(t->offsetmapping)
1660 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1661 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1662 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1663 case OFFSETMAPPING_OFF: break;
1666 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1667 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1668 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1669 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1671 mode = SHADERMODE_LIGHTSOURCE;
1672 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1673 permutation |= SHADERPERMUTATION_CUBEFILTER;
1674 if (VectorLength2(rtlightdiffuse) > 0)
1675 permutation |= SHADERPERMUTATION_DIFFUSE;
1676 if (VectorLength2(rtlightspecular) > 0)
1677 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1678 if (r_refdef.fogenabled)
1679 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1680 if (t->colormapping)
1681 permutation |= SHADERPERMUTATION_COLORMAPPING;
1682 if (r_shadow_usingshadowmap2d)
1684 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1685 if(r_shadow_shadowmapvsdct)
1686 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1688 if (r_shadow_shadowmap2ddepthbuffer)
1689 permutation |= SHADERPERMUTATION_DEPTHRGB;
1691 if (t->reflectmasktexture)
1692 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1693 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1694 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1695 if (vid.allowalphatocoverage)
1696 GL_AlphaToCoverage(false);
1698 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1700 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1702 switch(t->offsetmapping)
1704 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1705 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1706 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1707 case OFFSETMAPPING_OFF: break;
1710 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1711 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1712 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1713 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1714 // directional model lighting
1715 mode = SHADERMODE_LIGHTDIRECTION;
1716 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1717 permutation |= SHADERPERMUTATION_GLOW;
1718 if (VectorLength2(t->render_modellight_diffuse))
1719 permutation |= SHADERPERMUTATION_DIFFUSE;
1720 if (VectorLength2(t->render_modellight_specular) > 0)
1721 permutation |= SHADERPERMUTATION_SPECULAR;
1722 if (r_refdef.fogenabled)
1723 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1724 if (t->colormapping)
1725 permutation |= SHADERPERMUTATION_COLORMAPPING;
1726 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1728 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1729 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1731 if (r_shadow_shadowmap2ddepthbuffer)
1732 permutation |= SHADERPERMUTATION_DEPTHRGB;
1734 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1735 permutation |= SHADERPERMUTATION_REFLECTION;
1736 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1737 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1738 if (t->reflectmasktexture)
1739 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1740 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1742 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1743 if (r_shadow_bouncegrid_state.directional)
1744 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1746 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1747 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1748 // when using alphatocoverage, we don't need alphakill
1749 if (vid.allowalphatocoverage)
1751 if (r_transparent_alphatocoverage.integer)
1753 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1754 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1757 GL_AlphaToCoverage(false);
1762 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1764 switch(t->offsetmapping)
1766 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1767 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1768 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1769 case OFFSETMAPPING_OFF: break;
1772 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1773 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1774 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1775 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1777 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1778 permutation |= SHADERPERMUTATION_GLOW;
1779 if (r_refdef.fogenabled)
1780 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1781 if (t->colormapping)
1782 permutation |= SHADERPERMUTATION_COLORMAPPING;
1783 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1785 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1786 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1788 if (r_shadow_shadowmap2ddepthbuffer)
1789 permutation |= SHADERPERMUTATION_DEPTHRGB;
1791 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1792 permutation |= SHADERPERMUTATION_REFLECTION;
1793 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1794 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1795 if (t->reflectmasktexture)
1796 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1797 if (FAKELIGHT_ENABLED)
1799 // fake lightmapping (q1bsp, q3bsp, fullbright map)
1800 mode = SHADERMODE_FAKELIGHT;
1801 permutation |= SHADERPERMUTATION_DIFFUSE;
1802 if (VectorLength2(t->render_lightmap_specular) > 0)
1803 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1805 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1807 // deluxemapping (light direction texture)
1808 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1809 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1811 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1812 permutation |= SHADERPERMUTATION_DIFFUSE;
1813 if (VectorLength2(t->render_lightmap_specular) > 0)
1814 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1816 else if (r_glsl_deluxemapping.integer >= 2)
1818 // fake deluxemapping (uniform light direction in tangentspace)
1819 if (rsurface.uselightmaptexture)
1820 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1822 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1823 permutation |= SHADERPERMUTATION_DIFFUSE;
1824 if (VectorLength2(t->render_lightmap_specular) > 0)
1825 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1827 else if (rsurface.uselightmaptexture)
1829 // ordinary lightmapping (q1bsp, q3bsp)
1830 mode = SHADERMODE_LIGHTMAP;
1834 // ordinary vertex coloring (q3bsp)
1835 mode = SHADERMODE_VERTEXCOLOR;
1837 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1839 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1840 if (r_shadow_bouncegrid_state.directional)
1841 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1843 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1844 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1845 // when using alphatocoverage, we don't need alphakill
1846 if (vid.allowalphatocoverage)
1848 if (r_transparent_alphatocoverage.integer)
1850 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1851 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1854 GL_AlphaToCoverage(false);
1857 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1858 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1859 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1860 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1861 switch(vid.renderpath)
1863 case RENDERPATH_GL32:
1864 case RENDERPATH_GLES2:
1865 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);
1866 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
1867 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
1868 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
1869 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
1870 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
1871 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
1872 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
1873 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
1874 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
1875 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
1876 // this has to be after RSurf_PrepareVerticesForBatch
1877 if (rsurface.batchskeletaltransform3x4buffer)
1878 permutation |= SHADERPERMUTATION_SKELETAL;
1879 R_SetupShader_SetPermutationGLSL(mode, permutation);
1880 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1881 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);
1883 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1884 if (mode == SHADERMODE_LIGHTSOURCE)
1886 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1887 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1888 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1889 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1890 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1891 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1893 // additive passes are only darkened by fog, not tinted
1894 if (r_glsl_permutation->loc_FogColor >= 0)
1895 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1896 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);
1900 if (mode == SHADERMODE_FLATCOLOR)
1902 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]);
1904 else if (mode == SHADERMODE_LIGHTDIRECTION)
1906 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]);
1907 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]);
1908 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]);
1909 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]);
1910 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]);
1911 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1912 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]);
1916 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]);
1917 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]);
1918 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]);
1919 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]);
1920 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]);
1922 // additive passes are only darkened by fog, not tinted
1923 if (r_glsl_permutation->loc_FogColor >= 0)
1925 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1926 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1928 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1930 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);
1931 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]);
1932 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]);
1933 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);
1934 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);
1935 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1936 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1937 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);
1938 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1940 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1941 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1942 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1943 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1945 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]);
1946 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]);
1950 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]);
1951 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]);
1954 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]);
1955 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));
1956 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1957 if (r_glsl_permutation->loc_Color_Pants >= 0)
1959 if (t->pantstexture)
1960 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1962 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1964 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1966 if (t->shirttexture)
1967 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1969 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1971 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]);
1972 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1973 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1974 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1975 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1976 r_glsl_offsetmapping_scale.value*t->offsetscale,
1977 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1978 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1979 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1981 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);
1982 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1983 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]);
1984 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1985 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);}
1986 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1988 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
1989 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
1990 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
1991 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
1992 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
1993 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
1994 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
1995 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
1996 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
1997 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
1998 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
1999 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2000 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2001 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2002 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2003 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2004 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2005 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2006 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2007 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2008 if (rsurfacepass == RSURFPASS_BACKGROUND)
2010 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);
2011 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);
2012 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);
2016 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);
2018 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2019 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2020 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2021 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2023 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2024 if (rsurface.rtlight)
2026 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2027 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2030 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2036 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2038 // select a permutation of the lighting shader appropriate to this
2039 // combination of texture, entity, light source, and fogging, only use the
2040 // minimum features necessary to avoid wasting rendering time in the
2041 // fragment shader on features that are not being used
2042 dpuint64 permutation = 0;
2043 unsigned int mode = 0;
2044 const float *lightcolorbase = rtlight->currentcolor;
2045 float ambientscale = rtlight->ambientscale;
2046 float diffusescale = rtlight->diffusescale;
2047 float specularscale = rtlight->specularscale;
2048 // this is the location of the light in view space
2049 vec3_t viewlightorigin;
2050 // this transforms from view space (camera) to light space (cubemap)
2051 matrix4x4_t viewtolight;
2052 matrix4x4_t lighttoview;
2053 float viewtolight16f[16];
2055 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2056 if (rtlight->currentcubemap != r_texture_whitecube)
2057 permutation |= SHADERPERMUTATION_CUBEFILTER;
2058 if (diffusescale > 0)
2059 permutation |= SHADERPERMUTATION_DIFFUSE;
2060 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2061 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2062 if (r_shadow_usingshadowmap2d)
2064 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2065 if (r_shadow_shadowmapvsdct)
2066 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2068 if (r_shadow_shadowmap2ddepthbuffer)
2069 permutation |= SHADERPERMUTATION_DEPTHRGB;
2071 if (vid.allowalphatocoverage)
2072 GL_AlphaToCoverage(false);
2073 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2074 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2075 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2076 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2077 switch(vid.renderpath)
2079 case RENDERPATH_GL32:
2080 case RENDERPATH_GLES2:
2081 R_SetupShader_SetPermutationGLSL(mode, permutation);
2082 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2083 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2084 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2085 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2086 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2087 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]);
2088 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]);
2089 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);
2090 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]);
2091 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2093 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2094 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2095 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2096 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2097 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2102 #define SKINFRAME_HASH 1024
2106 unsigned int loadsequence; // incremented each level change
2107 memexpandablearray_t array;
2108 skinframe_t *hash[SKINFRAME_HASH];
2111 r_skinframe_t r_skinframe;
2113 void R_SkinFrame_PrepareForPurge(void)
2115 r_skinframe.loadsequence++;
2116 // wrap it without hitting zero
2117 if (r_skinframe.loadsequence >= 200)
2118 r_skinframe.loadsequence = 1;
2121 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2125 // mark the skinframe as used for the purging code
2126 skinframe->loadsequence = r_skinframe.loadsequence;
2129 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2133 if (s->merged == s->base)
2135 R_PurgeTexture(s->stain); s->stain = NULL;
2136 R_PurgeTexture(s->merged); s->merged = NULL;
2137 R_PurgeTexture(s->base); s->base = NULL;
2138 R_PurgeTexture(s->pants); s->pants = NULL;
2139 R_PurgeTexture(s->shirt); s->shirt = NULL;
2140 R_PurgeTexture(s->nmap); s->nmap = NULL;
2141 R_PurgeTexture(s->gloss); s->gloss = NULL;
2142 R_PurgeTexture(s->glow); s->glow = NULL;
2143 R_PurgeTexture(s->fog); s->fog = NULL;
2144 R_PurgeTexture(s->reflect); s->reflect = NULL;
2145 s->loadsequence = 0;
2148 void R_SkinFrame_Purge(void)
2152 for (i = 0;i < SKINFRAME_HASH;i++)
2154 for (s = r_skinframe.hash[i];s;s = s->next)
2156 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2157 R_SkinFrame_PurgeSkinFrame(s);
2162 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2164 char basename[MAX_QPATH];
2166 Image_StripImageExtension(name, basename, sizeof(basename));
2168 if( last == NULL ) {
2170 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2171 item = r_skinframe.hash[hashindex];
2176 // linearly search through the hash bucket
2177 for( ; item ; item = item->next ) {
2178 if( !strcmp( item->basename, basename ) ) {
2185 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2189 char basename[MAX_QPATH];
2191 Image_StripImageExtension(name, basename, sizeof(basename));
2193 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2194 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2195 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
2202 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2203 memset(item, 0, sizeof(*item));
2204 strlcpy(item->basename, basename, sizeof(item->basename));
2205 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
2206 item->comparewidth = comparewidth;
2207 item->compareheight = compareheight;
2208 item->comparecrc = comparecrc;
2209 item->next = r_skinframe.hash[hashindex];
2210 r_skinframe.hash[hashindex] = item;
2212 else if (textureflags & TEXF_FORCE_RELOAD)
2216 R_SkinFrame_PurgeSkinFrame(item);
2219 R_SkinFrame_MarkUsed(item);
2223 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2225 unsigned long long avgcolor[5], wsum; \
2233 for(pix = 0; pix < cnt; ++pix) \
2236 for(comp = 0; comp < 3; ++comp) \
2238 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2241 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2243 for(comp = 0; comp < 3; ++comp) \
2244 avgcolor[comp] += getpixel * w; \
2247 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2248 avgcolor[4] += getpixel; \
2250 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2252 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2253 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2254 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2255 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2258 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2260 skinframe_t *skinframe;
2262 if (cls.state == ca_dedicated)
2265 // return an existing skinframe if already loaded
2266 // if loading of the first image fails, don't make a new skinframe as it
2267 // would cause all future lookups of this to be missing
2268 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, -1, false);
2269 if (skinframe && skinframe->base)
2272 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2275 extern cvar_t gl_picmip;
2276 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2279 unsigned char *pixels;
2280 unsigned char *bumppixels;
2281 unsigned char *basepixels = NULL;
2282 int basepixels_width = 0;
2283 int basepixels_height = 0;
2284 rtexture_t *ddsbase = NULL;
2285 qboolean ddshasalpha = false;
2286 float ddsavgcolor[4];
2287 char basename[MAX_QPATH];
2288 int miplevel = R_PicmipForFlags(textureflags);
2289 int savemiplevel = miplevel;
2293 if (cls.state == ca_dedicated)
2296 Image_StripImageExtension(name, basename, sizeof(basename));
2298 // check for DDS texture file first
2299 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2301 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2302 if (basepixels == NULL && fallbacknotexture)
2303 basepixels = Image_GenerateNoTexture();
2304 if (basepixels == NULL)
2308 // FIXME handle miplevel
2310 if (developer_loading.integer)
2311 Con_Printf("loading skin \"%s\"\n", name);
2313 // we've got some pixels to store, so really allocate this new texture now
2315 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2316 textureflags &= ~TEXF_FORCE_RELOAD;
2317 skinframe->stain = NULL;
2318 skinframe->merged = NULL;
2319 skinframe->base = NULL;
2320 skinframe->pants = NULL;
2321 skinframe->shirt = NULL;
2322 skinframe->nmap = NULL;
2323 skinframe->gloss = NULL;
2324 skinframe->glow = NULL;
2325 skinframe->fog = NULL;
2326 skinframe->reflect = NULL;
2327 skinframe->hasalpha = false;
2328 // we could store the q2animname here too
2332 skinframe->base = ddsbase;
2333 skinframe->hasalpha = ddshasalpha;
2334 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2335 if (r_loadfog && skinframe->hasalpha)
2336 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);
2337 //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]);
2341 basepixels_width = image_width;
2342 basepixels_height = image_height;
2343 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);
2344 if (textureflags & TEXF_ALPHA)
2346 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2348 if (basepixels[j] < 255)
2350 skinframe->hasalpha = true;
2354 if (r_loadfog && skinframe->hasalpha)
2356 // has transparent pixels
2357 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2358 for (j = 0;j < image_width * image_height * 4;j += 4)
2363 pixels[j+3] = basepixels[j+3];
2365 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);
2369 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2371 //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]);
2372 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
2373 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2374 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
2375 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2381 mymiplevel = savemiplevel;
2382 if (r_loadnormalmap)
2383 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);
2384 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2386 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2387 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2388 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2389 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2392 // _norm is the name used by tenebrae and has been adopted as standard
2393 if (r_loadnormalmap && skinframe->nmap == NULL)
2395 mymiplevel = savemiplevel;
2396 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2398 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);
2402 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2404 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2405 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2406 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);
2408 Mem_Free(bumppixels);
2410 else if (r_shadow_bumpscale_basetexture.value > 0)
2412 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2413 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2414 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);
2418 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
2419 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2423 // _luma is supported only for tenebrae compatibility
2424 // _glow is the preferred name
2425 mymiplevel = savemiplevel;
2426 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2428 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);
2430 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
2431 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2433 Mem_Free(pixels);pixels = NULL;
2436 mymiplevel = savemiplevel;
2437 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2439 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);
2441 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
2442 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2448 mymiplevel = savemiplevel;
2449 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2451 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);
2453 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
2454 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2460 mymiplevel = savemiplevel;
2461 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2463 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);
2465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
2466 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2472 mymiplevel = savemiplevel;
2473 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2475 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);
2477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
2478 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2485 Mem_Free(basepixels);
2490 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2491 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
2494 skinframe_t *skinframe;
2497 if (cls.state == ca_dedicated)
2500 // if already loaded just return it, otherwise make a new skinframe
2501 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height*4) : -1, true);
2502 if (skinframe->base)
2504 textureflags &= ~TEXF_FORCE_RELOAD;
2506 skinframe->stain = NULL;
2507 skinframe->merged = NULL;
2508 skinframe->base = NULL;
2509 skinframe->pants = NULL;
2510 skinframe->shirt = NULL;
2511 skinframe->nmap = NULL;
2512 skinframe->gloss = NULL;
2513 skinframe->glow = NULL;
2514 skinframe->fog = NULL;
2515 skinframe->reflect = NULL;
2516 skinframe->hasalpha = false;
2518 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2522 if (developer_loading.integer)
2523 Con_Printf("loading 32bit skin \"%s\"\n", name);
2525 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2527 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2528 unsigned char *b = a + width * height * 4;
2529 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2530 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);
2533 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2534 if (textureflags & TEXF_ALPHA)
2536 for (i = 3;i < width * height * 4;i += 4)
2538 if (skindata[i] < 255)
2540 skinframe->hasalpha = true;
2544 if (r_loadfog && skinframe->hasalpha)
2546 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2547 memcpy(fogpixels, skindata, width * height * 4);
2548 for (i = 0;i < width * height * 4;i += 4)
2549 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2550 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2551 Mem_Free(fogpixels);
2555 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2556 //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]);
2561 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2565 skinframe_t *skinframe;
2567 if (cls.state == ca_dedicated)
2570 // if already loaded just return it, otherwise make a new skinframe
2571 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height) : -1, true);
2572 if (skinframe->base)
2574 //textureflags &= ~TEXF_FORCE_RELOAD;
2576 skinframe->stain = NULL;
2577 skinframe->merged = NULL;
2578 skinframe->base = NULL;
2579 skinframe->pants = NULL;
2580 skinframe->shirt = NULL;
2581 skinframe->nmap = NULL;
2582 skinframe->gloss = NULL;
2583 skinframe->glow = NULL;
2584 skinframe->fog = NULL;
2585 skinframe->reflect = NULL;
2586 skinframe->hasalpha = false;
2588 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2592 if (developer_loading.integer)
2593 Con_Printf("loading quake skin \"%s\"\n", name);
2595 // 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)
2596 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2597 memcpy(skinframe->qpixels, skindata, width*height);
2598 skinframe->qwidth = width;
2599 skinframe->qheight = height;
2602 for (i = 0;i < width * height;i++)
2603 featuresmask |= palette_featureflags[skindata[i]];
2605 skinframe->hasalpha = false;
2608 skinframe->hasalpha = true;
2609 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2610 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2611 skinframe->qgeneratemerged = true;
2612 skinframe->qgeneratebase = skinframe->qhascolormapping;
2613 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2615 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2616 //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]);
2621 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2625 unsigned char *skindata;
2628 if (!skinframe->qpixels)
2631 if (!skinframe->qhascolormapping)
2632 colormapped = false;
2636 if (!skinframe->qgeneratebase)
2641 if (!skinframe->qgeneratemerged)
2645 width = skinframe->qwidth;
2646 height = skinframe->qheight;
2647 skindata = skinframe->qpixels;
2649 if (skinframe->qgeneratenmap)
2651 unsigned char *a, *b;
2652 skinframe->qgeneratenmap = false;
2653 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2654 b = a + width * height * 4;
2655 // use either a custom palette or the quake palette
2656 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2657 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2658 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);
2662 if (skinframe->qgenerateglow)
2664 skinframe->qgenerateglow = false;
2665 if (skinframe->hasalpha) // fence textures
2666 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
2668 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
2673 skinframe->qgeneratebase = false;
2674 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);
2675 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);
2676 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);
2680 skinframe->qgeneratemerged = false;
2681 if (skinframe->hasalpha) // fence textures
2682 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);
2684 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);
2687 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2689 Mem_Free(skinframe->qpixels);
2690 skinframe->qpixels = NULL;
2694 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)
2697 skinframe_t *skinframe;
2700 if (cls.state == ca_dedicated)
2703 // if already loaded just return it, otherwise make a new skinframe
2704 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2705 if (skinframe->base)
2707 textureflags &= ~TEXF_FORCE_RELOAD;
2709 skinframe->stain = NULL;
2710 skinframe->merged = NULL;
2711 skinframe->base = NULL;
2712 skinframe->pants = NULL;
2713 skinframe->shirt = NULL;
2714 skinframe->nmap = NULL;
2715 skinframe->gloss = NULL;
2716 skinframe->glow = NULL;
2717 skinframe->fog = NULL;
2718 skinframe->reflect = NULL;
2719 skinframe->hasalpha = false;
2721 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2725 if (developer_loading.integer)
2726 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2728 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2729 if ((textureflags & TEXF_ALPHA) && alphapalette)
2731 for (i = 0;i < width * height;i++)
2733 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2735 skinframe->hasalpha = true;
2739 if (r_loadfog && skinframe->hasalpha)
2740 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2743 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2744 //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]);
2749 skinframe_t *R_SkinFrame_LoadMissing(void)
2751 skinframe_t *skinframe;
2753 if (cls.state == ca_dedicated)
2756 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2757 skinframe->stain = NULL;
2758 skinframe->merged = NULL;
2759 skinframe->base = NULL;
2760 skinframe->pants = NULL;
2761 skinframe->shirt = NULL;
2762 skinframe->nmap = NULL;
2763 skinframe->gloss = NULL;
2764 skinframe->glow = NULL;
2765 skinframe->fog = NULL;
2766 skinframe->reflect = NULL;
2767 skinframe->hasalpha = false;
2769 skinframe->avgcolor[0] = rand() / RAND_MAX;
2770 skinframe->avgcolor[1] = rand() / RAND_MAX;
2771 skinframe->avgcolor[2] = rand() / RAND_MAX;
2772 skinframe->avgcolor[3] = 1;
2777 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2780 static unsigned char pix[16][16][4];
2782 if (cls.state == ca_dedicated)
2785 // this makes a light grey/dark grey checkerboard texture
2788 for (y = 0; y < 16; y++)
2790 for (x = 0; x < 16; x++)
2792 if ((y < 8) ^ (x < 8))
2810 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
2813 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2815 skinframe_t *skinframe;
2816 if (cls.state == ca_dedicated)
2818 // if already loaded just return it, otherwise make a new skinframe
2819 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
2820 if (skinframe->base)
2822 textureflags &= ~TEXF_FORCE_RELOAD;
2823 skinframe->stain = NULL;
2824 skinframe->merged = NULL;
2825 skinframe->base = NULL;
2826 skinframe->pants = NULL;
2827 skinframe->shirt = NULL;
2828 skinframe->nmap = NULL;
2829 skinframe->gloss = NULL;
2830 skinframe->glow = NULL;
2831 skinframe->fog = NULL;
2832 skinframe->reflect = NULL;
2833 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2834 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2837 if (developer_loading.integer)
2838 Con_Printf("loading 32bit skin \"%s\"\n", name);
2839 skinframe->base = skinframe->merged = tex;
2840 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2844 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2845 typedef struct suffixinfo_s
2848 qboolean flipx, flipy, flipdiagonal;
2851 static suffixinfo_t suffix[3][6] =
2854 {"px", false, false, false},
2855 {"nx", false, false, false},
2856 {"py", false, false, false},
2857 {"ny", false, false, false},
2858 {"pz", false, false, false},
2859 {"nz", false, false, false}
2862 {"posx", false, false, false},
2863 {"negx", false, false, false},
2864 {"posy", false, false, false},
2865 {"negy", false, false, false},
2866 {"posz", false, false, false},
2867 {"negz", false, false, false}
2870 {"rt", true, false, true},
2871 {"lf", false, true, true},
2872 {"ft", true, true, false},
2873 {"bk", false, false, false},
2874 {"up", true, false, true},
2875 {"dn", true, false, true}
2879 static int componentorder[4] = {0, 1, 2, 3};
2881 static rtexture_t *R_LoadCubemap(const char *basename)
2883 int i, j, cubemapsize;
2884 unsigned char *cubemappixels, *image_buffer;
2885 rtexture_t *cubemaptexture;
2887 // must start 0 so the first loadimagepixels has no requested width/height
2889 cubemappixels = NULL;
2890 cubemaptexture = NULL;
2891 // keep trying different suffix groups (posx, px, rt) until one loads
2892 for (j = 0;j < 3 && !cubemappixels;j++)
2894 // load the 6 images in the suffix group
2895 for (i = 0;i < 6;i++)
2897 // generate an image name based on the base and and suffix
2898 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2900 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2902 // an image loaded, make sure width and height are equal
2903 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2905 // if this is the first image to load successfully, allocate the cubemap memory
2906 if (!cubemappixels && image_width >= 1)
2908 cubemapsize = image_width;
2909 // note this clears to black, so unavailable sides are black
2910 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2912 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2914 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);
2917 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2919 Mem_Free(image_buffer);
2923 // if a cubemap loaded, upload it
2926 if (developer_loading.integer)
2927 Con_Printf("loading cubemap \"%s\"\n", basename);
2929 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);
2930 Mem_Free(cubemappixels);
2934 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2935 if (developer_loading.integer)
2937 Con_Printf("(tried tried images ");
2938 for (j = 0;j < 3;j++)
2939 for (i = 0;i < 6;i++)
2940 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2941 Con_Print(" and was unable to find any of them).\n");
2944 return cubemaptexture;
2947 rtexture_t *R_GetCubemap(const char *basename)
2950 for (i = 0;i < r_texture_numcubemaps;i++)
2951 if (r_texture_cubemaps[i] != NULL)
2952 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2953 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2954 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2955 return r_texture_whitecube;
2956 r_texture_numcubemaps++;
2957 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2958 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2959 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2960 return r_texture_cubemaps[i]->texture;
2963 static void R_Main_FreeViewCache(void)
2965 if (r_refdef.viewcache.entityvisible)
2966 Mem_Free(r_refdef.viewcache.entityvisible);
2967 if (r_refdef.viewcache.world_pvsbits)
2968 Mem_Free(r_refdef.viewcache.world_pvsbits);
2969 if (r_refdef.viewcache.world_leafvisible)
2970 Mem_Free(r_refdef.viewcache.world_leafvisible);
2971 if (r_refdef.viewcache.world_surfacevisible)
2972 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2973 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2976 static void R_Main_ResizeViewCache(void)
2978 int numentities = r_refdef.scene.numentities;
2979 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2980 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2981 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2982 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2983 if (r_refdef.viewcache.maxentities < numentities)
2985 r_refdef.viewcache.maxentities = numentities;
2986 if (r_refdef.viewcache.entityvisible)
2987 Mem_Free(r_refdef.viewcache.entityvisible);
2988 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2990 if (r_refdef.viewcache.world_numclusters != numclusters)
2992 r_refdef.viewcache.world_numclusters = numclusters;
2993 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2994 if (r_refdef.viewcache.world_pvsbits)
2995 Mem_Free(r_refdef.viewcache.world_pvsbits);
2996 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2998 if (r_refdef.viewcache.world_numleafs != numleafs)
3000 r_refdef.viewcache.world_numleafs = numleafs;
3001 if (r_refdef.viewcache.world_leafvisible)
3002 Mem_Free(r_refdef.viewcache.world_leafvisible);
3003 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3005 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3007 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3008 if (r_refdef.viewcache.world_surfacevisible)
3009 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3010 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3014 extern rtexture_t *loadingscreentexture;
3015 static void gl_main_start(void)
3017 loadingscreentexture = NULL;
3018 r_texture_blanknormalmap = NULL;
3019 r_texture_white = NULL;
3020 r_texture_grey128 = NULL;
3021 r_texture_black = NULL;
3022 r_texture_whitecube = NULL;
3023 r_texture_normalizationcube = NULL;
3024 r_texture_fogattenuation = NULL;
3025 r_texture_fogheighttexture = NULL;
3026 r_texture_gammaramps = NULL;
3027 r_texture_numcubemaps = 0;
3028 r_uniformbufferalignment = 32;
3030 r_loaddds = r_texture_dds_load.integer != 0;
3031 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3033 switch(vid.renderpath)
3035 case RENDERPATH_GL32:
3036 case RENDERPATH_GLES2:
3037 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3038 Cvar_SetValueQuick(&gl_combine, 1);
3039 Cvar_SetValueQuick(&r_glsl, 1);
3040 r_loadnormalmap = true;
3043 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3044 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3050 R_FrameData_Reset();
3051 R_BufferData_Reset();
3055 memset(r_queries, 0, sizeof(r_queries));
3057 r_qwskincache = NULL;
3058 r_qwskincache_size = 0;
3060 // due to caching of texture_t references, the collision cache must be reset
3061 Collision_Cache_Reset(true);
3063 // set up r_skinframe loading system for textures
3064 memset(&r_skinframe, 0, sizeof(r_skinframe));
3065 r_skinframe.loadsequence = 1;
3066 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3068 r_main_texturepool = R_AllocTexturePool();
3069 R_BuildBlankTextures();
3072 R_BuildNormalizationCube();
3073 r_texture_fogattenuation = NULL;
3074 r_texture_fogheighttexture = NULL;
3075 r_texture_gammaramps = NULL;
3076 //r_texture_fogintensity = NULL;
3077 memset(&r_fb, 0, sizeof(r_fb));
3078 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3079 r_glsl_permutation = NULL;
3080 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3081 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3082 memset(&r_svbsp, 0, sizeof (r_svbsp));
3084 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3085 r_texture_numcubemaps = 0;
3087 r_refdef.fogmasktable_density = 0;
3090 // For Steelstorm Android
3091 // FIXME CACHE the program and reload
3092 // FIXME see possible combinations for SS:BR android
3093 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3094 R_SetupShader_SetPermutationGLSL(0, 12);
3095 R_SetupShader_SetPermutationGLSL(0, 13);
3096 R_SetupShader_SetPermutationGLSL(0, 8388621);
3097 R_SetupShader_SetPermutationGLSL(3, 0);
3098 R_SetupShader_SetPermutationGLSL(3, 2048);
3099 R_SetupShader_SetPermutationGLSL(5, 0);
3100 R_SetupShader_SetPermutationGLSL(5, 2);
3101 R_SetupShader_SetPermutationGLSL(5, 2048);
3102 R_SetupShader_SetPermutationGLSL(5, 8388608);
3103 R_SetupShader_SetPermutationGLSL(11, 1);
3104 R_SetupShader_SetPermutationGLSL(11, 2049);
3105 R_SetupShader_SetPermutationGLSL(11, 8193);
3106 R_SetupShader_SetPermutationGLSL(11, 10241);
3107 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3111 static void gl_main_shutdown(void)
3113 R_RenderTarget_FreeUnused(true);
3114 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3116 R_FrameData_Reset();
3117 R_BufferData_Reset();
3119 R_Main_FreeViewCache();
3121 switch(vid.renderpath)
3123 case RENDERPATH_GL32:
3124 case RENDERPATH_GLES2:
3125 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
3127 qglDeleteQueriesARB(r_maxqueries, r_queries);
3134 memset(r_queries, 0, sizeof(r_queries));
3136 r_qwskincache = NULL;
3137 r_qwskincache_size = 0;
3139 // clear out the r_skinframe state
3140 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3141 memset(&r_skinframe, 0, sizeof(r_skinframe));
3144 Mem_Free(r_svbsp.nodes);
3145 memset(&r_svbsp, 0, sizeof (r_svbsp));
3146 R_FreeTexturePool(&r_main_texturepool);
3147 loadingscreentexture = NULL;
3148 r_texture_blanknormalmap = NULL;
3149 r_texture_white = NULL;
3150 r_texture_grey128 = NULL;
3151 r_texture_black = NULL;
3152 r_texture_whitecube = NULL;
3153 r_texture_normalizationcube = NULL;
3154 r_texture_fogattenuation = NULL;
3155 r_texture_fogheighttexture = NULL;
3156 r_texture_gammaramps = NULL;
3157 r_texture_numcubemaps = 0;
3158 //r_texture_fogintensity = NULL;
3159 memset(&r_fb, 0, sizeof(r_fb));
3162 r_glsl_permutation = NULL;
3163 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3164 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3167 static void gl_main_newmap(void)
3169 // FIXME: move this code to client
3170 char *entities, entname[MAX_QPATH];
3172 Mem_Free(r_qwskincache);
3173 r_qwskincache = NULL;
3174 r_qwskincache_size = 0;
3177 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3178 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3180 CL_ParseEntityLump(entities);
3184 if (cl.worldmodel->brush.entities)
3185 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3187 R_Main_FreeViewCache();
3189 R_FrameData_Reset();
3190 R_BufferData_Reset();
3193 void GL_Main_Init(void)
3196 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3197 R_InitShaderModeInfo();
3199 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3200 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3201 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3202 if (gamemode == GAME_NEHAHRA)
3204 Cvar_RegisterVariable (&gl_fogenable);
3205 Cvar_RegisterVariable (&gl_fogdensity);
3206 Cvar_RegisterVariable (&gl_fogred);
3207 Cvar_RegisterVariable (&gl_foggreen);
3208 Cvar_RegisterVariable (&gl_fogblue);
3209 Cvar_RegisterVariable (&gl_fogstart);
3210 Cvar_RegisterVariable (&gl_fogend);
3211 Cvar_RegisterVariable (&gl_skyclip);
3213 Cvar_RegisterVariable(&r_motionblur);
3214 Cvar_RegisterVariable(&r_damageblur);
3215 Cvar_RegisterVariable(&r_motionblur_averaging);
3216 Cvar_RegisterVariable(&r_motionblur_randomize);
3217 Cvar_RegisterVariable(&r_motionblur_minblur);
3218 Cvar_RegisterVariable(&r_motionblur_maxblur);
3219 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3220 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3221 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3222 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3223 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3224 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3225 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3226 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3227 Cvar_RegisterVariable(&r_equalize_entities_by);
3228 Cvar_RegisterVariable(&r_equalize_entities_to);
3229 Cvar_RegisterVariable(&r_depthfirst);
3230 Cvar_RegisterVariable(&r_useinfinitefarclip);
3231 Cvar_RegisterVariable(&r_farclip_base);
3232 Cvar_RegisterVariable(&r_farclip_world);
3233 Cvar_RegisterVariable(&r_nearclip);
3234 Cvar_RegisterVariable(&r_deformvertexes);
3235 Cvar_RegisterVariable(&r_transparent);
3236 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3237 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3238 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3239 Cvar_RegisterVariable(&r_showoverdraw);
3240 Cvar_RegisterVariable(&r_showbboxes);
3241 Cvar_RegisterVariable(&r_showbboxes_client);
3242 Cvar_RegisterVariable(&r_showsurfaces);
3243 Cvar_RegisterVariable(&r_showtris);
3244 Cvar_RegisterVariable(&r_shownormals);
3245 Cvar_RegisterVariable(&r_showlighting);
3246 Cvar_RegisterVariable(&r_showcollisionbrushes);
3247 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3248 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3249 Cvar_RegisterVariable(&r_showdisabledepthtest);
3250 Cvar_RegisterVariable(&r_showspriteedges);
3251 Cvar_RegisterVariable(&r_showparticleedges);
3252 Cvar_RegisterVariable(&r_drawportals);
3253 Cvar_RegisterVariable(&r_drawentities);
3254 Cvar_RegisterVariable(&r_draw2d);
3255 Cvar_RegisterVariable(&r_drawworld);
3256 Cvar_RegisterVariable(&r_cullentities_trace);
3257 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3258 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3259 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3260 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3261 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3262 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3263 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3264 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3265 Cvar_RegisterVariable(&r_sortentities);
3266 Cvar_RegisterVariable(&r_drawviewmodel);
3267 Cvar_RegisterVariable(&r_drawexteriormodel);
3268 Cvar_RegisterVariable(&r_speeds);
3269 Cvar_RegisterVariable(&r_fullbrights);
3270 Cvar_RegisterVariable(&r_wateralpha);
3271 Cvar_RegisterVariable(&r_dynamic);
3272 Cvar_RegisterVariable(&r_fakelight);
3273 Cvar_RegisterVariable(&r_fakelight_intensity);
3274 Cvar_RegisterVariable(&r_fullbright_directed);
3275 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3276 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3277 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3278 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3279 Cvar_RegisterVariable(&r_fullbright);
3280 Cvar_RegisterVariable(&r_shadows);
3281 Cvar_RegisterVariable(&r_shadows_darken);
3282 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3283 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3284 Cvar_RegisterVariable(&r_shadows_throwdistance);
3285 Cvar_RegisterVariable(&r_shadows_throwdirection);
3286 Cvar_RegisterVariable(&r_shadows_focus);
3287 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3288 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3289 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3290 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3291 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3292 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3293 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3294 Cvar_RegisterVariable(&r_fog_exp2);
3295 Cvar_RegisterVariable(&r_fog_clear);
3296 Cvar_RegisterVariable(&r_drawfog);
3297 Cvar_RegisterVariable(&r_transparentdepthmasking);
3298 Cvar_RegisterVariable(&r_transparent_sortmindist);
3299 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3300 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3301 Cvar_RegisterVariable(&r_texture_dds_load);
3302 Cvar_RegisterVariable(&r_texture_dds_save);
3303 Cvar_RegisterVariable(&r_textureunits);
3304 Cvar_RegisterVariable(&gl_combine);
3305 Cvar_RegisterVariable(&r_usedepthtextures);
3306 Cvar_RegisterVariable(&r_viewfbo);
3307 Cvar_RegisterVariable(&r_rendertarget_debug);
3308 Cvar_RegisterVariable(&r_viewscale);
3309 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3310 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3311 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3312 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3313 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3314 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3315 Cvar_RegisterVariable(&r_glsl);
3316 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3317 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3318 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3319 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3320 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3321 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3322 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3323 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3324 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3325 Cvar_RegisterVariable(&r_glsl_postprocess);
3326 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3327 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3328 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3329 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3330 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3331 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3332 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3333 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3334 Cvar_RegisterVariable(&r_celshading);
3335 Cvar_RegisterVariable(&r_celoutlines);
3337 Cvar_RegisterVariable(&r_water);
3338 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3339 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3340 Cvar_RegisterVariable(&r_water_clippingplanebias);
3341 Cvar_RegisterVariable(&r_water_refractdistort);
3342 Cvar_RegisterVariable(&r_water_reflectdistort);
3343 Cvar_RegisterVariable(&r_water_scissormode);
3344 Cvar_RegisterVariable(&r_water_lowquality);
3345 Cvar_RegisterVariable(&r_water_hideplayer);
3347 Cvar_RegisterVariable(&r_lerpsprites);
3348 Cvar_RegisterVariable(&r_lerpmodels);
3349 Cvar_RegisterVariable(&r_lerplightstyles);
3350 Cvar_RegisterVariable(&r_waterscroll);
3351 Cvar_RegisterVariable(&r_bloom);
3352 Cvar_RegisterVariable(&r_bloom_colorscale);
3353 Cvar_RegisterVariable(&r_bloom_brighten);
3354 Cvar_RegisterVariable(&r_bloom_blur);
3355 Cvar_RegisterVariable(&r_bloom_resolution);
3356 Cvar_RegisterVariable(&r_bloom_colorexponent);
3357 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3358 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3359 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3360 Cvar_RegisterVariable(&r_hdr_glowintensity);
3361 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3362 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3363 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3364 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3365 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3366 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3367 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3368 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3369 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3370 Cvar_RegisterVariable(&developer_texturelogging);
3371 Cvar_RegisterVariable(&gl_lightmaps);
3372 Cvar_RegisterVariable(&r_test);
3373 Cvar_RegisterVariable(&r_batch_multidraw);
3374 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3375 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3376 Cvar_RegisterVariable(&r_glsl_skeletal);
3377 Cvar_RegisterVariable(&r_glsl_saturation);
3378 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3379 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3380 Cvar_RegisterVariable(&r_framedatasize);
3381 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3382 Cvar_RegisterVariable(&r_buffermegs[i]);
3383 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3384 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3385 Cvar_SetValue("r_fullbrights", 0);
3386 #ifdef DP_MOBILETOUCH
3387 // GLES devices have terrible depth precision in general, so...
3388 Cvar_SetValueQuick(&r_nearclip, 4);
3389 Cvar_SetValueQuick(&r_farclip_base, 4096);
3390 Cvar_SetValueQuick(&r_farclip_world, 0);
3391 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3393 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3396 void Render_Init(void)
3409 R_LightningBeams_Init();
3419 extern char *ENGINE_EXTENSIONS;
3422 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3423 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3424 gl_version = (const char *)qglGetString(GL_VERSION);
3425 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3429 if (!gl_platformextensions)
3430 gl_platformextensions = "";
3432 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3433 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3434 Con_Printf("GL_VERSION: %s\n", gl_version);
3435 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3436 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3438 VID_CheckExtensions();
3440 // LordHavoc: report supported extensions
3442 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3444 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
3447 // clear to black (loading plaque will be seen over this)
3448 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
3452 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3456 if (r_trippy.integer)
3458 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3460 p = r_refdef.view.frustum + i;
3465 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3469 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3473 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3477 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3481 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3485 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3489 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3493 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3501 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3505 if (r_trippy.integer)
3507 for (i = 0;i < numplanes;i++)
3514 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3518 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3522 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3526 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3530 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3534 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3538 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3542 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3550 //==================================================================================
3552 // LordHavoc: this stores temporary data used within the same frame
3554 typedef struct r_framedata_mem_s
3556 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3557 size_t size; // how much usable space
3558 size_t current; // how much space in use
3559 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3560 size_t wantedsize; // how much space was allocated
3561 unsigned char *data; // start of real data (16byte aligned)
3565 static r_framedata_mem_t *r_framedata_mem;
3567 void R_FrameData_Reset(void)
3569 while (r_framedata_mem)
3571 r_framedata_mem_t *next = r_framedata_mem->purge;
3572 Mem_Free(r_framedata_mem);
3573 r_framedata_mem = next;
3577 static void R_FrameData_Resize(qboolean mustgrow)
3580 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3581 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3582 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3584 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3585 newmem->wantedsize = wantedsize;
3586 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3587 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3588 newmem->current = 0;
3590 newmem->purge = r_framedata_mem;
3591 r_framedata_mem = newmem;
3595 void R_FrameData_NewFrame(void)
3597 R_FrameData_Resize(false);
3598 if (!r_framedata_mem)
3600 // if we ran out of space on the last frame, free the old memory now
3601 while (r_framedata_mem->purge)
3603 // repeatedly remove the second item in the list, leaving only head
3604 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3605 Mem_Free(r_framedata_mem->purge);
3606 r_framedata_mem->purge = next;
3608 // reset the current mem pointer
3609 r_framedata_mem->current = 0;
3610 r_framedata_mem->mark = 0;
3613 void *R_FrameData_Alloc(size_t size)
3618 // align to 16 byte boundary - the data pointer is already aligned, so we
3619 // only need to ensure the size of every allocation is also aligned
3620 size = (size + 15) & ~15;
3622 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3624 // emergency - we ran out of space, allocate more memory
3625 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3626 newvalue = r_framedatasize.value * 2.0f;
3627 // 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
3628 if (sizeof(size_t) >= 8)
3629 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3631 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3632 // this might not be a growing it, but we'll allocate another buffer every time
3633 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3634 R_FrameData_Resize(true);
3637 data = r_framedata_mem->data + r_framedata_mem->current;
3638 r_framedata_mem->current += size;
3640 // count the usage for stats
3641 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3642 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3644 return (void *)data;
3647 void *R_FrameData_Store(size_t size, void *data)
3649 void *d = R_FrameData_Alloc(size);
3651 memcpy(d, data, size);
3655 void R_FrameData_SetMark(void)
3657 if (!r_framedata_mem)
3659 r_framedata_mem->mark = r_framedata_mem->current;
3662 void R_FrameData_ReturnToMark(void)
3664 if (!r_framedata_mem)
3666 r_framedata_mem->current = r_framedata_mem->mark;
3669 //==================================================================================
3671 // avoid reusing the same buffer objects on consecutive frames
3672 #define R_BUFFERDATA_CYCLE 3
3674 typedef struct r_bufferdata_buffer_s
3676 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3677 size_t size; // how much usable space
3678 size_t current; // how much space in use
3679 r_meshbuffer_t *buffer; // the buffer itself
3681 r_bufferdata_buffer_t;
3683 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3684 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3686 /// frees all dynamic buffers
3687 void R_BufferData_Reset(void)
3690 r_bufferdata_buffer_t **p, *mem;
3691 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3693 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3696 p = &r_bufferdata_buffer[cycle][type];
3702 R_Mesh_DestroyMeshBuffer(mem->buffer);
3709 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3710 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3712 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3714 float newvalue = r_buffermegs[type].value;
3716 // increase the cvar if we have to (but only if we already have a mem)
3717 if (mustgrow && mem)
3719 newvalue = bound(0.25f, newvalue, 256.0f);
3720 while (newvalue * 1024*1024 < minsize)
3723 // clamp the cvar to valid range
3724 newvalue = bound(0.25f, newvalue, 256.0f);
3725 if (r_buffermegs[type].value != newvalue)
3726 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3728 // calculate size in bytes
3729 size = (size_t)(newvalue * 1024*1024);
3730 size = bound(131072, size, 256*1024*1024);
3732 // allocate a new buffer if the size is different (purge old one later)
3733 // or if we were told we must grow the buffer
3734 if (!mem || mem->size != size || mustgrow)
3736 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3739 if (type == R_BUFFERDATA_VERTEX)
3740 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3741 else if (type == R_BUFFERDATA_INDEX16)
3742 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3743 else if (type == R_BUFFERDATA_INDEX32)
3744 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3745 else if (type == R_BUFFERDATA_UNIFORM)
3746 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3747 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3748 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3752 void R_BufferData_NewFrame(void)
3755 r_bufferdata_buffer_t **p, *mem;
3756 // cycle to the next frame's buffers
3757 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3758 // if we ran out of space on the last time we used these buffers, free the old memory now
3759 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3761 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3763 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3764 // free all but the head buffer, this is how we recycle obsolete
3765 // buffers after they are no longer in use
3766 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3772 R_Mesh_DestroyMeshBuffer(mem->buffer);
3775 // reset the current offset
3776 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3781 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3783 r_bufferdata_buffer_t *mem;
3787 *returnbufferoffset = 0;
3789 // align size to a byte boundary appropriate for the buffer type, this
3790 // makes all allocations have aligned start offsets
3791 if (type == R_BUFFERDATA_UNIFORM)
3792 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3794 padsize = (datasize + 15) & ~15;
3796 // if we ran out of space in this buffer we must allocate a new one
3797 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)
3798 R_BufferData_Resize(type, true, padsize);
3800 // if the resize did not give us enough memory, fail
3801 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)
3802 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3804 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3805 offset = (int)mem->current;
3806 mem->current += padsize;
3808 // upload the data to the buffer at the chosen offset
3810 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3811 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3813 // count the usage for stats
3814 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3815 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3817 // return the buffer offset
3818 *returnbufferoffset = offset;
3823 //==================================================================================
3825 // LordHavoc: animcache originally written by Echon, rewritten since then
3828 * Animation cache prevents re-generating mesh data for an animated model
3829 * multiple times in one frame for lighting, shadowing, reflections, etc.
3832 void R_AnimCache_Free(void)
3836 void R_AnimCache_ClearCache(void)
3839 entity_render_t *ent;
3841 for (i = 0;i < r_refdef.scene.numentities;i++)
3843 ent = r_refdef.scene.entities[i];
3844 ent->animcache_vertex3f = NULL;
3845 ent->animcache_vertex3f_vertexbuffer = NULL;
3846 ent->animcache_vertex3f_bufferoffset = 0;
3847 ent->animcache_normal3f = NULL;
3848 ent->animcache_normal3f_vertexbuffer = NULL;
3849 ent->animcache_normal3f_bufferoffset = 0;
3850 ent->animcache_svector3f = NULL;
3851 ent->animcache_svector3f_vertexbuffer = NULL;
3852 ent->animcache_svector3f_bufferoffset = 0;
3853 ent->animcache_tvector3f = NULL;
3854 ent->animcache_tvector3f_vertexbuffer = NULL;
3855 ent->animcache_tvector3f_bufferoffset = 0;
3856 ent->animcache_skeletaltransform3x4 = NULL;
3857 ent->animcache_skeletaltransform3x4buffer = NULL;
3858 ent->animcache_skeletaltransform3x4offset = 0;
3859 ent->animcache_skeletaltransform3x4size = 0;
3863 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3865 dp_model_t *model = ent->model;
3868 // see if this ent is worth caching
3869 if (!model || !model->Draw || !model->AnimateVertices)
3871 // nothing to cache if it contains no animations and has no skeleton
3872 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3874 // see if it is already cached for gpuskeletal
3875 if (ent->animcache_skeletaltransform3x4)
3877 // see if it is already cached as a mesh
3878 if (ent->animcache_vertex3f)
3880 // check if we need to add normals or tangents
3881 if (ent->animcache_normal3f)
3882 wantnormals = false;
3883 if (ent->animcache_svector3f)
3884 wanttangents = false;
3885 if (!wantnormals && !wanttangents)
3889 // check which kind of cache we need to generate
3890 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3892 // cache the skeleton so the vertex shader can use it
3893 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3894 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3895 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3896 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3897 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3898 // note: this can fail if the buffer is at the grow limit
3899 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3900 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3902 else if (ent->animcache_vertex3f)
3904 // mesh was already cached but we may need to add normals/tangents
3905 // (this only happens with multiple views, reflections, cameras, etc)
3906 if (wantnormals || wanttangents)
3908 numvertices = model->surfmesh.num_vertices;
3910 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3913 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3914 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3916 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3917 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3918 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3919 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3924 // generate mesh cache
3925 numvertices = model->surfmesh.num_vertices;
3926 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3928 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3931 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3932 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3934 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3935 if (wantnormals || wanttangents)
3937 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3938 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3939 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3941 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3942 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3943 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3948 void R_AnimCache_CacheVisibleEntities(void)
3952 // TODO: thread this
3953 // NOTE: R_PrepareRTLights() also caches entities
3955 for (i = 0;i < r_refdef.scene.numentities;i++)
3956 if (r_refdef.viewcache.entityvisible[i])
3957 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3960 //==================================================================================
3962 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)
3965 vec3_t eyemins, eyemaxs;
3966 vec3_t boxmins, boxmaxs;
3967 vec3_t padmins, padmaxs;
3970 dp_model_t *model = r_refdef.scene.worldmodel;
3971 static vec3_t positions[] = {
3972 { 0.5f, 0.5f, 0.5f },
3973 { 0.0f, 0.0f, 0.0f },
3974 { 0.0f, 0.0f, 1.0f },
3975 { 0.0f, 1.0f, 0.0f },
3976 { 0.0f, 1.0f, 1.0f },
3977 { 1.0f, 0.0f, 0.0f },
3978 { 1.0f, 0.0f, 1.0f },
3979 { 1.0f, 1.0f, 0.0f },
3980 { 1.0f, 1.0f, 1.0f },
3983 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3987 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3988 if (!r_refdef.view.usevieworiginculling)
3991 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3994 // expand the eye box a little
3995 eyemins[0] = eye[0] - eyejitter;
3996 eyemaxs[0] = eye[0] + eyejitter;
3997 eyemins[1] = eye[1] - eyejitter;
3998 eyemaxs[1] = eye[1] + eyejitter;
3999 eyemins[2] = eye[2] - eyejitter;
4000 eyemaxs[2] = eye[2] + eyejitter;
4001 // expand the box a little
4002 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4003 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4004 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4005 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4006 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4007 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4008 // make an even larger box for the acceptable area
4009 padmins[0] = boxmins[0] - pad;
4010 padmaxs[0] = boxmaxs[0] + pad;
4011 padmins[1] = boxmins[1] - pad;
4012 padmaxs[1] = boxmaxs[1] + pad;
4013 padmins[2] = boxmins[2] - pad;
4014 padmaxs[2] = boxmaxs[2] + pad;
4016 // return true if eye overlaps enlarged box
4017 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4020 // try specific positions in the box first - note that these can be cached
4021 if (r_cullentities_trace_entityocclusion.integer)
4023 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4025 VectorCopy(eye, start);
4026 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4027 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4028 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4029 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
4030 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4031 // not picky - if the trace ended anywhere in the box we're good
4032 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4036 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4039 // try various random positions
4040 for (i = 0; i < numsamples; i++)
4042 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4043 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4044 if (r_cullentities_trace_entityocclusion.integer)
4046 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4047 // not picky - if the trace ended anywhere in the box we're good
4048 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4051 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4059 static void R_View_UpdateEntityVisible (void)
4064 entity_render_t *ent;
4066 if (r_refdef.envmap || r_fb.water.hideplayer)
4067 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4068 else if (chase_active.integer || r_fb.water.renderingscene)
4069 renderimask = RENDER_VIEWMODEL;
4071 renderimask = RENDER_EXTERIORMODEL;
4072 if (!r_drawviewmodel.integer)
4073 renderimask |= RENDER_VIEWMODEL;
4074 if (!r_drawexteriormodel.integer)
4075 renderimask |= RENDER_EXTERIORMODEL;
4076 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4077 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4079 // worldmodel can check visibility
4080 for (i = 0;i < r_refdef.scene.numentities;i++)
4082 ent = r_refdef.scene.entities[i];
4083 if (!(ent->flags & renderimask))
4084 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)))
4085 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))
4086 r_refdef.viewcache.entityvisible[i] = true;
4091 // no worldmodel or it can't check visibility
4092 for (i = 0;i < r_refdef.scene.numentities;i++)
4094 ent = r_refdef.scene.entities[i];
4095 if (!(ent->flags & renderimask))
4096 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)))
4097 r_refdef.viewcache.entityvisible[i] = true;
4100 if (r_cullentities_trace.integer)
4102 for (i = 0;i < r_refdef.scene.numentities;i++)
4104 if (!r_refdef.viewcache.entityvisible[i])
4106 ent = r_refdef.scene.entities[i];
4107 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4109 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4110 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))
4111 ent->last_trace_visibility = realtime;
4112 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4113 r_refdef.viewcache.entityvisible[i] = 0;
4119 /// only used if skyrendermasked, and normally returns false
4120 static int R_DrawBrushModelsSky (void)
4123 entity_render_t *ent;
4126 for (i = 0;i < r_refdef.scene.numentities;i++)
4128 if (!r_refdef.viewcache.entityvisible[i])
4130 ent = r_refdef.scene.entities[i];
4131 if (!ent->model || !ent->model->DrawSky)
4133 ent->model->DrawSky(ent);
4139 static void R_DrawNoModel(entity_render_t *ent);
4140 static void R_DrawModels(void)
4143 entity_render_t *ent;
4145 for (i = 0;i < r_refdef.scene.numentities;i++)
4147 if (!r_refdef.viewcache.entityvisible[i])
4149 ent = r_refdef.scene.entities[i];
4150 r_refdef.stats[r_stat_entities]++;
4152 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4155 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4156 Con_Printf("R_DrawModels\n");
4157 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]);
4158 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);
4159 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);
4162 if (ent->model && ent->model->Draw != NULL)
4163 ent->model->Draw(ent);
4169 static void R_DrawModelsDepth(void)
4172 entity_render_t *ent;
4174 for (i = 0;i < r_refdef.scene.numentities;i++)
4176 if (!r_refdef.viewcache.entityvisible[i])
4178 ent = r_refdef.scene.entities[i];
4179 if (ent->model && ent->model->DrawDepth != NULL)
4180 ent->model->DrawDepth(ent);
4184 static void R_DrawModelsDebug(void)
4187 entity_render_t *ent;
4189 for (i = 0;i < r_refdef.scene.numentities;i++)
4191 if (!r_refdef.viewcache.entityvisible[i])
4193 ent = r_refdef.scene.entities[i];
4194 if (ent->model && ent->model->DrawDebug != NULL)
4195 ent->model->DrawDebug(ent);
4199 static void R_DrawModelsAddWaterPlanes(void)
4202 entity_render_t *ent;
4204 for (i = 0;i < r_refdef.scene.numentities;i++)
4206 if (!r_refdef.viewcache.entityvisible[i])
4208 ent = r_refdef.scene.entities[i];
4209 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4210 ent->model->DrawAddWaterPlanes(ent);
4214 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}};
4216 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4218 if (r_hdr_irisadaptation.integer)
4223 vec3_t diffusenormal;
4225 vec_t brightness = 0.0f;
4230 VectorCopy(r_refdef.view.forward, forward);
4231 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4233 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4234 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4235 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4236 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4237 d = DotProduct(forward, diffusenormal);
4238 brightness += VectorLength(ambient);
4240 brightness += d * VectorLength(diffuse);
4242 brightness *= 1.0f / c;
4243 brightness += 0.00001f; // make sure it's never zero
4244 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4245 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4246 current = r_hdr_irisadaptation_value.value;
4248 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4249 else if (current > goal)
4250 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4251 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4252 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4254 else if (r_hdr_irisadaptation_value.value != 1.0f)
4255 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4258 static void R_View_SetFrustum(const int *scissor)
4261 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4262 vec3_t forward, left, up, origin, v;
4266 // flipped x coordinates (because x points left here)
4267 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4268 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4269 // non-flipped y coordinates
4270 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4271 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4274 // we can't trust r_refdef.view.forward and friends in reflected scenes
4275 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4278 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4279 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4280 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4281 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4282 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4283 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4284 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4285 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4286 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4287 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4288 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4289 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4293 zNear = r_refdef.nearclip;
4294 nudge = 1.0 - 1.0 / (1<<23);
4295 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4296 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4297 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4298 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4299 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4300 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4301 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4302 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4308 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4309 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4310 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4311 r_refdef.view.frustum[0].dist = m[15] - m[12];
4313 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4314 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4315 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4316 r_refdef.view.frustum[1].dist = m[15] + m[12];
4318 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4319 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4320 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4321 r_refdef.view.frustum[2].dist = m[15] - m[13];
4323 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4324 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4325 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4326 r_refdef.view.frustum[3].dist = m[15] + m[13];
4328 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4329 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4330 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4331 r_refdef.view.frustum[4].dist = m[15] - m[14];
4333 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4334 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4335 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4336 r_refdef.view.frustum[5].dist = m[15] + m[14];
4339 if (r_refdef.view.useperspective)
4341 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4342 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]);
4343 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]);
4344 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]);
4345 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]);
4347 // then the normals from the corners relative to origin
4348 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4349 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4350 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4351 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4353 // in a NORMAL view, forward cross left == up
4354 // in a REFLECTED view, forward cross left == down
4355 // so our cross products above need to be adjusted for a left handed coordinate system
4356 CrossProduct(forward, left, v);
4357 if(DotProduct(v, up) < 0)
4359 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4360 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4361 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4362 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4365 // Leaving those out was a mistake, those were in the old code, and they
4366 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4367 // I couldn't reproduce it after adding those normalizations. --blub
4368 VectorNormalize(r_refdef.view.frustum[0].normal);
4369 VectorNormalize(r_refdef.view.frustum[1].normal);
4370 VectorNormalize(r_refdef.view.frustum[2].normal);
4371 VectorNormalize(r_refdef.view.frustum[3].normal);
4373 // make the corners absolute
4374 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4375 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4376 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4377 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4380 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4382 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4383 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4384 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4385 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4386 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4390 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4391 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4392 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4393 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4394 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4395 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4396 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4397 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4398 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4399 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4401 r_refdef.view.numfrustumplanes = 5;
4403 if (r_refdef.view.useclipplane)
4405 r_refdef.view.numfrustumplanes = 6;
4406 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4409 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4410 PlaneClassify(r_refdef.view.frustum + i);
4412 // LordHavoc: note to all quake engine coders, Quake had a special case
4413 // for 90 degrees which assumed a square view (wrong), so I removed it,
4414 // Quake2 has it disabled as well.
4416 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4417 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4418 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4419 //PlaneClassify(&frustum[0]);
4421 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4422 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4423 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4424 //PlaneClassify(&frustum[1]);
4426 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4427 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4428 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4429 //PlaneClassify(&frustum[2]);
4431 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4432 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4433 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4434 //PlaneClassify(&frustum[3]);
4437 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4438 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4439 //PlaneClassify(&frustum[4]);
4442 static void R_View_UpdateWithScissor(const int *myscissor)
4444 R_Main_ResizeViewCache();
4445 R_View_SetFrustum(myscissor);
4446 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4447 R_View_UpdateEntityVisible();
4450 static void R_View_Update(void)
4452 R_Main_ResizeViewCache();
4453 R_View_SetFrustum(NULL);
4454 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4455 R_View_UpdateEntityVisible();
4458 float viewscalefpsadjusted = 1.0f;
4460 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4462 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4463 scale = bound(0.03125f, scale, 1.0f);
4464 *outwidth = (int)ceil(width * scale);
4465 *outheight = (int)ceil(height * scale);
4468 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4470 const float *customclipplane = NULL;
4472 int /*rtwidth,*/ rtheight;
4473 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4475 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4476 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4477 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4478 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4479 dist = r_refdef.view.clipplane.dist;
4480 plane[0] = r_refdef.view.clipplane.normal[0];
4481 plane[1] = r_refdef.view.clipplane.normal[1];
4482 plane[2] = r_refdef.view.clipplane.normal[2];
4484 customclipplane = plane;
4487 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4488 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4490 if (!r_refdef.view.useperspective)
4491 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);
4492 else if (vid.stencil && r_useinfinitefarclip.integer)
4493 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);
4495 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);
4496 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4497 R_SetViewport(&r_refdef.view.viewport);
4500 void R_EntityMatrix(const matrix4x4_t *matrix)
4502 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4504 gl_modelmatrixchanged = false;
4505 gl_modelmatrix = *matrix;
4506 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4507 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4508 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4509 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4511 switch(vid.renderpath)
4513 case RENDERPATH_GL32:
4514 case RENDERPATH_GLES2:
4515 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4516 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4522 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4524 r_viewport_t viewport;
4528 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4529 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4530 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4531 R_SetViewport(&viewport);
4532 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4533 GL_Color(1, 1, 1, 1);
4534 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4535 GL_BlendFunc(GL_ONE, GL_ZERO);
4536 GL_ScissorTest(false);
4537 GL_DepthMask(false);
4538 GL_DepthRange(0, 1);
4539 GL_DepthTest(false);
4540 GL_DepthFunc(GL_LEQUAL);
4541 R_EntityMatrix(&identitymatrix);
4542 R_Mesh_ResetTextureState();
4543 GL_PolygonOffset(0, 0);
4544 switch(vid.renderpath)
4546 case RENDERPATH_GL32:
4547 case RENDERPATH_GLES2:
4548 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4551 GL_CullFace(GL_NONE);
4556 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4558 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4561 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4563 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4564 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4565 GL_Color(1, 1, 1, 1);
4566 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4567 GL_BlendFunc(GL_ONE, GL_ZERO);
4568 GL_ScissorTest(true);
4570 GL_DepthRange(0, 1);
4572 GL_DepthFunc(GL_LEQUAL);
4573 R_EntityMatrix(&identitymatrix);
4574 R_Mesh_ResetTextureState();
4575 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4576 switch(vid.renderpath)
4578 case RENDERPATH_GL32:
4579 case RENDERPATH_GLES2:
4580 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4583 GL_CullFace(r_refdef.view.cullface_back);
4588 R_RenderView_UpdateViewVectors
4591 void R_RenderView_UpdateViewVectors(void)
4593 // break apart the view matrix into vectors for various purposes
4594 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4595 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4596 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4597 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4598 // make an inverted copy of the view matrix for tracking sprites
4599 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4602 void R_RenderTarget_FreeUnused(qboolean force)
4605 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4606 for (i = 0; i < end; i++)
4608 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4609 // free resources for rendertargets that have not been used for a while
4610 // (note: this check is run after the frame render, so any targets used
4611 // this frame will not be affected even at low framerates)
4612 if (r && (realtime - r->lastusetime > 0.2 || force))
4615 R_Mesh_DestroyFramebufferObject(r->fbo);
4616 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4617 if (r->colortexture[j])
4618 R_FreeTexture(r->colortexture[j]);
4619 if (r->depthtexture)
4620 R_FreeTexture(r->depthtexture);
4621 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4626 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4628 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4632 y2 = (th - y - h) * ih;
4643 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)
4646 r_rendertarget_t *r = NULL;
4648 // first try to reuse an existing slot if possible
4649 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4650 for (i = 0; i < end; i++)
4652 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4653 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)
4658 // no unused exact match found, so we have to make one in the first unused slot
4659 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4660 r->texturewidth = texturewidth;
4661 r->textureheight = textureheight;
4662 r->colortextype[0] = colortextype0;
4663 r->colortextype[1] = colortextype1;
4664 r->colortextype[2] = colortextype2;
4665 r->colortextype[3] = colortextype3;
4666 r->depthtextype = depthtextype;
4667 r->depthisrenderbuffer = depthisrenderbuffer;
4668 for (j = 0; j < 4; j++)
4669 if (r->colortextype[j])
4670 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);
4671 if (r->depthtextype)
4673 if (r->depthisrenderbuffer)
4674 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);
4676 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);
4678 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4680 r_refdef.stats[r_stat_rendertargets_used]++;
4681 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4682 r->lastusetime = realtime;
4683 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4687 static void R_Water_StartFrame(void)
4689 int waterwidth, waterheight;
4691 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4694 // set waterwidth and waterheight to the water resolution that will be
4695 // used (often less than the screen resolution for faster rendering)
4696 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4697 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4698 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4700 if (!r_water.integer || r_showsurfaces.integer)
4701 waterwidth = waterheight = 0;
4703 // set up variables that will be used in shader setup
4704 r_fb.water.waterwidth = waterwidth;
4705 r_fb.water.waterheight = waterheight;
4706 r_fb.water.texturewidth = waterwidth;
4707 r_fb.water.textureheight = waterheight;
4708 r_fb.water.camerawidth = waterwidth;
4709 r_fb.water.cameraheight = waterheight;
4710 r_fb.water.screenscale[0] = 0.5f;
4711 r_fb.water.screenscale[1] = 0.5f;
4712 r_fb.water.screencenter[0] = 0.5f;
4713 r_fb.water.screencenter[1] = 0.5f;
4714 r_fb.water.enabled = waterwidth != 0;
4716 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4717 r_fb.water.numwaterplanes = 0;
4720 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4722 int planeindex, bestplaneindex, vertexindex;
4723 vec3_t mins, maxs, normal, center, v, n;
4724 vec_t planescore, bestplanescore;
4726 r_waterstate_waterplane_t *p;
4727 texture_t *t = R_GetCurrentTexture(surface->texture);
4729 rsurface.texture = t;
4730 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4731 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4732 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4734 // average the vertex normals, find the surface bounds (after deformvertexes)
4735 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4736 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4737 VectorCopy(n, normal);
4738 VectorCopy(v, mins);
4739 VectorCopy(v, maxs);
4740 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4742 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4743 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4744 VectorAdd(normal, n, normal);
4745 mins[0] = min(mins[0], v[0]);
4746 mins[1] = min(mins[1], v[1]);
4747 mins[2] = min(mins[2], v[2]);
4748 maxs[0] = max(maxs[0], v[0]);
4749 maxs[1] = max(maxs[1], v[1]);
4750 maxs[2] = max(maxs[2], v[2]);
4752 VectorNormalize(normal);
4753 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4755 VectorCopy(normal, plane.normal);
4756 VectorNormalize(plane.normal);
4757 plane.dist = DotProduct(center, plane.normal);
4758 PlaneClassify(&plane);
4759 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4761 // skip backfaces (except if nocullface is set)
4762 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4764 VectorNegate(plane.normal, plane.normal);
4766 PlaneClassify(&plane);
4770 // find a matching plane if there is one
4771 bestplaneindex = -1;
4772 bestplanescore = 1048576.0f;
4773 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4775 if(p->camera_entity == t->camera_entity)
4777 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4778 if (bestplaneindex < 0 || bestplanescore > planescore)
4780 bestplaneindex = planeindex;
4781 bestplanescore = planescore;
4785 planeindex = bestplaneindex;
4787 // if this surface does not fit any known plane rendered this frame, add one
4788 if (planeindex < 0 || bestplanescore > 0.001f)
4790 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4792 // store the new plane
4793 planeindex = r_fb.water.numwaterplanes++;
4794 p = r_fb.water.waterplanes + planeindex;
4796 // clear materialflags and pvs
4797 p->materialflags = 0;
4798 p->pvsvalid = false;
4799 p->camera_entity = t->camera_entity;
4800 VectorCopy(mins, p->mins);
4801 VectorCopy(maxs, p->maxs);
4805 // We're totally screwed.
4811 // merge mins/maxs when we're adding this surface to the plane
4812 p = r_fb.water.waterplanes + planeindex;
4813 p->mins[0] = min(p->mins[0], mins[0]);
4814 p->mins[1] = min(p->mins[1], mins[1]);
4815 p->mins[2] = min(p->mins[2], mins[2]);
4816 p->maxs[0] = max(p->maxs[0], maxs[0]);
4817 p->maxs[1] = max(p->maxs[1], maxs[1]);
4818 p->maxs[2] = max(p->maxs[2], maxs[2]);
4820 // merge this surface's materialflags into the waterplane
4821 p->materialflags |= t->currentmaterialflags;
4822 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4824 // merge this surface's PVS into the waterplane
4825 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4826 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4828 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4834 extern cvar_t r_drawparticles;
4835 extern cvar_t r_drawdecals;
4837 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4840 r_refdef_view_t originalview;
4841 r_refdef_view_t myview;
4842 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;
4843 r_waterstate_waterplane_t *p;
4845 r_rendertarget_t *rt;
4847 originalview = r_refdef.view;
4849 // lowquality hack, temporarily shut down some cvars and restore afterwards
4850 qualityreduction = r_water_lowquality.integer;
4851 if (qualityreduction > 0)
4853 if (qualityreduction >= 1)
4855 old_r_shadows = r_shadows.integer;
4856 old_r_worldrtlight = r_shadow_realtime_world.integer;
4857 old_r_dlight = r_shadow_realtime_dlight.integer;
4858 Cvar_SetValueQuick(&r_shadows, 0);
4859 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4860 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4862 if (qualityreduction >= 2)
4864 old_r_dynamic = r_dynamic.integer;
4865 old_r_particles = r_drawparticles.integer;
4866 old_r_decals = r_drawdecals.integer;
4867 Cvar_SetValueQuick(&r_dynamic, 0);
4868 Cvar_SetValueQuick(&r_drawparticles, 0);
4869 Cvar_SetValueQuick(&r_drawdecals, 0);
4873 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4875 p->rt_reflection = NULL;
4876 p->rt_refraction = NULL;
4877 p->rt_camera = NULL;
4881 r_refdef.view = originalview;
4882 r_refdef.view.showdebug = false;
4883 r_refdef.view.width = r_fb.water.waterwidth;
4884 r_refdef.view.height = r_fb.water.waterheight;
4885 r_refdef.view.useclipplane = true;
4886 myview = r_refdef.view;
4887 r_fb.water.renderingscene = true;
4888 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4890 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4893 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4895 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);
4896 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4898 r_refdef.view = myview;
4899 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4900 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4901 if(r_water_scissormode.integer)
4903 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4904 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4906 p->rt_reflection = NULL;
4907 p->rt_refraction = NULL;
4908 p->rt_camera = NULL;
4913 r_refdef.view.clipplane = p->plane;
4914 // reflected view origin may be in solid, so don't cull with it
4915 r_refdef.view.usevieworiginculling = false;
4916 // reverse the cullface settings for this render
4917 r_refdef.view.cullface_front = GL_FRONT;
4918 r_refdef.view.cullface_back = GL_BACK;
4919 // combined pvs (based on what can be seen from each surface center)
4920 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4922 r_refdef.view.usecustompvs = true;
4924 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4926 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4929 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4930 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4931 GL_ScissorTest(false);
4932 R_ClearScreen(r_refdef.fogenabled);
4933 GL_ScissorTest(true);
4934 if(r_water_scissormode.integer & 2)
4935 R_View_UpdateWithScissor(myscissor);
4938 R_AnimCache_CacheVisibleEntities();
4939 if(r_water_scissormode.integer & 1)
4940 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4941 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4943 r_fb.water.hideplayer = false;
4944 p->rt_reflection = rt;
4947 // render the normal view scene and copy into texture
4948 // (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)
4949 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4951 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);
4952 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4954 r_refdef.view = myview;
4955 if(r_water_scissormode.integer)
4957 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4958 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4960 p->rt_reflection = NULL;
4961 p->rt_refraction = NULL;
4962 p->rt_camera = NULL;
4967 // combined pvs (based on what can be seen from each surface center)
4968 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4970 r_refdef.view.usecustompvs = true;
4972 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4974 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4977 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4979 r_refdef.view.clipplane = p->plane;
4980 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4981 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4983 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4985 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4986 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4987 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4988 R_RenderView_UpdateViewVectors();
4989 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4991 r_refdef.view.usecustompvs = true;
4992 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);
4996 PlaneClassify(&r_refdef.view.clipplane);
4998 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4999 GL_ScissorTest(false);
5000 R_ClearScreen(r_refdef.fogenabled);
5001 GL_ScissorTest(true);
5002 if(r_water_scissormode.integer & 2)
5003 R_View_UpdateWithScissor(myscissor);
5006 R_AnimCache_CacheVisibleEntities();
5007 if(r_water_scissormode.integer & 1)
5008 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5009 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5011 r_fb.water.hideplayer = false;
5012 p->rt_refraction = rt;
5014 else if (p->materialflags & MATERIALFLAG_CAMERA)
5016 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);
5017 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5019 r_refdef.view = myview;
5021 r_refdef.view.clipplane = p->plane;
5022 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5023 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5025 r_refdef.view.width = r_fb.water.camerawidth;
5026 r_refdef.view.height = r_fb.water.cameraheight;
5027 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5028 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5029 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5030 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5032 if(p->camera_entity)
5034 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5035 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5038 // note: all of the view is used for displaying... so
5039 // there is no use in scissoring
5041 // reverse the cullface settings for this render
5042 r_refdef.view.cullface_front = GL_FRONT;
5043 r_refdef.view.cullface_back = GL_BACK;
5044 // also reverse the view matrix
5045 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
5046 R_RenderView_UpdateViewVectors();
5047 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5049 r_refdef.view.usecustompvs = true;
5050 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);
5053 // camera needs no clipplane
5054 r_refdef.view.useclipplane = false;
5055 // TODO: is the camera origin always valid? if so we don't need to clear this
5056 r_refdef.view.usevieworiginculling = false;
5058 PlaneClassify(&r_refdef.view.clipplane);
5060 r_fb.water.hideplayer = false;
5062 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5063 GL_ScissorTest(false);
5064 R_ClearScreen(r_refdef.fogenabled);
5065 GL_ScissorTest(true);
5067 R_AnimCache_CacheVisibleEntities();
5068 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5070 r_fb.water.hideplayer = false;
5075 r_fb.water.renderingscene = false;
5076 r_refdef.view = originalview;
5077 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5079 R_AnimCache_CacheVisibleEntities();
5082 r_refdef.view = originalview;
5083 r_fb.water.renderingscene = false;
5084 Cvar_SetValueQuick(&r_water, 0);
5085 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5087 // lowquality hack, restore cvars
5088 if (qualityreduction > 0)
5090 if (qualityreduction >= 1)
5092 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5093 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5094 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5096 if (qualityreduction >= 2)
5098 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5099 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5100 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5105 static void R_Bloom_StartFrame(void)
5107 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5108 int viewwidth, viewheight;
5109 textype_t textype = TEXTYPE_COLORBUFFER;
5111 // clear the pointers to rendertargets from last frame as they're stale
5112 r_fb.rt_screen = NULL;
5113 r_fb.rt_bloom = NULL;
5115 switch (vid.renderpath)
5117 case RENDERPATH_GL32:
5118 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5119 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5120 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5122 case RENDERPATH_GLES2:
5123 r_fb.usedepthtextures = false;
5127 if (r_viewscale_fpsscaling.integer)
5129 double actualframetime;
5130 double targetframetime;
5132 actualframetime = r_refdef.lastdrawscreentime;
5133 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5134 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5135 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5136 if (r_viewscale_fpsscaling_stepsize.value > 0)
5137 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5138 viewscalefpsadjusted += adjust;
5139 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5142 viewscalefpsadjusted = 1.0f;
5144 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5146 // set bloomwidth and bloomheight to the bloom resolution that will be
5147 // used (often less than the screen resolution for faster rendering)
5148 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5149 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5150 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5151 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5152 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5154 // calculate desired texture sizes
5155 screentexturewidth = viewwidth;
5156 screentextureheight = viewheight;
5157 bloomtexturewidth = r_fb.bloomwidth;
5158 bloomtextureheight = r_fb.bloomheight;
5160 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))
5162 Cvar_SetValueQuick(&r_bloom, 0);
5163 Cvar_SetValueQuick(&r_motionblur, 0);
5164 Cvar_SetValueQuick(&r_damageblur, 0);
5167 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5168 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5170 if (r_fb.ghosttexture)
5171 R_FreeTexture(r_fb.ghosttexture);
5172 r_fb.ghosttexture = NULL;
5174 r_fb.screentexturewidth = screentexturewidth;
5175 r_fb.screentextureheight = screentextureheight;
5176 r_fb.textype = textype;
5178 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5180 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5181 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);
5182 r_fb.ghosttexture_valid = false;
5186 if (r_bloom.integer)
5188 // bloom texture is a different resolution
5189 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5190 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5191 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5194 r_fb.bloomwidth = r_fb.bloomheight = 0;
5196 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5198 r_refdef.view.clear = true;
5201 static void R_Bloom_MakeTexture(void)
5204 float xoffset, yoffset, r, brighten;
5205 float colorscale = r_bloom_colorscale.value;
5206 r_viewport_t bloomviewport;
5207 r_rendertarget_t *prev, *cur;
5208 textype_t textype = r_fb.rt_screen->colortextype[0];
5210 r_refdef.stats[r_stat_bloom]++;
5212 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5214 // scale down screen texture to the bloom texture size
5216 prev = r_fb.rt_screen;
5217 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5218 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5219 R_SetViewport(&bloomviewport);
5220 GL_CullFace(GL_NONE);
5221 GL_DepthTest(false);
5222 GL_BlendFunc(GL_ONE, GL_ZERO);
5223 GL_Color(colorscale, colorscale, colorscale, 1);
5224 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5225 // TODO: do boxfilter scale-down in shader?
5226 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5227 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5228 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5229 // we now have a properly scaled bloom image
5231 // multiply bloom image by itself as many times as desired to darken it
5232 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5233 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5236 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5237 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5239 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5241 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5242 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5243 GL_Color(1,1,1,1); // no fix factor supported here
5244 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5245 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5246 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5247 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5251 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5252 brighten = r_bloom_brighten.value;
5253 brighten = sqrt(brighten);
5255 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5257 for (dir = 0;dir < 2;dir++)
5260 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5261 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5262 // blend on at multiple vertical offsets to achieve a vertical blur
5263 // TODO: do offset blends using GLSL
5264 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5266 GL_BlendFunc(GL_ONE, GL_ZERO);
5268 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5270 for (x = -range;x <= range;x++)
5272 if (!dir){xoffset = 0;yoffset = x;}
5273 else {xoffset = x;yoffset = 0;}
5274 xoffset /= (float)prev->texturewidth;
5275 yoffset /= (float)prev->textureheight;
5276 // compute a texcoord array with the specified x and y offset
5277 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5278 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5279 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5280 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5281 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5282 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5283 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5284 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5285 // this r value looks like a 'dot' particle, fading sharply to
5286 // black at the edges
5287 // (probably not realistic but looks good enough)
5288 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5289 //r = brighten/(range*2+1);
5290 r = brighten / (range * 2 + 1);
5292 r *= (1 - x*x/(float)((range+1)*(range+1)));
5296 GL_Color(r, r, r, 1);
5298 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5300 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5301 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5303 GL_BlendFunc(GL_ONE, GL_ONE);
5308 // now we have the bloom image, so keep track of it
5309 r_fb.rt_bloom = cur;
5312 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5314 dpuint64 permutation;
5315 float uservecs[4][4];
5316 rtexture_t *viewtexture;
5317 rtexture_t *bloomtexture;
5319 R_EntityMatrix(&identitymatrix);
5321 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5323 // declare variables
5324 float blur_factor, blur_mouseaccel, blur_velocity;
5325 static float blur_average;
5326 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5328 // set a goal for the factoring
5329 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5330 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5331 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5332 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5333 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5334 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5336 // from the goal, pick an averaged value between goal and last value
5337 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5338 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5340 // enforce minimum amount of blur
5341 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5343 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5345 // calculate values into a standard alpha
5346 cl.motionbluralpha = 1 - exp(-
5348 (r_motionblur.value * blur_factor / 80)
5350 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5353 max(0.0001, cl.time - cl.oldtime) // fps independent
5356 // randomization for the blur value to combat persistent ghosting
5357 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5358 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5361 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5362 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5364 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5365 GL_Color(1, 1, 1, cl.motionbluralpha);
5366 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5367 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5368 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5369 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5370 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5373 // updates old view angles for next pass
5374 VectorCopy(cl.viewangles, blur_oldangles);
5376 // copy view into the ghost texture
5377 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5378 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5379 r_fb.ghosttexture_valid = true;
5382 if (r_fb.bloomwidth)
5384 // make the bloom texture
5385 R_Bloom_MakeTexture();
5388 #if _MSC_VER >= 1400
5389 #define sscanf sscanf_s
5391 memset(uservecs, 0, sizeof(uservecs));
5392 if (r_glsl_postprocess_uservec1_enable.integer)
5393 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5394 if (r_glsl_postprocess_uservec2_enable.integer)
5395 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5396 if (r_glsl_postprocess_uservec3_enable.integer)
5397 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5398 if (r_glsl_postprocess_uservec4_enable.integer)
5399 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5401 // render to the screen fbo
5402 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5403 GL_Color(1, 1, 1, 1);
5404 GL_BlendFunc(GL_ONE, GL_ZERO);
5406 viewtexture = r_fb.rt_screen->colortexture[0];
5407 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5409 if (r_rendertarget_debug.integer >= 0)
5411 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5412 if (rt && rt->colortexture[0])
5414 viewtexture = rt->colortexture[0];
5415 bloomtexture = NULL;
5419 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5420 switch(vid.renderpath)
5422 case RENDERPATH_GL32:
5423 case RENDERPATH_GLES2:
5425 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5426 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5427 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5428 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5429 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5430 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5431 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5432 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5433 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5434 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]);
5435 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5436 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]);
5437 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]);
5438 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]);
5439 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]);
5440 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5441 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5442 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);
5445 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5446 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5449 matrix4x4_t r_waterscrollmatrix;
5451 void R_UpdateFog(void)
5454 if (gamemode == GAME_NEHAHRA)
5456 if (gl_fogenable.integer)
5458 r_refdef.oldgl_fogenable = true;
5459 r_refdef.fog_density = gl_fogdensity.value;
5460 r_refdef.fog_red = gl_fogred.value;
5461 r_refdef.fog_green = gl_foggreen.value;
5462 r_refdef.fog_blue = gl_fogblue.value;
5463 r_refdef.fog_alpha = 1;
5464 r_refdef.fog_start = 0;
5465 r_refdef.fog_end = gl_skyclip.value;
5466 r_refdef.fog_height = 1<<30;
5467 r_refdef.fog_fadedepth = 128;
5469 else if (r_refdef.oldgl_fogenable)
5471 r_refdef.oldgl_fogenable = false;
5472 r_refdef.fog_density = 0;
5473 r_refdef.fog_red = 0;
5474 r_refdef.fog_green = 0;
5475 r_refdef.fog_blue = 0;
5476 r_refdef.fog_alpha = 0;
5477 r_refdef.fog_start = 0;
5478 r_refdef.fog_end = 0;
5479 r_refdef.fog_height = 1<<30;
5480 r_refdef.fog_fadedepth = 128;
5485 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5486 r_refdef.fog_start = max(0, r_refdef.fog_start);
5487 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5489 if (r_refdef.fog_density && r_drawfog.integer)
5491 r_refdef.fogenabled = true;
5492 // this is the point where the fog reaches 0.9986 alpha, which we
5493 // consider a good enough cutoff point for the texture
5494 // (0.9986 * 256 == 255.6)
5495 if (r_fog_exp2.integer)
5496 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5498 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5499 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5500 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5501 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5502 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5503 R_BuildFogHeightTexture();
5504 // fog color was already set
5505 // update the fog texture
5506 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)
5507 R_BuildFogTexture();
5508 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5509 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5512 r_refdef.fogenabled = false;
5515 if (r_refdef.fog_density)
5517 r_refdef.fogcolor[0] = r_refdef.fog_red;
5518 r_refdef.fogcolor[1] = r_refdef.fog_green;
5519 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5521 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5522 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5523 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5524 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5528 VectorCopy(r_refdef.fogcolor, fogvec);
5529 // color.rgb *= ContrastBoost * SceneBrightness;
5530 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5531 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5532 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5533 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5538 void R_UpdateVariables(void)
5542 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5544 r_refdef.farclip = r_farclip_base.value;
5545 if (r_refdef.scene.worldmodel)
5546 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5547 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5549 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5550 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5551 r_refdef.polygonfactor = 0;
5552 r_refdef.polygonoffset = 0;
5554 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5555 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5556 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5557 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5558 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5559 if (FAKELIGHT_ENABLED)
5561 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5563 else if (r_refdef.scene.worldmodel)
5565 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5567 if (r_showsurfaces.integer)
5569 r_refdef.scene.rtworld = false;
5570 r_refdef.scene.rtworldshadows = false;
5571 r_refdef.scene.rtdlight = false;
5572 r_refdef.scene.rtdlightshadows = false;
5573 r_refdef.scene.lightmapintensity = 0;
5576 r_gpuskeletal = false;
5577 switch(vid.renderpath)
5579 case RENDERPATH_GL32:
5580 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5581 case RENDERPATH_GLES2:
5582 if(!vid_gammatables_trivial)
5584 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5586 // build GLSL gamma texture
5587 #define RAMPWIDTH 256
5588 unsigned short ramp[RAMPWIDTH * 3];
5589 unsigned char rampbgr[RAMPWIDTH][4];
5592 r_texture_gammaramps_serial = vid_gammatables_serial;
5594 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5595 for(i = 0; i < RAMPWIDTH; ++i)
5597 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5598 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5599 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5602 if (r_texture_gammaramps)
5604 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5608 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5614 // remove GLSL gamma texture
5620 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5621 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5627 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5628 if( scenetype != r_currentscenetype ) {
5629 // store the old scenetype
5630 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5631 r_currentscenetype = scenetype;
5632 // move in the new scene
5633 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5642 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5644 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5645 if( scenetype == r_currentscenetype ) {
5646 return &r_refdef.scene;
5648 return &r_scenes_store[ scenetype ];
5652 static int R_SortEntities_Compare(const void *ap, const void *bp)
5654 const entity_render_t *a = *(const entity_render_t **)ap;
5655 const entity_render_t *b = *(const entity_render_t **)bp;
5658 if(a->model < b->model)
5660 if(a->model > b->model)
5664 // TODO possibly calculate the REAL skinnum here first using
5666 if(a->skinnum < b->skinnum)
5668 if(a->skinnum > b->skinnum)
5671 // everything we compared is equal
5674 static void R_SortEntities(void)
5676 // below or equal 2 ents, sorting never gains anything
5677 if(r_refdef.scene.numentities <= 2)
5680 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5688 extern cvar_t r_shadow_bouncegrid;
5689 extern cvar_t v_isometric;
5690 extern void V_MakeViewIsometric(void);
5691 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5693 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5695 rtexture_t *viewdepthtexture = NULL;
5696 rtexture_t *viewcolortexture = NULL;
5697 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5699 // finish any 2D rendering that was queued
5702 if (r_timereport_active)
5703 R_TimeReport("start");
5704 r_textureframe++; // used only by R_GetCurrentTexture
5705 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5707 if(R_CompileShader_CheckStaticParms())
5710 if (!r_drawentities.integer)
5711 r_refdef.scene.numentities = 0;
5712 else if (r_sortentities.integer)
5715 R_AnimCache_ClearCache();
5717 /* adjust for stereo display */
5718 if(R_Stereo_Active())
5720 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);
5721 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5724 if (r_refdef.view.isoverlay)
5726 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5727 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5728 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5729 R_TimeReport("depthclear");
5731 r_refdef.view.showdebug = false;
5733 r_fb.water.enabled = false;
5734 r_fb.water.numwaterplanes = 0;
5736 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5738 r_refdef.view.matrix = originalmatrix;
5744 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5746 r_refdef.view.matrix = originalmatrix;
5750 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5751 if (v_isometric.integer && r_refdef.view.ismain)
5752 V_MakeViewIsometric();
5754 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5756 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5757 // in sRGB fallback, behave similar to true sRGB: convert this
5758 // value from linear to sRGB
5759 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5761 R_RenderView_UpdateViewVectors();
5763 R_Shadow_UpdateWorldLightSelection();
5765 // this will set up r_fb.rt_screen
5766 R_Bloom_StartFrame();
5768 // apply bloom brightness offset
5770 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5772 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5775 viewfbo = r_fb.rt_screen->fbo;
5776 viewdepthtexture = r_fb.rt_screen->depthtexture;
5777 viewcolortexture = r_fb.rt_screen->colortexture[0];
5781 viewheight = height;
5784 R_Water_StartFrame();
5787 if (r_timereport_active)
5788 R_TimeReport("viewsetup");
5790 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5792 // clear the whole fbo every frame - otherwise the driver will consider
5793 // it to be an inter-frame texture and stall in multi-gpu configurations
5795 GL_ScissorTest(false);
5796 R_ClearScreen(r_refdef.fogenabled);
5797 if (r_timereport_active)
5798 R_TimeReport("viewclear");
5800 r_refdef.view.clear = true;
5802 r_refdef.view.showdebug = true;
5805 if (r_timereport_active)
5806 R_TimeReport("visibility");
5808 R_AnimCache_CacheVisibleEntities();
5809 if (r_timereport_active)
5810 R_TimeReport("animcache");
5812 R_Shadow_UpdateBounceGridTexture();
5813 if (r_timereport_active && r_shadow_bouncegrid.integer)
5814 R_TimeReport("bouncegrid");
5816 r_fb.water.numwaterplanes = 0;
5817 if (r_fb.water.enabled)
5818 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5820 // for the actual view render we use scissoring a fair amount, so scissor
5821 // test needs to be on
5823 GL_ScissorTest(true);
5824 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5825 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5826 r_fb.water.numwaterplanes = 0;
5828 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5829 GL_ScissorTest(false);
5831 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5832 if (r_timereport_active)
5833 R_TimeReport("blendview");
5835 r_refdef.view.matrix = originalmatrix;
5839 // go back to 2d rendering
5843 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5845 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5847 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5848 if (r_timereport_active)
5849 R_TimeReport("waterworld");
5852 // don't let sound skip if going slow
5853 if (r_refdef.scene.extraupdate)
5856 R_DrawModelsAddWaterPlanes();
5857 if (r_timereport_active)
5858 R_TimeReport("watermodels");
5860 if (r_fb.water.numwaterplanes)
5862 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5863 if (r_timereport_active)
5864 R_TimeReport("waterscenes");
5868 extern cvar_t cl_locs_show;
5869 static void R_DrawLocs(void);
5870 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5871 static void R_DrawModelDecals(void);
5872 extern cvar_t cl_decals_newsystem;
5873 extern qboolean r_shadow_usingdeferredprepass;
5874 extern int r_shadow_shadowmapatlas_modelshadows_size;
5875 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5877 qboolean shadowmapping = false;
5879 if (r_timereport_active)
5880 R_TimeReport("beginscene");
5882 r_refdef.stats[r_stat_renders]++;
5886 // don't let sound skip if going slow
5887 if (r_refdef.scene.extraupdate)
5890 R_MeshQueue_BeginScene();
5894 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);
5896 if (r_timereport_active)
5897 R_TimeReport("skystartframe");
5899 if (cl.csqc_vidvars.drawworld)
5901 // don't let sound skip if going slow
5902 if (r_refdef.scene.extraupdate)
5905 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5907 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5908 if (r_timereport_active)
5909 R_TimeReport("worldsky");
5912 if (R_DrawBrushModelsSky() && r_timereport_active)
5913 R_TimeReport("bmodelsky");
5915 if (skyrendermasked && skyrenderlater)
5917 // we have to force off the water clipping plane while rendering sky
5918 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5920 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5921 if (r_timereport_active)
5922 R_TimeReport("sky");
5926 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5927 r_shadow_viewfbo = viewfbo;
5928 r_shadow_viewdepthtexture = viewdepthtexture;
5929 r_shadow_viewcolortexture = viewcolortexture;
5930 r_shadow_viewx = viewx;
5931 r_shadow_viewy = viewy;
5932 r_shadow_viewwidth = viewwidth;
5933 r_shadow_viewheight = viewheight;
5935 R_Shadow_PrepareModelShadows();
5936 R_Shadow_PrepareLights();
5937 if (r_timereport_active)
5938 R_TimeReport("preparelights");
5940 // render all the shadowmaps that will be used for this view
5941 shadowmapping = R_Shadow_ShadowMappingEnabled();
5942 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5944 R_Shadow_DrawShadowMaps();
5945 if (r_timereport_active)
5946 R_TimeReport("shadowmaps");
5949 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5950 if (r_shadow_usingdeferredprepass)
5951 R_Shadow_DrawPrepass();
5953 // now we begin the forward pass of the view render
5954 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5956 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5957 if (r_timereport_active)
5958 R_TimeReport("worlddepth");
5960 if (r_depthfirst.integer >= 2)
5962 R_DrawModelsDepth();
5963 if (r_timereport_active)
5964 R_TimeReport("modeldepth");
5967 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5969 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5970 if (r_timereport_active)
5971 R_TimeReport("world");
5974 // don't let sound skip if going slow
5975 if (r_refdef.scene.extraupdate)
5979 if (r_timereport_active)
5980 R_TimeReport("models");
5982 // don't let sound skip if going slow
5983 if (r_refdef.scene.extraupdate)
5986 if (!r_shadow_usingdeferredprepass)
5988 R_Shadow_DrawLights();
5989 if (r_timereport_active)
5990 R_TimeReport("rtlights");
5993 // don't let sound skip if going slow
5994 if (r_refdef.scene.extraupdate)
5997 if (cl.csqc_vidvars.drawworld)
5999 if (cl_decals_newsystem.integer)
6001 R_DrawModelDecals();
6002 if (r_timereport_active)
6003 R_TimeReport("modeldecals");
6008 if (r_timereport_active)
6009 R_TimeReport("decals");
6013 if (r_timereport_active)
6014 R_TimeReport("particles");
6017 if (r_timereport_active)
6018 R_TimeReport("explosions");
6021 if (r_refdef.view.showdebug)
6023 if (cl_locs_show.integer)
6026 if (r_timereport_active)
6027 R_TimeReport("showlocs");
6030 if (r_drawportals.integer)
6033 if (r_timereport_active)
6034 R_TimeReport("portals");
6037 if (r_showbboxes_client.value > 0)
6039 R_DrawEntityBBoxes(CLVM_prog);
6040 if (r_timereport_active)
6041 R_TimeReport("clbboxes");
6043 if (r_showbboxes.value > 0)
6045 R_DrawEntityBBoxes(SVVM_prog);
6046 if (r_timereport_active)
6047 R_TimeReport("svbboxes");
6051 if (r_transparent.integer)
6053 R_MeshQueue_RenderTransparent();
6054 if (r_timereport_active)
6055 R_TimeReport("drawtrans");
6058 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))
6060 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6061 if (r_timereport_active)
6062 R_TimeReport("worlddebug");
6063 R_DrawModelsDebug();
6064 if (r_timereport_active)
6065 R_TimeReport("modeldebug");
6068 if (cl.csqc_vidvars.drawworld)
6070 R_Shadow_DrawCoronas();
6071 if (r_timereport_active)
6072 R_TimeReport("coronas");
6075 // don't let sound skip if going slow
6076 if (r_refdef.scene.extraupdate)
6080 static const unsigned short bboxelements[36] =
6090 #define BBOXEDGES 13
6091 static const float bboxedges[BBOXEDGES][6] =
6094 { 0, 0, 0, 1, 1, 1 },
6096 { 0, 0, 0, 0, 1, 0 },
6097 { 0, 0, 0, 1, 0, 0 },
6098 { 0, 1, 0, 1, 1, 0 },
6099 { 1, 0, 0, 1, 1, 0 },
6101 { 0, 0, 1, 0, 1, 1 },
6102 { 0, 0, 1, 1, 0, 1 },
6103 { 0, 1, 1, 1, 1, 1 },
6104 { 1, 0, 1, 1, 1, 1 },
6106 { 0, 0, 0, 0, 0, 1 },
6107 { 1, 0, 0, 1, 0, 1 },
6108 { 0, 1, 0, 0, 1, 1 },
6109 { 1, 1, 0, 1, 1, 1 },
6112 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6114 int numvertices = BBOXEDGES * 8;
6115 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6116 int numtriangles = BBOXEDGES * 12;
6117 unsigned short elements[BBOXEDGES * 36];
6119 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6121 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6123 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6124 GL_DepthMask(false);
6125 GL_DepthRange(0, 1);
6126 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6128 for (edge = 0; edge < BBOXEDGES; edge++)
6130 for (i = 0; i < 3; i++)
6132 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6133 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6135 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6136 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6137 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6138 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6139 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6140 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6141 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6142 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6143 for (i = 0; i < 36; i++)
6144 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6146 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6147 if (r_refdef.fogenabled)
6149 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6151 f1 = RSurf_FogVertex(v);
6153 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6154 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6155 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6158 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6159 R_Mesh_ResetTextureState();
6160 R_SetupShader_Generic_NoTexture(false, false);
6161 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6164 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6166 // hacky overloading of the parameters
6167 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6170 prvm_edict_t *edict;
6172 GL_CullFace(GL_NONE);
6173 R_SetupShader_Generic_NoTexture(false, false);
6175 for (i = 0;i < numsurfaces;i++)
6177 edict = PRVM_EDICT_NUM(surfacelist[i]);
6178 switch ((int)PRVM_serveredictfloat(edict, solid))
6180 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6181 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6182 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6183 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6184 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6185 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6186 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6188 if (prog == CLVM_prog)
6189 color[3] *= r_showbboxes_client.value;
6191 color[3] *= r_showbboxes.value;
6192 color[3] = bound(0, color[3], 1);
6193 GL_DepthTest(!r_showdisabledepthtest.integer);
6194 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6198 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6201 prvm_edict_t *edict;
6207 for (i = 0; i < prog->num_edicts; i++)
6209 edict = PRVM_EDICT_NUM(i);
6210 if (edict->priv.server->free)
6212 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6213 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6215 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6217 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6218 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6222 static const int nomodelelement3i[24] =
6234 static const unsigned short nomodelelement3s[24] =
6246 static const float nomodelvertex3f[6*3] =
6256 static const float nomodelcolor4f[6*4] =
6258 0.0f, 0.0f, 0.5f, 1.0f,
6259 0.0f, 0.0f, 0.5f, 1.0f,
6260 0.0f, 0.5f, 0.0f, 1.0f,
6261 0.0f, 0.5f, 0.0f, 1.0f,
6262 0.5f, 0.0f, 0.0f, 1.0f,
6263 0.5f, 0.0f, 0.0f, 1.0f
6266 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6272 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);
6274 // this is only called once per entity so numsurfaces is always 1, and
6275 // surfacelist is always {0}, so this code does not handle batches
6277 if (rsurface.ent_flags & RENDER_ADDITIVE)
6279 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6280 GL_DepthMask(false);
6282 else if (ent->alpha < 1)
6284 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6285 GL_DepthMask(false);
6289 GL_BlendFunc(GL_ONE, GL_ZERO);
6292 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6293 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6294 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6295 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6296 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6297 for (i = 0, c = color4f;i < 6;i++, c += 4)
6299 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6300 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6301 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6304 if (r_refdef.fogenabled)
6306 for (i = 0, c = color4f;i < 6;i++, c += 4)
6308 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6310 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6311 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6312 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6315 // R_Mesh_ResetTextureState();
6316 R_SetupShader_Generic_NoTexture(false, false);
6317 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6318 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6321 void R_DrawNoModel(entity_render_t *ent)
6324 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6325 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6326 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6328 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6331 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6333 vec3_t right1, right2, diff, normal;
6335 VectorSubtract (org2, org1, normal);
6337 // calculate 'right' vector for start
6338 VectorSubtract (r_refdef.view.origin, org1, diff);
6339 CrossProduct (normal, diff, right1);
6340 VectorNormalize (right1);
6342 // calculate 'right' vector for end
6343 VectorSubtract (r_refdef.view.origin, org2, diff);
6344 CrossProduct (normal, diff, right2);
6345 VectorNormalize (right2);
6347 vert[ 0] = org1[0] + width * right1[0];
6348 vert[ 1] = org1[1] + width * right1[1];
6349 vert[ 2] = org1[2] + width * right1[2];
6350 vert[ 3] = org1[0] - width * right1[0];
6351 vert[ 4] = org1[1] - width * right1[1];
6352 vert[ 5] = org1[2] - width * right1[2];
6353 vert[ 6] = org2[0] - width * right2[0];
6354 vert[ 7] = org2[1] - width * right2[1];
6355 vert[ 8] = org2[2] - width * right2[2];
6356 vert[ 9] = org2[0] + width * right2[0];
6357 vert[10] = org2[1] + width * right2[1];
6358 vert[11] = org2[2] + width * right2[2];
6361 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)
6363 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6364 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6365 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6366 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6367 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6368 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6369 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6370 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6371 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6372 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6373 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6374 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6377 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6382 VectorSet(v, x, y, z);
6383 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6384 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6386 if (i == mesh->numvertices)
6388 if (mesh->numvertices < mesh->maxvertices)
6390 VectorCopy(v, vertex3f);
6391 mesh->numvertices++;
6393 return mesh->numvertices;
6399 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6403 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6404 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6405 e = mesh->element3i + mesh->numtriangles * 3;
6406 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6408 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6409 if (mesh->numtriangles < mesh->maxtriangles)
6414 mesh->numtriangles++;
6416 element[1] = element[2];
6420 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6424 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6425 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6426 e = mesh->element3i + mesh->numtriangles * 3;
6427 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6429 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6430 if (mesh->numtriangles < mesh->maxtriangles)
6435 mesh->numtriangles++;
6437 element[1] = element[2];
6441 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6442 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6444 int planenum, planenum2;
6447 mplane_t *plane, *plane2;
6449 double temppoints[2][256*3];
6450 // figure out how large a bounding box we need to properly compute this brush
6452 for (w = 0;w < numplanes;w++)
6453 maxdist = max(maxdist, fabs(planes[w].dist));
6454 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6455 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6456 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6460 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6461 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6463 if (planenum2 == planenum)
6465 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);
6468 if (tempnumpoints < 3)
6470 // generate elements forming a triangle fan for this polygon
6471 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6475 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
6477 texturelayer_t *layer;
6478 layer = t->currentlayers + t->currentnumlayers++;
6480 layer->depthmask = depthmask;
6481 layer->blendfunc1 = blendfunc1;
6482 layer->blendfunc2 = blendfunc2;
6483 layer->texture = texture;
6484 layer->texmatrix = *matrix;
6485 layer->color[0] = r;
6486 layer->color[1] = g;
6487 layer->color[2] = b;
6488 layer->color[3] = a;
6491 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6493 if(parms[0] == 0 && parms[1] == 0)
6495 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6496 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6501 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6504 index = parms[2] + rsurface.shadertime * parms[3];
6505 index -= floor(index);
6506 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6509 case Q3WAVEFUNC_NONE:
6510 case Q3WAVEFUNC_NOISE:
6511 case Q3WAVEFUNC_COUNT:
6514 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6515 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6516 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6517 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6518 case Q3WAVEFUNC_TRIANGLE:
6520 f = index - floor(index);
6533 f = parms[0] + parms[1] * f;
6534 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6535 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6539 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6546 matrix4x4_t matrix, temp;
6547 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6548 // it's better to have one huge fixup every 9 hours than gradual
6549 // degradation over time which looks consistently bad after many hours.
6551 // tcmod scroll in particular suffers from this degradation which can't be
6552 // effectively worked around even with floor() tricks because we don't
6553 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6554 // a workaround involving floor() would be incorrect anyway...
6555 shadertime = rsurface.shadertime;
6556 if (shadertime >= 32768.0f)
6557 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6558 switch(tcmod->tcmod)
6562 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6563 matrix = r_waterscrollmatrix;
6565 matrix = identitymatrix;
6567 case Q3TCMOD_ENTITYTRANSLATE:
6568 // this is used in Q3 to allow the gamecode to control texcoord
6569 // scrolling on the entity, which is not supported in darkplaces yet.
6570 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6572 case Q3TCMOD_ROTATE:
6573 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6574 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6575 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6578 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6580 case Q3TCMOD_SCROLL:
6581 // this particular tcmod is a "bug for bug" compatible one with regards to
6582 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6583 // specifically did the wrapping and so we must mimic that...
6584 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6585 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6586 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6588 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6589 w = (int) tcmod->parms[0];
6590 h = (int) tcmod->parms[1];
6591 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6593 idx = (int) floor(f * w * h);
6594 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6596 case Q3TCMOD_STRETCH:
6597 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6598 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6600 case Q3TCMOD_TRANSFORM:
6601 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6602 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6603 VectorSet(tcmat + 6, 0 , 0 , 1);
6604 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6605 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6607 case Q3TCMOD_TURBULENT:
6608 // this is handled in the RSurf_PrepareVertices function
6609 matrix = identitymatrix;
6613 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6616 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6618 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6619 char name[MAX_QPATH];
6620 skinframe_t *skinframe;
6621 unsigned char pixels[296*194];
6622 strlcpy(cache->name, skinname, sizeof(cache->name));
6623 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6624 if (developer_loading.integer)
6625 Con_Printf("loading %s\n", name);
6626 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6627 if (!skinframe || !skinframe->base)
6630 fs_offset_t filesize;
6632 f = FS_LoadFile(name, tempmempool, true, &filesize);
6635 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6636 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6640 cache->skinframe = skinframe;
6643 texture_t *R_GetCurrentTexture(texture_t *t)
6646 const entity_render_t *ent = rsurface.entity;
6647 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6648 q3shaderinfo_layer_tcmod_t *tcmod;
6649 float specularscale = 0.0f;
6651 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6652 return t->currentframe;
6653 t->update_lastrenderframe = r_textureframe;
6654 t->update_lastrenderentity = (void *)ent;
6656 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6657 t->camera_entity = ent->entitynumber;
6659 t->camera_entity = 0;
6661 // switch to an alternate material if this is a q1bsp animated material
6663 texture_t *texture = t;
6664 int s = rsurface.ent_skinnum;
6665 if ((unsigned int)s >= (unsigned int)model->numskins)
6667 if (model->skinscenes)
6669 if (model->skinscenes[s].framecount > 1)
6670 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6672 s = model->skinscenes[s].firstframe;
6675 t = t + s * model->num_surfaces;
6678 // use an alternate animation if the entity's frame is not 0,
6679 // and only if the texture has an alternate animation
6680 if (t->animated == 2) // q2bsp
6681 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6682 else if (rsurface.ent_alttextures && t->anim_total[1])
6683 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6685 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6687 texture->currentframe = t;
6690 // update currentskinframe to be a qw skin or animation frame
6691 if (rsurface.ent_qwskin >= 0)
6693 i = rsurface.ent_qwskin;
6694 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6696 r_qwskincache_size = cl.maxclients;
6698 Mem_Free(r_qwskincache);
6699 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6701 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6702 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6703 t->currentskinframe = r_qwskincache[i].skinframe;
6704 if (t->materialshaderpass && t->currentskinframe == NULL)
6705 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6707 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6708 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6709 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6710 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6712 t->currentmaterialflags = t->basematerialflags;
6713 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6714 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6715 t->currentalpha *= r_wateralpha.value;
6716 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6717 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6718 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6719 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6721 // decide on which type of lighting to use for this surface
6722 if (rsurface.entity->render_modellight_forced)
6723 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6724 if (rsurface.entity->render_rtlight_disabled)
6725 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6726 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6728 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6729 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6730 for (q = 0; q < 3; q++)
6732 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6733 t->render_modellight_lightdir[q] = q == 2;
6734 t->render_modellight_ambient[q] = 1;
6735 t->render_modellight_diffuse[q] = 0;
6736 t->render_modellight_specular[q] = 0;
6737 t->render_lightmap_ambient[q] = 0;
6738 t->render_lightmap_diffuse[q] = 0;
6739 t->render_lightmap_specular[q] = 0;
6740 t->render_rtlight_diffuse[q] = 0;
6741 t->render_rtlight_specular[q] = 0;
6744 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6746 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6747 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6748 for (q = 0; q < 3; q++)
6750 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6751 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6752 t->render_modellight_lightdir[q] = q == 2;
6753 t->render_modellight_diffuse[q] = 0;
6754 t->render_modellight_specular[q] = 0;
6755 t->render_lightmap_ambient[q] = 0;
6756 t->render_lightmap_diffuse[q] = 0;
6757 t->render_lightmap_specular[q] = 0;
6758 t->render_rtlight_diffuse[q] = 0;
6759 t->render_rtlight_specular[q] = 0;
6762 else if (FAKELIGHT_ENABLED)
6764 // no modellight if using fakelight for the map
6765 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6766 for (q = 0; q < 3; q++)
6768 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6769 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6770 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6771 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6772 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6773 t->render_lightmap_ambient[q] = 0;
6774 t->render_lightmap_diffuse[q] = 0;
6775 t->render_lightmap_specular[q] = 0;
6776 t->render_rtlight_diffuse[q] = 0;
6777 t->render_rtlight_specular[q] = 0;
6780 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6782 // ambient + single direction light (modellight)
6783 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6784 for (q = 0; q < 3; q++)
6786 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6787 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6788 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6789 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6790 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6791 t->render_lightmap_ambient[q] = 0;
6792 t->render_lightmap_diffuse[q] = 0;
6793 t->render_lightmap_specular[q] = 0;
6794 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6795 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6800 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6801 for (q = 0; q < 3; q++)
6803 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6804 t->render_modellight_lightdir[q] = q == 2;
6805 t->render_modellight_ambient[q] = 0;
6806 t->render_modellight_diffuse[q] = 0;
6807 t->render_modellight_specular[q] = 0;
6808 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6809 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6810 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6811 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6812 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6816 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6818 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6819 // attribute, we punt it to the lightmap path and hope for the best,
6820 // but lighting doesn't work.
6822 // FIXME: this is fine for effects but CSQC polygons should be subject
6824 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6825 for (q = 0; q < 3; q++)
6827 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6828 t->render_modellight_lightdir[q] = q == 2;
6829 t->render_modellight_ambient[q] = 0;
6830 t->render_modellight_diffuse[q] = 0;
6831 t->render_modellight_specular[q] = 0;
6832 t->render_lightmap_ambient[q] = 0;
6833 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6834 t->render_lightmap_specular[q] = 0;
6835 t->render_rtlight_diffuse[q] = 0;
6836 t->render_rtlight_specular[q] = 0;
6840 for (q = 0; q < 3; q++)
6842 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6843 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6846 if (rsurface.ent_flags & RENDER_ADDITIVE)
6847 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6848 else if (t->currentalpha < 1)
6849 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6850 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6851 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6852 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6853 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6854 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6855 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6856 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6857 if (t->backgroundshaderpass)
6858 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6859 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6861 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6862 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6865 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6866 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6868 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6869 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6871 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6872 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6874 // there is no tcmod
6875 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6877 t->currenttexmatrix = r_waterscrollmatrix;
6878 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6880 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6882 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6883 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6886 if (t->materialshaderpass)
6887 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6888 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6890 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6891 if (t->currentskinframe->qpixels)
6892 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6893 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6894 if (!t->basetexture)
6895 t->basetexture = r_texture_notexture;
6896 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6897 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6898 t->nmaptexture = t->currentskinframe->nmap;
6899 if (!t->nmaptexture)
6900 t->nmaptexture = r_texture_blanknormalmap;
6901 t->glosstexture = r_texture_black;
6902 t->glowtexture = t->currentskinframe->glow;
6903 t->fogtexture = t->currentskinframe->fog;
6904 t->reflectmasktexture = t->currentskinframe->reflect;
6905 if (t->backgroundshaderpass)
6907 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6908 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6909 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6910 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6911 t->backgroundglosstexture = r_texture_black;
6912 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6913 if (!t->backgroundnmaptexture)
6914 t->backgroundnmaptexture = r_texture_blanknormalmap;
6915 // make sure that if glow is going to be used, both textures are not NULL
6916 if (!t->backgroundglowtexture && t->glowtexture)
6917 t->backgroundglowtexture = r_texture_black;
6918 if (!t->glowtexture && t->backgroundglowtexture)
6919 t->glowtexture = r_texture_black;
6923 t->backgroundbasetexture = r_texture_white;
6924 t->backgroundnmaptexture = r_texture_blanknormalmap;
6925 t->backgroundglosstexture = r_texture_black;
6926 t->backgroundglowtexture = NULL;
6928 t->specularpower = r_shadow_glossexponent.value;
6929 // TODO: store reference values for these in the texture?
6930 if (r_shadow_gloss.integer > 0)
6932 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6934 if (r_shadow_glossintensity.value > 0)
6936 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6937 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6938 specularscale = r_shadow_glossintensity.value;
6941 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6943 t->glosstexture = r_texture_white;
6944 t->backgroundglosstexture = r_texture_white;
6945 specularscale = r_shadow_gloss2intensity.value;
6946 t->specularpower = r_shadow_gloss2exponent.value;
6949 specularscale *= t->specularscalemod;
6950 t->specularpower *= t->specularpowermod;
6952 // lightmaps mode looks bad with dlights using actual texturing, so turn
6953 // off the colormap and glossmap, but leave the normalmap on as it still
6954 // accurately represents the shading involved
6955 if (gl_lightmaps.integer)
6957 t->basetexture = r_texture_grey128;
6958 t->pantstexture = r_texture_black;
6959 t->shirttexture = r_texture_black;
6960 if (gl_lightmaps.integer < 2)
6961 t->nmaptexture = r_texture_blanknormalmap;
6962 t->glosstexture = r_texture_black;
6963 t->glowtexture = NULL;
6964 t->fogtexture = NULL;
6965 t->reflectmasktexture = NULL;
6966 t->backgroundbasetexture = NULL;
6967 if (gl_lightmaps.integer < 2)
6968 t->backgroundnmaptexture = r_texture_blanknormalmap;
6969 t->backgroundglosstexture = r_texture_black;
6970 t->backgroundglowtexture = NULL;
6972 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6975 if (specularscale != 1.0f)
6977 for (q = 0; q < 3; q++)
6979 t->render_modellight_specular[q] *= specularscale;
6980 t->render_lightmap_specular[q] *= specularscale;
6981 t->render_rtlight_specular[q] *= specularscale;
6985 t->currentnumlayers = 0;
6986 if (t->currentmaterialflags & MATERIALFLAG_WALL)
6988 int blendfunc1, blendfunc2;
6990 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6992 blendfunc1 = GL_SRC_ALPHA;
6993 blendfunc2 = GL_ONE;
6995 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6997 blendfunc1 = GL_SRC_ALPHA;
6998 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7000 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7002 blendfunc1 = t->customblendfunc[0];
7003 blendfunc2 = t->customblendfunc[1];
7007 blendfunc1 = GL_ONE;
7008 blendfunc2 = GL_ZERO;
7010 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7011 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7013 // basic lit geometry
7014 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
7015 // add pants/shirt if needed
7016 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7017 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
7018 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7019 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
7023 // basic lit geometry
7024 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
7025 // add pants/shirt if needed
7026 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7027 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7028 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7029 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7030 // now add ambient passes if needed
7031 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
7033 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
7034 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7035 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
7036 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7037 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
7040 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7041 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
7042 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7044 // if this is opaque use alpha blend which will darken the earlier
7047 // if this is an alpha blended material, all the earlier passes
7048 // were darkened by fog already, so we only need to add the fog
7049 // color ontop through the fog mask texture
7051 // if this is an additive blended material, all the earlier passes
7052 // were darkened by fog already, and we should not add fog color
7053 // (because the background was not darkened, there is no fog color
7054 // that was lost behind it).
7055 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
7062 rsurfacestate_t rsurface;
7064 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7066 dp_model_t *model = ent->model;
7067 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7069 rsurface.entity = (entity_render_t *)ent;
7070 rsurface.skeleton = ent->skeleton;
7071 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7072 rsurface.ent_skinnum = ent->skinnum;
7073 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;
7074 rsurface.ent_flags = ent->flags;
7075 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7076 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7077 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7078 rsurface.matrix = ent->matrix;
7079 rsurface.inversematrix = ent->inversematrix;
7080 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7081 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7082 R_EntityMatrix(&rsurface.matrix);
7083 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7084 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7085 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7086 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7087 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7088 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7089 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7090 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7091 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7092 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7093 if (ent->model->brush.submodel && !prepass)
7095 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7096 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7098 // if the animcache code decided it should use the shader path, skip the deform step
7099 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7100 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7101 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7102 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7103 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7104 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7106 if (ent->animcache_vertex3f)
7108 r_refdef.stats[r_stat_batch_entitycache_count]++;
7109 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7110 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7111 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7112 rsurface.modelvertex3f = ent->animcache_vertex3f;
7113 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7114 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7115 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7116 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7117 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7118 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7119 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7120 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7121 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7122 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7123 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7125 else if (wanttangents)
7127 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7128 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7129 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7130 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7131 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7132 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7133 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7134 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7135 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7136 rsurface.modelvertex3f_vertexbuffer = NULL;
7137 rsurface.modelvertex3f_bufferoffset = 0;
7138 rsurface.modelvertex3f_vertexbuffer = 0;
7139 rsurface.modelvertex3f_bufferoffset = 0;
7140 rsurface.modelsvector3f_vertexbuffer = 0;
7141 rsurface.modelsvector3f_bufferoffset = 0;
7142 rsurface.modeltvector3f_vertexbuffer = 0;
7143 rsurface.modeltvector3f_bufferoffset = 0;
7144 rsurface.modelnormal3f_vertexbuffer = 0;
7145 rsurface.modelnormal3f_bufferoffset = 0;
7147 else if (wantnormals)
7149 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7150 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7151 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7152 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7153 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7154 rsurface.modelsvector3f = NULL;
7155 rsurface.modeltvector3f = NULL;
7156 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7157 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7158 rsurface.modelvertex3f_vertexbuffer = NULL;
7159 rsurface.modelvertex3f_bufferoffset = 0;
7160 rsurface.modelvertex3f_vertexbuffer = 0;
7161 rsurface.modelvertex3f_bufferoffset = 0;
7162 rsurface.modelsvector3f_vertexbuffer = 0;
7163 rsurface.modelsvector3f_bufferoffset = 0;
7164 rsurface.modeltvector3f_vertexbuffer = 0;
7165 rsurface.modeltvector3f_bufferoffset = 0;
7166 rsurface.modelnormal3f_vertexbuffer = 0;
7167 rsurface.modelnormal3f_bufferoffset = 0;
7171 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7172 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7173 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7174 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7175 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7176 rsurface.modelsvector3f = NULL;
7177 rsurface.modeltvector3f = NULL;
7178 rsurface.modelnormal3f = NULL;
7179 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7180 rsurface.modelvertex3f_vertexbuffer = NULL;
7181 rsurface.modelvertex3f_bufferoffset = 0;
7182 rsurface.modelvertex3f_vertexbuffer = 0;
7183 rsurface.modelvertex3f_bufferoffset = 0;
7184 rsurface.modelsvector3f_vertexbuffer = 0;
7185 rsurface.modelsvector3f_bufferoffset = 0;
7186 rsurface.modeltvector3f_vertexbuffer = 0;
7187 rsurface.modeltvector3f_bufferoffset = 0;
7188 rsurface.modelnormal3f_vertexbuffer = 0;
7189 rsurface.modelnormal3f_bufferoffset = 0;
7191 rsurface.modelgeneratedvertex = true;
7195 if (rsurface.entityskeletaltransform3x4)
7197 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7198 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7199 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7200 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7204 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7205 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7206 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7207 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7209 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7210 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7211 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7212 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7213 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7214 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7215 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7216 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7217 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7218 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7219 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7220 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7221 rsurface.modelgeneratedvertex = false;
7223 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7224 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7225 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7226 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7227 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7228 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7229 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7230 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7231 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7232 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7233 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7234 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
7235 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7236 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7237 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
7238 rsurface.modelelement3i = model->surfmesh.data_element3i;
7239 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7240 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7241 rsurface.modelelement3s = model->surfmesh.data_element3s;
7242 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7243 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7244 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7245 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7246 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7247 rsurface.modelsurfaces = model->data_surfaces;
7248 rsurface.batchgeneratedvertex = false;
7249 rsurface.batchfirstvertex = 0;
7250 rsurface.batchnumvertices = 0;
7251 rsurface.batchfirsttriangle = 0;
7252 rsurface.batchnumtriangles = 0;
7253 rsurface.batchvertex3f = NULL;
7254 rsurface.batchvertex3f_vertexbuffer = NULL;
7255 rsurface.batchvertex3f_bufferoffset = 0;
7256 rsurface.batchsvector3f = NULL;
7257 rsurface.batchsvector3f_vertexbuffer = NULL;
7258 rsurface.batchsvector3f_bufferoffset = 0;
7259 rsurface.batchtvector3f = NULL;
7260 rsurface.batchtvector3f_vertexbuffer = NULL;
7261 rsurface.batchtvector3f_bufferoffset = 0;
7262 rsurface.batchnormal3f = NULL;
7263 rsurface.batchnormal3f_vertexbuffer = NULL;
7264 rsurface.batchnormal3f_bufferoffset = 0;
7265 rsurface.batchlightmapcolor4f = NULL;
7266 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7267 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7268 rsurface.batchtexcoordtexture2f = NULL;
7269 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7270 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7271 rsurface.batchtexcoordlightmap2f = NULL;
7272 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7273 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7274 rsurface.batchskeletalindex4ub = NULL;
7275 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7276 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7277 rsurface.batchskeletalweight4ub = NULL;
7278 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7279 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7280 rsurface.batchelement3i = NULL;
7281 rsurface.batchelement3i_indexbuffer = NULL;
7282 rsurface.batchelement3i_bufferoffset = 0;
7283 rsurface.batchelement3s = NULL;
7284 rsurface.batchelement3s_indexbuffer = NULL;
7285 rsurface.batchelement3s_bufferoffset = 0;
7286 rsurface.forcecurrenttextureupdate = false;
7289 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)
7291 rsurface.entity = r_refdef.scene.worldentity;
7292 rsurface.skeleton = NULL;
7293 rsurface.ent_skinnum = 0;
7294 rsurface.ent_qwskin = -1;
7295 rsurface.ent_flags = entflags;
7296 rsurface.shadertime = r_refdef.scene.time - shadertime;
7297 rsurface.modelnumvertices = numvertices;
7298 rsurface.modelnumtriangles = numtriangles;
7299 rsurface.matrix = *matrix;
7300 rsurface.inversematrix = *inversematrix;
7301 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7302 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7303 R_EntityMatrix(&rsurface.matrix);
7304 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7305 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7306 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7307 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7308 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7309 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7310 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7311 rsurface.frameblend[0].lerp = 1;
7312 rsurface.ent_alttextures = false;
7313 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7314 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7315 rsurface.entityskeletaltransform3x4 = NULL;
7316 rsurface.entityskeletaltransform3x4buffer = NULL;
7317 rsurface.entityskeletaltransform3x4offset = 0;
7318 rsurface.entityskeletaltransform3x4size = 0;
7319 rsurface.entityskeletalnumtransforms = 0;
7320 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7321 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7322 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7323 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7326 rsurface.modelvertex3f = (float *)vertex3f;
7327 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7328 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7329 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7331 else if (wantnormals)
7333 rsurface.modelvertex3f = (float *)vertex3f;
7334 rsurface.modelsvector3f = NULL;
7335 rsurface.modeltvector3f = NULL;
7336 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7340 rsurface.modelvertex3f = (float *)vertex3f;
7341 rsurface.modelsvector3f = NULL;
7342 rsurface.modeltvector3f = NULL;
7343 rsurface.modelnormal3f = NULL;
7345 rsurface.modelvertex3f_vertexbuffer = 0;
7346 rsurface.modelvertex3f_bufferoffset = 0;
7347 rsurface.modelsvector3f_vertexbuffer = 0;
7348 rsurface.modelsvector3f_bufferoffset = 0;
7349 rsurface.modeltvector3f_vertexbuffer = 0;
7350 rsurface.modeltvector3f_bufferoffset = 0;
7351 rsurface.modelnormal3f_vertexbuffer = 0;
7352 rsurface.modelnormal3f_bufferoffset = 0;
7353 rsurface.modelgeneratedvertex = true;
7354 rsurface.modellightmapcolor4f = (float *)color4f;
7355 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7356 rsurface.modellightmapcolor4f_bufferoffset = 0;
7357 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7358 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7359 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7360 rsurface.modeltexcoordlightmap2f = NULL;
7361 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7362 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7363 rsurface.modelskeletalindex4ub = NULL;
7364 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7365 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7366 rsurface.modelskeletalweight4ub = NULL;
7367 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7368 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7369 rsurface.modelelement3i = (int *)element3i;
7370 rsurface.modelelement3i_indexbuffer = NULL;
7371 rsurface.modelelement3i_bufferoffset = 0;
7372 rsurface.modelelement3s = (unsigned short *)element3s;
7373 rsurface.modelelement3s_indexbuffer = NULL;
7374 rsurface.modelelement3s_bufferoffset = 0;
7375 rsurface.modellightmapoffsets = NULL;
7376 rsurface.modelsurfaces = NULL;
7377 rsurface.batchgeneratedvertex = false;
7378 rsurface.batchfirstvertex = 0;
7379 rsurface.batchnumvertices = 0;
7380 rsurface.batchfirsttriangle = 0;
7381 rsurface.batchnumtriangles = 0;
7382 rsurface.batchvertex3f = NULL;
7383 rsurface.batchvertex3f_vertexbuffer = NULL;
7384 rsurface.batchvertex3f_bufferoffset = 0;
7385 rsurface.batchsvector3f = NULL;
7386 rsurface.batchsvector3f_vertexbuffer = NULL;
7387 rsurface.batchsvector3f_bufferoffset = 0;
7388 rsurface.batchtvector3f = NULL;
7389 rsurface.batchtvector3f_vertexbuffer = NULL;
7390 rsurface.batchtvector3f_bufferoffset = 0;
7391 rsurface.batchnormal3f = NULL;
7392 rsurface.batchnormal3f_vertexbuffer = NULL;
7393 rsurface.batchnormal3f_bufferoffset = 0;
7394 rsurface.batchlightmapcolor4f = NULL;
7395 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7396 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7397 rsurface.batchtexcoordtexture2f = NULL;
7398 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7399 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7400 rsurface.batchtexcoordlightmap2f = NULL;
7401 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7402 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7403 rsurface.batchskeletalindex4ub = NULL;
7404 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7405 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7406 rsurface.batchskeletalweight4ub = NULL;
7407 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7408 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7409 rsurface.batchelement3i = NULL;
7410 rsurface.batchelement3i_indexbuffer = NULL;
7411 rsurface.batchelement3i_bufferoffset = 0;
7412 rsurface.batchelement3s = NULL;
7413 rsurface.batchelement3s_indexbuffer = NULL;
7414 rsurface.batchelement3s_bufferoffset = 0;
7415 rsurface.forcecurrenttextureupdate = true;
7417 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7419 if ((wantnormals || wanttangents) && !normal3f)
7421 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7422 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7424 if (wanttangents && !svector3f)
7426 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7427 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7428 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7433 float RSurf_FogPoint(const float *v)
7435 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7436 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7437 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7438 float FogHeightFade = r_refdef.fogheightfade;
7440 unsigned int fogmasktableindex;
7441 if (r_refdef.fogplaneviewabove)
7442 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7444 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7445 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7446 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7449 float RSurf_FogVertex(const float *v)
7451 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7452 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7453 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7454 float FogHeightFade = rsurface.fogheightfade;
7456 unsigned int fogmasktableindex;
7457 if (r_refdef.fogplaneviewabove)
7458 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7460 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7461 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7462 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7465 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7468 for (i = 0;i < numelements;i++)
7469 outelement3i[i] = inelement3i[i] + adjust;
7472 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7473 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7481 int surfacefirsttriangle;
7482 int surfacenumtriangles;
7483 int surfacefirstvertex;
7484 int surfaceendvertex;
7485 int surfacenumvertices;
7486 int batchnumsurfaces = texturenumsurfaces;
7487 int batchnumvertices;
7488 int batchnumtriangles;
7491 qboolean dynamicvertex;
7494 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7497 q3shaderinfo_deform_t *deform;
7498 const msurface_t *surface, *firstsurface;
7499 if (!texturenumsurfaces)
7501 // find vertex range of this surface batch
7503 firstsurface = texturesurfacelist[0];
7504 firsttriangle = firstsurface->num_firsttriangle;
7505 batchnumvertices = 0;
7506 batchnumtriangles = 0;
7507 firstvertex = endvertex = firstsurface->num_firstvertex;
7508 for (i = 0;i < texturenumsurfaces;i++)
7510 surface = texturesurfacelist[i];
7511 if (surface != firstsurface + i)
7513 surfacefirstvertex = surface->num_firstvertex;
7514 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7515 surfacenumvertices = surface->num_vertices;
7516 surfacenumtriangles = surface->num_triangles;
7517 if (firstvertex > surfacefirstvertex)
7518 firstvertex = surfacefirstvertex;
7519 if (endvertex < surfaceendvertex)
7520 endvertex = surfaceendvertex;
7521 batchnumvertices += surfacenumvertices;
7522 batchnumtriangles += surfacenumtriangles;
7525 r_refdef.stats[r_stat_batch_batches]++;
7527 r_refdef.stats[r_stat_batch_withgaps]++;
7528 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7529 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7530 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7532 // we now know the vertex range used, and if there are any gaps in it
7533 rsurface.batchfirstvertex = firstvertex;
7534 rsurface.batchnumvertices = endvertex - firstvertex;
7535 rsurface.batchfirsttriangle = firsttriangle;
7536 rsurface.batchnumtriangles = batchnumtriangles;
7538 // check if any dynamic vertex processing must occur
7539 dynamicvertex = false;
7541 // a cvar to force the dynamic vertex path to be taken, for debugging
7542 if (r_batch_debugdynamicvertexpath.integer)
7546 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7547 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7548 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7549 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7551 dynamicvertex = true;
7554 // if there is a chance of animated vertex colors, it's a dynamic batch
7555 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7559 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7560 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7561 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7562 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7564 dynamicvertex = true;
7567 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7569 switch (deform->deform)
7572 case Q3DEFORM_PROJECTIONSHADOW:
7573 case Q3DEFORM_TEXT0:
7574 case Q3DEFORM_TEXT1:
7575 case Q3DEFORM_TEXT2:
7576 case Q3DEFORM_TEXT3:
7577 case Q3DEFORM_TEXT4:
7578 case Q3DEFORM_TEXT5:
7579 case Q3DEFORM_TEXT6:
7580 case Q3DEFORM_TEXT7:
7583 case Q3DEFORM_AUTOSPRITE:
7586 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7587 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7588 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7589 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7591 dynamicvertex = true;
7592 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7594 case Q3DEFORM_AUTOSPRITE2:
7597 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7598 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7599 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7600 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7602 dynamicvertex = true;
7603 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7605 case Q3DEFORM_NORMAL:
7608 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7609 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7610 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7611 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7613 dynamicvertex = true;
7614 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7617 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7618 break; // if wavefunc is a nop, ignore this transform
7621 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7622 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7623 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7624 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7626 dynamicvertex = true;
7627 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7629 case Q3DEFORM_BULGE:
7632 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7633 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7634 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7635 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7637 dynamicvertex = true;
7638 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7641 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7642 break; // if wavefunc is a nop, ignore this transform
7645 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7646 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7647 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7648 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7650 dynamicvertex = true;
7651 batchneed |= BATCHNEED_ARRAY_VERTEX;
7655 if (rsurface.texture->materialshaderpass)
7657 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7660 case Q3TCGEN_TEXTURE:
7662 case Q3TCGEN_LIGHTMAP:
7665 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7666 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7667 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7668 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7670 dynamicvertex = true;
7671 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7673 case Q3TCGEN_VECTOR:
7676 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7677 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7678 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7679 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7681 dynamicvertex = true;
7682 batchneed |= BATCHNEED_ARRAY_VERTEX;
7684 case Q3TCGEN_ENVIRONMENT:
7687 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7688 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7689 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7690 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7692 dynamicvertex = true;
7693 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7696 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7700 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7701 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7702 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7703 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7705 dynamicvertex = true;
7706 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7710 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7711 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7712 // we ensure this by treating the vertex batch as dynamic...
7713 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7717 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7718 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7719 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7720 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7722 dynamicvertex = true;
7725 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7726 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7727 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7729 rsurface.batchvertex3f = rsurface.modelvertex3f;
7730 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7731 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7732 rsurface.batchsvector3f = rsurface.modelsvector3f;
7733 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7734 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7735 rsurface.batchtvector3f = rsurface.modeltvector3f;
7736 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7737 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7738 rsurface.batchnormal3f = rsurface.modelnormal3f;
7739 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7740 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7741 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7742 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7743 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7744 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7745 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7746 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7747 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7748 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7749 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7750 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7751 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7752 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7753 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7754 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7755 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7756 rsurface.batchelement3i = rsurface.modelelement3i;
7757 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7758 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7759 rsurface.batchelement3s = rsurface.modelelement3s;
7760 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7761 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7762 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7763 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7764 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7765 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7766 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7768 // if any dynamic vertex processing has to occur in software, we copy the
7769 // entire surface list together before processing to rebase the vertices
7770 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7772 // if any gaps exist and we do not have a static vertex buffer, we have to
7773 // copy the surface list together to avoid wasting upload bandwidth on the
7774 // vertices in the gaps.
7776 // if gaps exist and we have a static vertex buffer, we can choose whether
7777 // to combine the index buffer ranges into one dynamic index buffer or
7778 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7780 // in many cases the batch is reduced to one draw call.
7782 rsurface.batchmultidraw = false;
7783 rsurface.batchmultidrawnumsurfaces = 0;
7784 rsurface.batchmultidrawsurfacelist = NULL;
7788 // static vertex data, just set pointers...
7789 rsurface.batchgeneratedvertex = false;
7790 // if there are gaps, we want to build a combined index buffer,
7791 // otherwise use the original static buffer with an appropriate offset
7794 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7795 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7796 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7797 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7798 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7800 rsurface.batchmultidraw = true;
7801 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7802 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7805 // build a new triangle elements array for this batch
7806 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7807 rsurface.batchfirsttriangle = 0;
7809 for (i = 0;i < texturenumsurfaces;i++)
7811 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7812 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7813 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7814 numtriangles += surfacenumtriangles;
7816 rsurface.batchelement3i_indexbuffer = NULL;
7817 rsurface.batchelement3i_bufferoffset = 0;
7818 rsurface.batchelement3s = NULL;
7819 rsurface.batchelement3s_indexbuffer = NULL;
7820 rsurface.batchelement3s_bufferoffset = 0;
7821 if (endvertex <= 65536)
7823 // make a 16bit (unsigned short) index array if possible
7824 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7825 for (i = 0;i < numtriangles*3;i++)
7826 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7828 // upload buffer data for the copytriangles batch
7829 if (rsurface.batchelement3s)
7830 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7831 else if (rsurface.batchelement3i)
7832 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7836 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7837 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7838 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7839 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7844 // something needs software processing, do it for real...
7845 // we only directly handle separate array data in this case and then
7846 // generate interleaved data if needed...
7847 rsurface.batchgeneratedvertex = true;
7848 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7849 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7850 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7851 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7853 // now copy the vertex data into a combined array and make an index array
7854 // (this is what Quake3 does all the time)
7855 // we also apply any skeletal animation here that would have been done in
7856 // the vertex shader, because most of the dynamic vertex animation cases
7857 // need actual vertex positions and normals
7858 //if (dynamicvertex)
7860 rsurface.batchvertex3f = NULL;
7861 rsurface.batchvertex3f_vertexbuffer = NULL;
7862 rsurface.batchvertex3f_bufferoffset = 0;
7863 rsurface.batchsvector3f = NULL;
7864 rsurface.batchsvector3f_vertexbuffer = NULL;
7865 rsurface.batchsvector3f_bufferoffset = 0;
7866 rsurface.batchtvector3f = NULL;
7867 rsurface.batchtvector3f_vertexbuffer = NULL;
7868 rsurface.batchtvector3f_bufferoffset = 0;
7869 rsurface.batchnormal3f = NULL;
7870 rsurface.batchnormal3f_vertexbuffer = NULL;
7871 rsurface.batchnormal3f_bufferoffset = 0;
7872 rsurface.batchlightmapcolor4f = NULL;
7873 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7874 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7875 rsurface.batchtexcoordtexture2f = NULL;
7876 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7877 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7878 rsurface.batchtexcoordlightmap2f = NULL;
7879 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7880 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7881 rsurface.batchskeletalindex4ub = NULL;
7882 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7883 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7884 rsurface.batchskeletalweight4ub = NULL;
7885 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7886 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7887 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7888 rsurface.batchelement3i_indexbuffer = NULL;
7889 rsurface.batchelement3i_bufferoffset = 0;
7890 rsurface.batchelement3s = NULL;
7891 rsurface.batchelement3s_indexbuffer = NULL;
7892 rsurface.batchelement3s_bufferoffset = 0;
7893 rsurface.batchskeletaltransform3x4buffer = NULL;
7894 rsurface.batchskeletaltransform3x4offset = 0;
7895 rsurface.batchskeletaltransform3x4size = 0;
7896 // we'll only be setting up certain arrays as needed
7897 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7898 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7899 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7900 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7901 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7903 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7904 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7906 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7907 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7908 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7909 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7910 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7911 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7912 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7914 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7915 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7919 for (i = 0;i < texturenumsurfaces;i++)
7921 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7922 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7923 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7924 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7925 // copy only the data requested
7926 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7928 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7930 if (rsurface.batchvertex3f)
7931 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7933 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7935 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7937 if (rsurface.modelnormal3f)
7938 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7940 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7942 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7944 if (rsurface.modelsvector3f)
7946 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7947 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7951 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7952 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7955 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7957 if (rsurface.modellightmapcolor4f)
7958 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7960 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7962 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7964 if (rsurface.modeltexcoordtexture2f)
7965 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7967 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7969 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7971 if (rsurface.modeltexcoordlightmap2f)
7972 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7974 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7976 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7978 if (rsurface.modelskeletalindex4ub)
7980 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7981 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7985 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7986 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7987 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7988 for (j = 0;j < surfacenumvertices;j++)
7993 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7994 numvertices += surfacenumvertices;
7995 numtriangles += surfacenumtriangles;
7998 // generate a 16bit index array as well if possible
7999 // (in general, dynamic batches fit)
8000 if (numvertices <= 65536)
8002 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8003 for (i = 0;i < numtriangles*3;i++)
8004 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8007 // since we've copied everything, the batch now starts at 0
8008 rsurface.batchfirstvertex = 0;
8009 rsurface.batchnumvertices = batchnumvertices;
8010 rsurface.batchfirsttriangle = 0;
8011 rsurface.batchnumtriangles = batchnumtriangles;
8014 // apply skeletal animation that would have been done in the vertex shader
8015 if (rsurface.batchskeletaltransform3x4)
8017 const unsigned char *si;
8018 const unsigned char *sw;
8020 const float *b = rsurface.batchskeletaltransform3x4;
8021 float *vp, *vs, *vt, *vn;
8023 float m[3][4], n[3][4];
8024 float tp[3], ts[3], tt[3], tn[3];
8025 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8026 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8027 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8028 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8029 si = rsurface.batchskeletalindex4ub;
8030 sw = rsurface.batchskeletalweight4ub;
8031 vp = rsurface.batchvertex3f;
8032 vs = rsurface.batchsvector3f;
8033 vt = rsurface.batchtvector3f;
8034 vn = rsurface.batchnormal3f;
8035 memset(m[0], 0, sizeof(m));
8036 memset(n[0], 0, sizeof(n));
8037 for (i = 0;i < batchnumvertices;i++)
8039 t[0] = b + si[0]*12;
8042 // common case - only one matrix
8056 else if (sw[2] + sw[3])
8059 t[1] = b + si[1]*12;
8060 t[2] = b + si[2]*12;
8061 t[3] = b + si[3]*12;
8062 w[0] = sw[0] * (1.0f / 255.0f);
8063 w[1] = sw[1] * (1.0f / 255.0f);
8064 w[2] = sw[2] * (1.0f / 255.0f);
8065 w[3] = sw[3] * (1.0f / 255.0f);
8066 // blend the matrices
8067 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8068 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8069 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8070 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8071 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8072 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8073 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8074 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8075 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8076 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8077 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8078 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8083 t[1] = b + si[1]*12;
8084 w[0] = sw[0] * (1.0f / 255.0f);
8085 w[1] = sw[1] * (1.0f / 255.0f);
8086 // blend the matrices
8087 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8088 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8089 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8090 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8091 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8092 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8093 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8094 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8095 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8096 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8097 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8098 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8102 // modify the vertex
8104 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8105 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8106 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8110 // the normal transformation matrix is a set of cross products...
8111 CrossProduct(m[1], m[2], n[0]);
8112 CrossProduct(m[2], m[0], n[1]);
8113 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8115 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8116 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8117 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8118 VectorNormalize(vn);
8123 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8124 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8125 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8126 VectorNormalize(vs);
8129 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8130 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8131 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8132 VectorNormalize(vt);
8137 rsurface.batchskeletaltransform3x4 = NULL;
8138 rsurface.batchskeletalnumtransforms = 0;
8141 // q1bsp surfaces rendered in vertex color mode have to have colors
8142 // calculated based on lightstyles
8143 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8145 // generate color arrays for the surfaces in this list
8150 const unsigned char *lm;
8151 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8152 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8153 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8155 for (i = 0;i < texturenumsurfaces;i++)
8157 surface = texturesurfacelist[i];
8158 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8159 surfacenumvertices = surface->num_vertices;
8160 if (surface->lightmapinfo->samples)
8162 for (j = 0;j < surfacenumvertices;j++)
8164 lm = surface->lightmapinfo->samples + offsets[j];
8165 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8166 VectorScale(lm, scale, c);
8167 if (surface->lightmapinfo->styles[1] != 255)
8169 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8171 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8172 VectorMA(c, scale, lm, c);
8173 if (surface->lightmapinfo->styles[2] != 255)
8176 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8177 VectorMA(c, scale, lm, c);
8178 if (surface->lightmapinfo->styles[3] != 255)
8181 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8182 VectorMA(c, scale, lm, c);
8189 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);
8195 for (j = 0;j < surfacenumvertices;j++)
8197 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8204 // if vertices are deformed (sprite flares and things in maps, possibly
8205 // water waves, bulges and other deformations), modify the copied vertices
8207 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8210 switch (deform->deform)
8213 case Q3DEFORM_PROJECTIONSHADOW:
8214 case Q3DEFORM_TEXT0:
8215 case Q3DEFORM_TEXT1:
8216 case Q3DEFORM_TEXT2:
8217 case Q3DEFORM_TEXT3:
8218 case Q3DEFORM_TEXT4:
8219 case Q3DEFORM_TEXT5:
8220 case Q3DEFORM_TEXT6:
8221 case Q3DEFORM_TEXT7:
8224 case Q3DEFORM_AUTOSPRITE:
8225 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8226 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8227 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8228 VectorNormalize(newforward);
8229 VectorNormalize(newright);
8230 VectorNormalize(newup);
8231 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8232 // rsurface.batchvertex3f_vertexbuffer = NULL;
8233 // rsurface.batchvertex3f_bufferoffset = 0;
8234 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8235 // rsurface.batchsvector3f_vertexbuffer = NULL;
8236 // rsurface.batchsvector3f_bufferoffset = 0;
8237 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8238 // rsurface.batchtvector3f_vertexbuffer = NULL;
8239 // rsurface.batchtvector3f_bufferoffset = 0;
8240 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8241 // rsurface.batchnormal3f_vertexbuffer = NULL;
8242 // rsurface.batchnormal3f_bufferoffset = 0;
8243 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8244 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8245 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8246 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8247 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);
8248 // a single autosprite surface can contain multiple sprites...
8249 for (j = 0;j < batchnumvertices - 3;j += 4)
8251 VectorClear(center);
8252 for (i = 0;i < 4;i++)
8253 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8254 VectorScale(center, 0.25f, center);
8255 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8256 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8257 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8258 for (i = 0;i < 4;i++)
8260 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8261 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8264 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8265 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8266 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);
8268 case Q3DEFORM_AUTOSPRITE2:
8269 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8270 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8271 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8272 VectorNormalize(newforward);
8273 VectorNormalize(newright);
8274 VectorNormalize(newup);
8275 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8276 // rsurface.batchvertex3f_vertexbuffer = NULL;
8277 // rsurface.batchvertex3f_bufferoffset = 0;
8279 const float *v1, *v2;
8289 memset(shortest, 0, sizeof(shortest));
8290 // a single autosprite surface can contain multiple sprites...
8291 for (j = 0;j < batchnumvertices - 3;j += 4)
8293 VectorClear(center);
8294 for (i = 0;i < 4;i++)
8295 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8296 VectorScale(center, 0.25f, center);
8297 // find the two shortest edges, then use them to define the
8298 // axis vectors for rotating around the central axis
8299 for (i = 0;i < 6;i++)
8301 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8302 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8303 l = VectorDistance2(v1, v2);
8304 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8306 l += (1.0f / 1024.0f);
8307 if (shortest[0].length2 > l || i == 0)
8309 shortest[1] = shortest[0];
8310 shortest[0].length2 = l;
8311 shortest[0].v1 = v1;
8312 shortest[0].v2 = v2;
8314 else if (shortest[1].length2 > l || i == 1)
8316 shortest[1].length2 = l;
8317 shortest[1].v1 = v1;
8318 shortest[1].v2 = v2;
8321 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8322 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8323 // this calculates the right vector from the shortest edge
8324 // and the up vector from the edge midpoints
8325 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8326 VectorNormalize(right);
8327 VectorSubtract(end, start, up);
8328 VectorNormalize(up);
8329 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8330 VectorSubtract(rsurface.localvieworigin, center, forward);
8331 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8332 VectorNegate(forward, forward);
8333 VectorReflect(forward, 0, up, forward);
8334 VectorNormalize(forward);
8335 CrossProduct(up, forward, newright);
8336 VectorNormalize(newright);
8337 // rotate the quad around the up axis vector, this is made
8338 // especially easy by the fact we know the quad is flat,
8339 // so we only have to subtract the center position and
8340 // measure distance along the right vector, and then
8341 // multiply that by the newright vector and add back the
8343 // we also need to subtract the old position to undo the
8344 // displacement from the center, which we do with a
8345 // DotProduct, the subtraction/addition of center is also
8346 // optimized into DotProducts here
8347 l = DotProduct(right, center);
8348 for (i = 0;i < 4;i++)
8350 v1 = rsurface.batchvertex3f + 3*(j+i);
8351 f = DotProduct(right, v1) - l;
8352 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8356 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8358 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8359 // rsurface.batchnormal3f_vertexbuffer = NULL;
8360 // rsurface.batchnormal3f_bufferoffset = 0;
8361 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8363 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8365 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8366 // rsurface.batchsvector3f_vertexbuffer = NULL;
8367 // rsurface.batchsvector3f_bufferoffset = 0;
8368 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8369 // rsurface.batchtvector3f_vertexbuffer = NULL;
8370 // rsurface.batchtvector3f_bufferoffset = 0;
8371 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);
8374 case Q3DEFORM_NORMAL:
8375 // deform the normals to make reflections wavey
8376 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8377 rsurface.batchnormal3f_vertexbuffer = NULL;
8378 rsurface.batchnormal3f_bufferoffset = 0;
8379 for (j = 0;j < batchnumvertices;j++)
8382 float *normal = rsurface.batchnormal3f + 3*j;
8383 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8384 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8385 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8386 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8387 VectorNormalize(normal);
8389 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8391 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8392 // rsurface.batchsvector3f_vertexbuffer = NULL;
8393 // rsurface.batchsvector3f_bufferoffset = 0;
8394 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8395 // rsurface.batchtvector3f_vertexbuffer = NULL;
8396 // rsurface.batchtvector3f_bufferoffset = 0;
8397 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);
8401 // deform vertex array to make wavey water and flags and such
8402 waveparms[0] = deform->waveparms[0];
8403 waveparms[1] = deform->waveparms[1];
8404 waveparms[2] = deform->waveparms[2];
8405 waveparms[3] = deform->waveparms[3];
8406 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8407 break; // if wavefunc is a nop, don't make a dynamic vertex array
8408 // this is how a divisor of vertex influence on deformation
8409 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8410 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8411 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8412 // rsurface.batchvertex3f_vertexbuffer = NULL;
8413 // rsurface.batchvertex3f_bufferoffset = 0;
8414 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8415 // rsurface.batchnormal3f_vertexbuffer = NULL;
8416 // rsurface.batchnormal3f_bufferoffset = 0;
8417 for (j = 0;j < batchnumvertices;j++)
8419 // if the wavefunc depends on time, evaluate it per-vertex
8422 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8423 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8425 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8427 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8428 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8429 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8431 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8432 // rsurface.batchsvector3f_vertexbuffer = NULL;
8433 // rsurface.batchsvector3f_bufferoffset = 0;
8434 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8435 // rsurface.batchtvector3f_vertexbuffer = NULL;
8436 // rsurface.batchtvector3f_bufferoffset = 0;
8437 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);
8440 case Q3DEFORM_BULGE:
8441 // deform vertex array to make the surface have moving bulges
8442 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8443 // rsurface.batchvertex3f_vertexbuffer = NULL;
8444 // rsurface.batchvertex3f_bufferoffset = 0;
8445 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8446 // rsurface.batchnormal3f_vertexbuffer = NULL;
8447 // rsurface.batchnormal3f_bufferoffset = 0;
8448 for (j = 0;j < batchnumvertices;j++)
8450 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8451 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8453 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8454 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8455 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8457 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8458 // rsurface.batchsvector3f_vertexbuffer = NULL;
8459 // rsurface.batchsvector3f_bufferoffset = 0;
8460 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8461 // rsurface.batchtvector3f_vertexbuffer = NULL;
8462 // rsurface.batchtvector3f_bufferoffset = 0;
8463 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);
8467 // deform vertex array
8468 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8469 break; // if wavefunc is a nop, don't make a dynamic vertex array
8470 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8471 VectorScale(deform->parms, scale, waveparms);
8472 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8473 // rsurface.batchvertex3f_vertexbuffer = NULL;
8474 // rsurface.batchvertex3f_bufferoffset = 0;
8475 for (j = 0;j < batchnumvertices;j++)
8476 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8481 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8483 // generate texcoords based on the chosen texcoord source
8484 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8487 case Q3TCGEN_TEXTURE:
8489 case Q3TCGEN_LIGHTMAP:
8490 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8491 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8492 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8493 if (rsurface.batchtexcoordlightmap2f)
8494 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8496 case Q3TCGEN_VECTOR:
8497 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8498 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8499 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8500 for (j = 0;j < batchnumvertices;j++)
8502 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8503 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8506 case Q3TCGEN_ENVIRONMENT:
8507 // make environment reflections using a spheremap
8508 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8509 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8510 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8511 for (j = 0;j < batchnumvertices;j++)
8513 // identical to Q3A's method, but executed in worldspace so
8514 // carried models can be shiny too
8516 float viewer[3], d, reflected[3], worldreflected[3];
8518 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8519 // VectorNormalize(viewer);
8521 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8523 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8524 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8525 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8526 // note: this is proportinal to viewer, so we can normalize later
8528 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8529 VectorNormalize(worldreflected);
8531 // note: this sphere map only uses world x and z!
8532 // so positive and negative y will LOOK THE SAME.
8533 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8534 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8538 // the only tcmod that needs software vertex processing is turbulent, so
8539 // check for it here and apply the changes if needed
8540 // and we only support that as the first one
8541 // (handling a mixture of turbulent and other tcmods would be problematic
8542 // without punting it entirely to a software path)
8543 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8545 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8546 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8547 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8548 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8549 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8550 for (j = 0;j < batchnumvertices;j++)
8552 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);
8553 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8558 // upload buffer data for the dynamic batch
8559 if (rsurface.batchvertex3f)
8560 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
8561 if (rsurface.batchsvector3f)
8562 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
8563 if (rsurface.batchtvector3f)
8564 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
8565 if (rsurface.batchnormal3f)
8566 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
8567 if (rsurface.batchlightmapcolor4f)
8568 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
8569 if (rsurface.batchtexcoordtexture2f)
8570 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
8571 if (rsurface.batchtexcoordlightmap2f)
8572 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
8573 if (rsurface.batchskeletalindex4ub)
8574 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
8575 if (rsurface.batchskeletalweight4ub)
8576 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
8577 if (rsurface.batchelement3s)
8578 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
8579 else if (rsurface.batchelement3i)
8580 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
8583 void RSurf_DrawBatch(void)
8585 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8586 // through the pipeline, killing it earlier in the pipeline would have
8587 // per-surface overhead rather than per-batch overhead, so it's best to
8588 // reject it here, before it hits glDraw.
8589 if (rsurface.batchnumtriangles == 0)
8592 // batch debugging code
8593 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8599 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8600 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8603 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8605 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8607 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8608 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);
8615 if (rsurface.batchmultidraw)
8617 // issue multiple draws rather than copying index data
8618 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8619 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8620 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8621 for (i = 0;i < numsurfaces;)
8623 // combine consecutive surfaces as one draw
8624 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8625 if (surfacelist[j] != surfacelist[k] + 1)
8627 firstvertex = surfacelist[i]->num_firstvertex;
8628 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8629 firsttriangle = surfacelist[i]->num_firsttriangle;
8630 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8631 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);
8637 // there is only one consecutive run of index data (may have been combined)
8638 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);
8642 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8644 // pick the closest matching water plane
8645 int planeindex, vertexindex, bestplaneindex = -1;
8649 r_waterstate_waterplane_t *p;
8650 qboolean prepared = false;
8652 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8654 if(p->camera_entity != rsurface.texture->camera_entity)
8659 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8661 if(rsurface.batchnumvertices == 0)
8664 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8666 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8667 d += fabs(PlaneDiff(vert, &p->plane));
8669 if (bestd > d || bestplaneindex < 0)
8672 bestplaneindex = planeindex;
8675 return bestplaneindex;
8676 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8677 // this situation though, as it might be better to render single larger
8678 // batches with useless stuff (backface culled for example) than to
8679 // render multiple smaller batches
8682 void RSurf_SetupDepthAndCulling(void)
8684 // submodels are biased to avoid z-fighting with world surfaces that they
8685 // may be exactly overlapping (avoids z-fighting artifacts on certain
8686 // doors and things in Quake maps)
8687 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8688 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8689 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8690 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8693 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8696 // transparent sky would be ridiculous
8697 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8699 R_SetupShader_Generic_NoTexture(false, false);
8700 skyrenderlater = true;
8701 RSurf_SetupDepthAndCulling();
8704 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8705 if (r_sky_scissor.integer)
8707 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8708 for (i = 0; i < texturenumsurfaces; i++)
8710 const msurface_t *surf = texturesurfacelist[i];
8713 float mins[3], maxs[3];
8715 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8717 Matrix4x4_Transform(&rsurface.matrix, v, p);
8720 if (mins[0] > p[0]) mins[0] = p[0];
8721 if (mins[1] > p[1]) mins[1] = p[1];
8722 if (mins[2] > p[2]) mins[2] = p[2];
8723 if (maxs[0] < p[0]) maxs[0] = p[0];
8724 if (maxs[1] < p[1]) maxs[1] = p[1];
8725 if (maxs[2] < p[2]) maxs[2] = p[2];
8729 VectorCopy(p, mins);
8730 VectorCopy(p, maxs);
8733 if (!R_ScissorForBBox(mins, maxs, scissor))
8737 if (skyscissor[0] > scissor[0])
8739 skyscissor[2] += skyscissor[0] - scissor[0];
8740 skyscissor[0] = scissor[0];
8742 if (skyscissor[1] > scissor[1])
8744 skyscissor[3] += skyscissor[1] - scissor[1];
8745 skyscissor[1] = scissor[1];
8747 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8748 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8749 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8750 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8753 Vector4Copy(scissor, skyscissor);
8758 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8759 // skymasking on them, and Quake3 never did sky masking (unlike
8760 // software Quake and software Quake2), so disable the sky masking
8761 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8762 // and skymasking also looks very bad when noclipping outside the
8763 // level, so don't use it then either.
8764 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)
8766 R_Mesh_ResetTextureState();
8767 if (skyrendermasked)
8769 R_SetupShader_DepthOrShadow(false, false, false);
8770 // depth-only (masking)
8771 GL_ColorMask(0, 0, 0, 0);
8772 // just to make sure that braindead drivers don't draw
8773 // anything despite that colormask...
8774 GL_BlendFunc(GL_ZERO, GL_ONE);
8775 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8776 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8780 R_SetupShader_Generic_NoTexture(false, false);
8782 GL_BlendFunc(GL_ONE, GL_ZERO);
8783 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8784 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8785 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8788 if (skyrendermasked)
8789 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8791 R_Mesh_ResetTextureState();
8792 GL_Color(1, 1, 1, 1);
8795 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8796 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8797 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8799 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8803 // render screenspace normalmap to texture
8805 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8810 // bind lightmap texture
8812 // water/refraction/reflection/camera surfaces have to be handled specially
8813 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8815 int start, end, startplaneindex;
8816 for (start = 0;start < texturenumsurfaces;start = end)
8818 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8819 if(startplaneindex < 0)
8821 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8822 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8826 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8828 // now that we have a batch using the same planeindex, render it
8829 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8831 // render water or distortion background
8833 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8835 // blend surface on top
8836 GL_DepthMask(false);
8837 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8840 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8842 // render surface with reflection texture as input
8843 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8844 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8851 // render surface batch normally
8852 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8853 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
8857 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8861 int texturesurfaceindex;
8863 const msurface_t *surface;
8864 float surfacecolor4f[4];
8866 // R_Mesh_ResetTextureState();
8867 R_SetupShader_Generic_NoTexture(false, false);
8869 GL_BlendFunc(GL_ONE, GL_ZERO);
8870 GL_DepthMask(writedepth);
8872 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8874 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8876 surface = texturesurfacelist[texturesurfaceindex];
8877 k = (int)(((size_t)surface) / sizeof(msurface_t));
8878 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8879 for (j = 0;j < surface->num_vertices;j++)
8881 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8885 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8889 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8892 RSurf_SetupDepthAndCulling();
8893 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8895 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8898 switch (vid.renderpath)
8900 case RENDERPATH_GL32:
8901 case RENDERPATH_GLES2:
8902 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8908 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8911 int texturenumsurfaces, endsurface;
8913 const msurface_t *surface;
8914 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8916 RSurf_ActiveModelEntity(ent, true, true, false);
8918 if (r_transparentdepthmasking.integer)
8920 qboolean setup = false;
8921 for (i = 0;i < numsurfaces;i = j)
8924 surface = rsurface.modelsurfaces + surfacelist[i];
8925 texture = surface->texture;
8926 rsurface.texture = R_GetCurrentTexture(texture);
8927 rsurface.lightmaptexture = NULL;
8928 rsurface.deluxemaptexture = NULL;
8929 rsurface.uselightmaptexture = false;
8930 // scan ahead until we find a different texture
8931 endsurface = min(i + 1024, numsurfaces);
8932 texturenumsurfaces = 0;
8933 texturesurfacelist[texturenumsurfaces++] = surface;
8934 for (;j < endsurface;j++)
8936 surface = rsurface.modelsurfaces + surfacelist[j];
8937 if (texture != surface->texture)
8939 texturesurfacelist[texturenumsurfaces++] = surface;
8941 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8943 // render the range of surfaces as depth
8947 GL_ColorMask(0,0,0,0);
8950 GL_BlendFunc(GL_ONE, GL_ZERO);
8952 // R_Mesh_ResetTextureState();
8954 RSurf_SetupDepthAndCulling();
8955 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8956 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8957 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8961 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8964 for (i = 0;i < numsurfaces;i = j)
8967 surface = rsurface.modelsurfaces + surfacelist[i];
8968 texture = surface->texture;
8969 rsurface.texture = R_GetCurrentTexture(texture);
8970 // scan ahead until we find a different texture
8971 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8972 texturenumsurfaces = 0;
8973 texturesurfacelist[texturenumsurfaces++] = surface;
8974 if(FAKELIGHT_ENABLED)
8976 rsurface.lightmaptexture = NULL;
8977 rsurface.deluxemaptexture = NULL;
8978 rsurface.uselightmaptexture = false;
8979 for (;j < endsurface;j++)
8981 surface = rsurface.modelsurfaces + surfacelist[j];
8982 if (texture != surface->texture)
8984 texturesurfacelist[texturenumsurfaces++] = surface;
8989 rsurface.lightmaptexture = surface->lightmaptexture;
8990 rsurface.deluxemaptexture = surface->deluxemaptexture;
8991 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8992 for (;j < endsurface;j++)
8994 surface = rsurface.modelsurfaces + surfacelist[j];
8995 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8997 texturesurfacelist[texturenumsurfaces++] = surface;
9000 // render the range of surfaces
9001 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9003 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9006 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9008 // transparent surfaces get pushed off into the transparent queue
9009 int surfacelistindex;
9010 const msurface_t *surface;
9011 vec3_t tempcenter, center;
9012 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9014 surface = texturesurfacelist[surfacelistindex];
9015 if (r_transparent_sortsurfacesbynearest.integer)
9017 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9018 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9019 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9023 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9024 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9025 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9027 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9028 if (rsurface.entity->transparent_offset) // transparent offset
9030 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9031 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9032 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9034 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);
9038 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9040 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9042 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9044 RSurf_SetupDepthAndCulling();
9045 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9046 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9047 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9051 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
9055 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9058 if (!rsurface.texture->currentnumlayers)
9060 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9061 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9063 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9065 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9066 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9067 else if (!rsurface.texture->currentnumlayers)
9069 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9071 // in the deferred case, transparent surfaces were queued during prepass
9072 if (!r_shadow_usingdeferredprepass)
9073 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9077 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9078 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9083 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
9087 R_FrameData_SetMark();
9088 // break the surface list down into batches by texture and use of lightmapping
9089 for (i = 0;i < numsurfaces;i = j)
9092 // texture is the base texture pointer, rsurface.texture is the
9093 // current frame/skin the texture is directing us to use (for example
9094 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9095 // use skin 1 instead)
9096 texture = surfacelist[i]->texture;
9097 rsurface.texture = R_GetCurrentTexture(texture);
9098 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9100 // if this texture is not the kind we want, skip ahead to the next one
9101 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9105 if(FAKELIGHT_ENABLED || depthonly || prepass)
9107 rsurface.lightmaptexture = NULL;
9108 rsurface.deluxemaptexture = NULL;
9109 rsurface.uselightmaptexture = false;
9110 // simply scan ahead until we find a different texture or lightmap state
9111 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9116 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9117 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9118 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9119 // simply scan ahead until we find a different texture or lightmap state
9120 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9123 // render the range of surfaces
9124 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
9126 R_FrameData_ReturnToMark();
9129 float locboxvertex3f[6*4*3] =
9131 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9132 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9133 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9134 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9135 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9136 1,0,0, 0,0,0, 0,1,0, 1,1,0
9139 unsigned short locboxelements[6*2*3] =
9149 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9152 cl_locnode_t *loc = (cl_locnode_t *)ent;
9154 float vertex3f[6*4*3];
9156 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9157 GL_DepthMask(false);
9158 GL_DepthRange(0, 1);
9159 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9161 GL_CullFace(GL_NONE);
9162 R_EntityMatrix(&identitymatrix);
9164 // R_Mesh_ResetTextureState();
9167 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9168 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9169 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9170 surfacelist[0] < 0 ? 0.5f : 0.125f);
9172 if (VectorCompare(loc->mins, loc->maxs))
9174 VectorSet(size, 2, 2, 2);
9175 VectorMA(loc->mins, -0.5f, size, mins);
9179 VectorCopy(loc->mins, mins);
9180 VectorSubtract(loc->maxs, loc->mins, size);
9183 for (i = 0;i < 6*4*3;)
9184 for (j = 0;j < 3;j++, i++)
9185 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9187 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9188 R_SetupShader_Generic_NoTexture(false, false);
9189 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9192 void R_DrawLocs(void)
9195 cl_locnode_t *loc, *nearestloc;
9197 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9198 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9200 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9201 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9205 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9207 if (decalsystem->decals)
9208 Mem_Free(decalsystem->decals);
9209 memset(decalsystem, 0, sizeof(*decalsystem));
9212 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)
9218 // expand or initialize the system
9219 if (decalsystem->maxdecals <= decalsystem->numdecals)
9221 decalsystem_t old = *decalsystem;
9222 qboolean useshortelements;
9223 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9224 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9225 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)));
9226 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9227 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9228 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9229 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9230 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9231 if (decalsystem->numdecals)
9232 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9234 Mem_Free(old.decals);
9235 for (i = 0;i < decalsystem->maxdecals*3;i++)
9236 decalsystem->element3i[i] = i;
9237 if (useshortelements)
9238 for (i = 0;i < decalsystem->maxdecals*3;i++)
9239 decalsystem->element3s[i] = i;
9242 // grab a decal and search for another free slot for the next one
9243 decals = decalsystem->decals;
9244 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9245 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9247 decalsystem->freedecal = i;
9248 if (decalsystem->numdecals <= i)
9249 decalsystem->numdecals = i + 1;
9251 // initialize the decal
9253 decal->triangleindex = triangleindex;
9254 decal->surfaceindex = surfaceindex;
9255 decal->decalsequence = decalsequence;
9256 decal->color4f[0][0] = c0[0];
9257 decal->color4f[0][1] = c0[1];
9258 decal->color4f[0][2] = c0[2];
9259 decal->color4f[0][3] = 1;
9260 decal->color4f[1][0] = c1[0];
9261 decal->color4f[1][1] = c1[1];
9262 decal->color4f[1][2] = c1[2];
9263 decal->color4f[1][3] = 1;
9264 decal->color4f[2][0] = c2[0];
9265 decal->color4f[2][1] = c2[1];
9266 decal->color4f[2][2] = c2[2];
9267 decal->color4f[2][3] = 1;
9268 decal->vertex3f[0][0] = v0[0];
9269 decal->vertex3f[0][1] = v0[1];
9270 decal->vertex3f[0][2] = v0[2];
9271 decal->vertex3f[1][0] = v1[0];
9272 decal->vertex3f[1][1] = v1[1];
9273 decal->vertex3f[1][2] = v1[2];
9274 decal->vertex3f[2][0] = v2[0];
9275 decal->vertex3f[2][1] = v2[1];
9276 decal->vertex3f[2][2] = v2[2];
9277 decal->texcoord2f[0][0] = t0[0];
9278 decal->texcoord2f[0][1] = t0[1];
9279 decal->texcoord2f[1][0] = t1[0];
9280 decal->texcoord2f[1][1] = t1[1];
9281 decal->texcoord2f[2][0] = t2[0];
9282 decal->texcoord2f[2][1] = t2[1];
9283 TriangleNormal(v0, v1, v2, decal->plane);
9284 VectorNormalize(decal->plane);
9285 decal->plane[3] = DotProduct(v0, decal->plane);
9288 extern cvar_t cl_decals_bias;
9289 extern cvar_t cl_decals_models;
9290 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9291 // baseparms, parms, temps
9292 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)
9297 const float *vertex3f;
9298 const float *normal3f;
9300 float points[2][9][3];
9307 e = rsurface.modelelement3i + 3*triangleindex;
9309 vertex3f = rsurface.modelvertex3f;
9310 normal3f = rsurface.modelnormal3f;
9314 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9316 index = 3*e[cornerindex];
9317 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9322 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9324 index = 3*e[cornerindex];
9325 VectorCopy(vertex3f + index, v[cornerindex]);
9330 //TriangleNormal(v[0], v[1], v[2], normal);
9331 //if (DotProduct(normal, localnormal) < 0.0f)
9333 // clip by each of the box planes formed from the projection matrix
9334 // if anything survives, we emit the decal
9335 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]);
9338 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]);
9341 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]);
9344 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]);
9347 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]);
9350 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]);
9353 // some part of the triangle survived, so we have to accept it...
9356 // dynamic always uses the original triangle
9358 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9360 index = 3*e[cornerindex];
9361 VectorCopy(vertex3f + index, v[cornerindex]);
9364 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9366 // convert vertex positions to texcoords
9367 Matrix4x4_Transform(projection, v[cornerindex], temp);
9368 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9369 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9370 // calculate distance fade from the projection origin
9371 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9372 f = bound(0.0f, f, 1.0f);
9373 c[cornerindex][0] = r * f;
9374 c[cornerindex][1] = g * f;
9375 c[cornerindex][2] = b * f;
9376 c[cornerindex][3] = 1.0f;
9377 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9380 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);
9382 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9383 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);
9385 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)
9387 matrix4x4_t projection;
9388 decalsystem_t *decalsystem;
9391 const msurface_t *surface;
9392 const msurface_t *surfaces;
9393 const int *surfacelist;
9394 const texture_t *texture;
9397 int surfacelistindex;
9400 float localorigin[3];
9401 float localnormal[3];
9409 int bih_triangles_count;
9410 int bih_triangles[256];
9411 int bih_surfaces[256];
9413 decalsystem = &ent->decalsystem;
9415 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9417 R_DecalSystem_Reset(&ent->decalsystem);
9421 if (!model->brush.data_leafs && !cl_decals_models.integer)
9423 if (decalsystem->model)
9424 R_DecalSystem_Reset(decalsystem);
9428 if (decalsystem->model != model)
9429 R_DecalSystem_Reset(decalsystem);
9430 decalsystem->model = model;
9432 RSurf_ActiveModelEntity(ent, true, false, false);
9434 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9435 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9436 VectorNormalize(localnormal);
9437 localsize = worldsize*rsurface.inversematrixscale;
9438 localmins[0] = localorigin[0] - localsize;
9439 localmins[1] = localorigin[1] - localsize;
9440 localmins[2] = localorigin[2] - localsize;
9441 localmaxs[0] = localorigin[0] + localsize;
9442 localmaxs[1] = localorigin[1] + localsize;
9443 localmaxs[2] = localorigin[2] + localsize;
9445 //VectorCopy(localnormal, planes[4]);
9446 //VectorVectors(planes[4], planes[2], planes[0]);
9447 AnglesFromVectors(angles, localnormal, NULL, false);
9448 AngleVectors(angles, planes[0], planes[2], planes[4]);
9449 VectorNegate(planes[0], planes[1]);
9450 VectorNegate(planes[2], planes[3]);
9451 VectorNegate(planes[4], planes[5]);
9452 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9453 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9454 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9455 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9456 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9457 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9462 matrix4x4_t forwardprojection;
9463 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9464 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9469 float projectionvector[4][3];
9470 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9471 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9472 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9473 projectionvector[0][0] = planes[0][0] * ilocalsize;
9474 projectionvector[0][1] = planes[1][0] * ilocalsize;
9475 projectionvector[0][2] = planes[2][0] * ilocalsize;
9476 projectionvector[1][0] = planes[0][1] * ilocalsize;
9477 projectionvector[1][1] = planes[1][1] * ilocalsize;
9478 projectionvector[1][2] = planes[2][1] * ilocalsize;
9479 projectionvector[2][0] = planes[0][2] * ilocalsize;
9480 projectionvector[2][1] = planes[1][2] * ilocalsize;
9481 projectionvector[2][2] = planes[2][2] * ilocalsize;
9482 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9483 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9484 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9485 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9489 dynamic = model->surfmesh.isanimated;
9490 numsurfacelist = model->nummodelsurfaces;
9491 surfacelist = model->sortedmodelsurfaces;
9492 surfaces = model->data_surfaces;
9495 bih_triangles_count = -1;
9498 if(model->render_bih.numleafs)
9499 bih = &model->render_bih;
9500 else if(model->collision_bih.numleafs)
9501 bih = &model->collision_bih;
9504 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9505 if(bih_triangles_count == 0)
9507 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9509 if(bih_triangles_count > 0)
9511 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9513 surfaceindex = bih_surfaces[triangleindex];
9514 surface = surfaces + surfaceindex;
9515 texture = surface->texture;
9516 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9518 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9520 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9525 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9527 surfaceindex = surfacelist[surfacelistindex];
9528 surface = surfaces + surfaceindex;
9529 // check cull box first because it rejects more than any other check
9530 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9532 // skip transparent surfaces
9533 texture = surface->texture;
9534 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9536 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9538 numtriangles = surface->num_triangles;
9539 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9540 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9545 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9546 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)
9548 int renderentityindex;
9551 entity_render_t *ent;
9553 if (!cl_decals_newsystem.integer)
9556 worldmins[0] = worldorigin[0] - worldsize;
9557 worldmins[1] = worldorigin[1] - worldsize;
9558 worldmins[2] = worldorigin[2] - worldsize;
9559 worldmaxs[0] = worldorigin[0] + worldsize;
9560 worldmaxs[1] = worldorigin[1] + worldsize;
9561 worldmaxs[2] = worldorigin[2] + worldsize;
9563 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9565 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9567 ent = r_refdef.scene.entities[renderentityindex];
9568 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9571 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9575 typedef struct r_decalsystem_splatqueue_s
9582 unsigned int decalsequence;
9584 r_decalsystem_splatqueue_t;
9586 int r_decalsystem_numqueued = 0;
9587 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9589 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)
9591 r_decalsystem_splatqueue_t *queue;
9593 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9596 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9597 VectorCopy(worldorigin, queue->worldorigin);
9598 VectorCopy(worldnormal, queue->worldnormal);
9599 Vector4Set(queue->color, r, g, b, a);
9600 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9601 queue->worldsize = worldsize;
9602 queue->decalsequence = cl.decalsequence++;
9605 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9608 r_decalsystem_splatqueue_t *queue;
9610 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9611 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);
9612 r_decalsystem_numqueued = 0;
9615 extern cvar_t cl_decals_max;
9616 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9619 decalsystem_t *decalsystem = &ent->decalsystem;
9621 unsigned int killsequence;
9626 if (!decalsystem->numdecals)
9629 if (r_showsurfaces.integer)
9632 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9634 R_DecalSystem_Reset(decalsystem);
9638 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9639 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9641 if (decalsystem->lastupdatetime)
9642 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9645 decalsystem->lastupdatetime = r_refdef.scene.time;
9646 numdecals = decalsystem->numdecals;
9648 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9650 if (decal->color4f[0][3])
9652 decal->lived += frametime;
9653 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9655 memset(decal, 0, sizeof(*decal));
9656 if (decalsystem->freedecal > i)
9657 decalsystem->freedecal = i;
9661 decal = decalsystem->decals;
9662 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9665 // collapse the array by shuffling the tail decals into the gaps
9668 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9669 decalsystem->freedecal++;
9670 if (decalsystem->freedecal == numdecals)
9672 decal[decalsystem->freedecal] = decal[--numdecals];
9675 decalsystem->numdecals = numdecals;
9679 // if there are no decals left, reset decalsystem
9680 R_DecalSystem_Reset(decalsystem);
9684 extern skinframe_t *decalskinframe;
9685 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9688 decalsystem_t *decalsystem = &ent->decalsystem;
9697 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9700 numdecals = decalsystem->numdecals;
9704 if (r_showsurfaces.integer)
9707 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9709 R_DecalSystem_Reset(decalsystem);
9713 // if the model is static it doesn't matter what value we give for
9714 // wantnormals and wanttangents, so this logic uses only rules applicable
9715 // to a model, knowing that they are meaningless otherwise
9716 RSurf_ActiveModelEntity(ent, false, false, false);
9718 decalsystem->lastupdatetime = r_refdef.scene.time;
9720 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9722 // update vertex positions for animated models
9723 v3f = decalsystem->vertex3f;
9724 c4f = decalsystem->color4f;
9725 t2f = decalsystem->texcoord2f;
9726 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9728 if (!decal->color4f[0][3])
9731 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9735 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9738 // update color values for fading decals
9739 if (decal->lived >= cl_decals_time.value)
9740 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9744 c4f[ 0] = decal->color4f[0][0] * alpha;
9745 c4f[ 1] = decal->color4f[0][1] * alpha;
9746 c4f[ 2] = decal->color4f[0][2] * alpha;
9748 c4f[ 4] = decal->color4f[1][0] * alpha;
9749 c4f[ 5] = decal->color4f[1][1] * alpha;
9750 c4f[ 6] = decal->color4f[1][2] * alpha;
9752 c4f[ 8] = decal->color4f[2][0] * alpha;
9753 c4f[ 9] = decal->color4f[2][1] * alpha;
9754 c4f[10] = decal->color4f[2][2] * alpha;
9757 t2f[0] = decal->texcoord2f[0][0];
9758 t2f[1] = decal->texcoord2f[0][1];
9759 t2f[2] = decal->texcoord2f[1][0];
9760 t2f[3] = decal->texcoord2f[1][1];
9761 t2f[4] = decal->texcoord2f[2][0];
9762 t2f[5] = decal->texcoord2f[2][1];
9764 // update vertex positions for animated models
9765 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9767 e = rsurface.modelelement3i + 3*decal->triangleindex;
9768 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9769 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9770 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9774 VectorCopy(decal->vertex3f[0], v3f);
9775 VectorCopy(decal->vertex3f[1], v3f + 3);
9776 VectorCopy(decal->vertex3f[2], v3f + 6);
9779 if (r_refdef.fogenabled)
9781 alpha = RSurf_FogVertex(v3f);
9782 VectorScale(c4f, alpha, c4f);
9783 alpha = RSurf_FogVertex(v3f + 3);
9784 VectorScale(c4f + 4, alpha, c4f + 4);
9785 alpha = RSurf_FogVertex(v3f + 6);
9786 VectorScale(c4f + 8, alpha, c4f + 8);
9797 r_refdef.stats[r_stat_drawndecals] += numtris;
9799 // now render the decals all at once
9800 // (this assumes they all use one particle font texture!)
9801 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);
9802 // R_Mesh_ResetTextureState();
9803 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9804 GL_DepthMask(false);
9805 GL_DepthRange(0, 1);
9806 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9808 GL_CullFace(GL_NONE);
9809 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9810 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9811 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9815 static void R_DrawModelDecals(void)
9819 // fade faster when there are too many decals
9820 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9821 for (i = 0;i < r_refdef.scene.numentities;i++)
9822 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9824 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9825 for (i = 0;i < r_refdef.scene.numentities;i++)
9826 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9827 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9829 R_DecalSystem_ApplySplatEntitiesQueue();
9831 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9832 for (i = 0;i < r_refdef.scene.numentities;i++)
9833 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9835 r_refdef.stats[r_stat_totaldecals] += numdecals;
9837 if (r_showsurfaces.integer)
9840 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9842 for (i = 0;i < r_refdef.scene.numentities;i++)
9844 if (!r_refdef.viewcache.entityvisible[i])
9846 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9847 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9851 extern cvar_t mod_collision_bih;
9852 static void R_DrawDebugModel(void)
9854 entity_render_t *ent = rsurface.entity;
9855 int i, j, flagsmask;
9856 const msurface_t *surface;
9857 dp_model_t *model = ent->model;
9859 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9862 if (r_showoverdraw.value > 0)
9864 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9865 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9866 R_SetupShader_Generic_NoTexture(false, false);
9867 GL_DepthTest(false);
9868 GL_DepthMask(false);
9869 GL_DepthRange(0, 1);
9870 GL_BlendFunc(GL_ONE, GL_ONE);
9871 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9873 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9875 rsurface.texture = R_GetCurrentTexture(surface->texture);
9876 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9878 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9879 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9880 if (!rsurface.texture->currentlayers->depthmask)
9881 GL_Color(c, 0, 0, 1.0f);
9882 else if (ent == r_refdef.scene.worldentity)
9883 GL_Color(c, c, c, 1.0f);
9885 GL_Color(0, c, 0, 1.0f);
9886 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9890 rsurface.texture = NULL;
9893 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9895 // R_Mesh_ResetTextureState();
9896 R_SetupShader_Generic_NoTexture(false, false);
9897 GL_DepthRange(0, 1);
9898 GL_DepthTest(!r_showdisabledepthtest.integer);
9899 GL_DepthMask(false);
9900 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9902 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9906 qboolean cullbox = false;
9907 const q3mbrush_t *brush;
9908 const bih_t *bih = &model->collision_bih;
9909 const bih_leaf_t *bihleaf;
9910 float vertex3f[3][3];
9911 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9912 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9914 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9916 switch (bihleaf->type)
9919 brush = model->brush.data_brushes + bihleaf->itemindex;
9920 if (brush->colbrushf && brush->colbrushf->numtriangles)
9922 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);
9923 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9924 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9927 case BIH_COLLISIONTRIANGLE:
9928 triangleindex = bihleaf->itemindex;
9929 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9930 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9931 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9932 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);
9933 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9934 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9936 case BIH_RENDERTRIANGLE:
9937 triangleindex = bihleaf->itemindex;
9938 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9939 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9940 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9941 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);
9942 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9943 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9949 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9952 if (r_showtris.value > 0 && qglPolygonMode)
9954 if (r_showdisabledepthtest.integer)
9956 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9957 GL_DepthMask(false);
9961 GL_BlendFunc(GL_ONE, GL_ZERO);
9964 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9965 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9967 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9969 rsurface.texture = R_GetCurrentTexture(surface->texture);
9970 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9972 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9973 if (!rsurface.texture->currentlayers->depthmask)
9974 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9975 else if (ent == r_refdef.scene.worldentity)
9976 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9978 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9979 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9983 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9984 rsurface.texture = NULL;
9988 // FIXME! implement r_shownormals with just triangles
9989 if (r_shownormals.value != 0 && qglBegin)
9993 if (r_showdisabledepthtest.integer)
9995 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9996 GL_DepthMask(false);
10000 GL_BlendFunc(GL_ONE, GL_ZERO);
10001 GL_DepthMask(true);
10003 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10005 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10007 rsurface.texture = R_GetCurrentTexture(surface->texture);
10008 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10010 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10011 qglBegin(GL_LINES);
10012 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10014 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10016 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10017 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10018 qglVertex3f(v[0], v[1], v[2]);
10019 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10020 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10021 qglVertex3f(v[0], v[1], v[2]);
10024 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10026 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10028 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10029 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10030 qglVertex3f(v[0], v[1], v[2]);
10031 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10032 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10033 qglVertex3f(v[0], v[1], v[2]);
10036 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10038 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10040 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10041 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10042 qglVertex3f(v[0], v[1], v[2]);
10043 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10044 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10045 qglVertex3f(v[0], v[1], v[2]);
10048 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10050 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10052 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10053 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10054 qglVertex3f(v[0], v[1], v[2]);
10055 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10056 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10057 qglVertex3f(v[0], v[1], v[2]);
10064 rsurface.texture = NULL;
10070 int r_maxsurfacelist = 0;
10071 const msurface_t **r_surfacelist = NULL;
10072 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
10074 int i, j, endj, flagsmask;
10075 dp_model_t *model = ent->model;
10076 msurface_t *surfaces;
10077 unsigned char *update;
10078 int numsurfacelist = 0;
10082 if (r_maxsurfacelist < model->num_surfaces)
10084 r_maxsurfacelist = model->num_surfaces;
10086 Mem_Free((msurface_t **)r_surfacelist);
10087 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10090 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10091 RSurf_ActiveModelEntity(ent, false, false, false);
10093 RSurf_ActiveModelEntity(ent, true, true, true);
10094 else if (depthonly)
10095 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10097 RSurf_ActiveModelEntity(ent, true, true, false);
10099 surfaces = model->data_surfaces;
10100 update = model->brushq1.lightmapupdateflags;
10102 // update light styles
10103 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10105 model_brush_lightstyleinfo_t *style;
10106 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10108 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10110 int *list = style->surfacelist;
10111 style->value = r_refdef.scene.lightstylevalue[style->style];
10112 for (j = 0;j < style->numsurfaces;j++)
10113 update[list[j]] = true;
10118 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10122 R_DrawDebugModel();
10123 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10127 rsurface.lightmaptexture = NULL;
10128 rsurface.deluxemaptexture = NULL;
10129 rsurface.uselightmaptexture = false;
10130 rsurface.texture = NULL;
10131 rsurface.rtlight = NULL;
10132 numsurfacelist = 0;
10133 // add visible surfaces to draw list
10134 if (ent == r_refdef.scene.worldentity)
10136 // for the world entity, check surfacevisible
10137 for (i = 0;i < model->nummodelsurfaces;i++)
10139 j = model->sortedmodelsurfaces[i];
10140 if (r_refdef.viewcache.world_surfacevisible[j])
10141 r_surfacelist[numsurfacelist++] = surfaces + j;
10146 // add all surfaces
10147 for (i = 0; i < model->nummodelsurfaces; i++)
10148 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10150 // don't do anything if there were no surfaces
10151 if (!numsurfacelist)
10153 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10156 // update lightmaps if needed
10160 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10165 R_BuildLightMap(ent, surfaces + j);
10170 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
10172 // add to stats if desired
10173 if (r_speeds.integer && !skysurfaces && !depthonly)
10175 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10176 for (j = 0;j < numsurfacelist;j++)
10177 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10180 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10183 void R_DebugLine(vec3_t start, vec3_t end)
10185 dp_model_t *mod = CL_Mesh_UI();
10187 int e0, e1, e2, e3;
10188 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10189 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10190 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10193 // transform to screen coords first
10194 Vector4Set(w[0], start[0], start[1], start[2], 1);
10195 Vector4Set(w[1], end[0], end[1], end[2], 1);
10196 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10197 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10198 x1 = s[0][0] * vid_conwidth.value / vid.width;
10199 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10200 x2 = s[1][0] * vid_conwidth.value / vid.width;
10201 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10202 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10204 // add the line to the UI mesh for drawing later
10206 // width is measured in real pixels
10207 if (fabs(x2 - x1) > fabs(y2 - y1))
10210 offsety = 0.5f * width * vid_conheight.value / vid.height;
10214 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10217 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true);
10218 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10219 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10220 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10221 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10222 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10223 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10228 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10231 static texture_t texture;
10232 static msurface_t surface;
10233 const msurface_t *surfacelist = &surface;
10235 // fake enough texture and surface state to render this geometry
10237 texture.update_lastrenderframe = -1; // regenerate this texture
10238 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10239 texture.basealpha = 1.0f;
10240 texture.currentskinframe = skinframe;
10241 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10242 texture.offsetmapping = OFFSETMAPPING_OFF;
10243 texture.offsetscale = 1;
10244 texture.specularscalemod = 1;
10245 texture.specularpowermod = 1;
10246 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10247 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10248 // JUST GREP FOR "specularscalemod = 1".
10250 for (q = 0; q < 3; q++)
10252 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10253 texture.render_modellight_lightdir[q] = q == 2;
10254 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10255 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10256 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10257 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10258 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10259 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10260 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10261 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10263 texture.currentalpha = 1.0f;
10265 surface.texture = &texture;
10266 surface.num_triangles = numtriangles;
10267 surface.num_firsttriangle = firsttriangle;
10268 surface.num_vertices = numvertices;
10269 surface.num_firstvertex = firstvertex;
10272 rsurface.texture = R_GetCurrentTexture(surface.texture);
10273 rsurface.lightmaptexture = NULL;
10274 rsurface.deluxemaptexture = NULL;
10275 rsurface.uselightmaptexture = false;
10276 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10279 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)
10281 static msurface_t surface;
10282 const msurface_t *surfacelist = &surface;
10284 // fake enough texture and surface state to render this geometry
10285 surface.texture = texture;
10286 surface.num_triangles = numtriangles;
10287 surface.num_firsttriangle = firsttriangle;
10288 surface.num_vertices = numvertices;
10289 surface.num_firstvertex = firstvertex;
10292 rsurface.texture = R_GetCurrentTexture(surface.texture);
10293 rsurface.lightmaptexture = NULL;
10294 rsurface.deluxemaptexture = NULL;
10295 rsurface.uselightmaptexture = false;
10296 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);