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 "dpsoftrast.h"
30 #include "cl_collision.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
38 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
42 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
48 mempool_t *r_main_mempool;
49 rtexturepool_t *r_main_texturepool;
51 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
53 static qboolean r_loadnormalmap;
54 static qboolean r_loadgloss;
56 static qboolean r_loaddds;
57 static qboolean r_savedds;
58 static qboolean r_gpuskeletal;
65 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
66 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
67 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
68 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
69 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
70 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
71 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
72 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
73 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
74 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
75 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
76 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
78 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
79 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
80 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
81 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
82 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
84 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
85 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
86 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
87 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
88 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
89 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
90 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
91 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
92 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
93 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
94 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
95 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
96 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
97 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)"};
98 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
99 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
100 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"};
101 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
102 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
103 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"};
104 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"};
105 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"};
106 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
107 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
108 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
109 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
110 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
111 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
112 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
113 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
114 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)"};
115 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)"};
116 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
117 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
118 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
119 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
120 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"};
121 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
122 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
123 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
125 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
126 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
127 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
129 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"};
130 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
131 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
132 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"};
133 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"};
135 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
136 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
137 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
138 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."};
139 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
140 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
141 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
142 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."};
143 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
144 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
145 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."};
146 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."};
147 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
148 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"};
149 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"};
150 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
151 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
152 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
153 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
154 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
155 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"};
156 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
157 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
158 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
159 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
160 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
162 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
163 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
164 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
165 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
166 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
167 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
168 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
169 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
171 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)"};
172 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"};
174 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
175 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
176 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
178 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"};
179 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"};
180 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)"};
181 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"};
182 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
183 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
184 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"};
185 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)"};
186 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)"};
187 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
189 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
190 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)"};
191 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
192 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)"};
193 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
194 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)"};
195 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)"};
196 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
197 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"};
198 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."};
199 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
200 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)"};
201 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)"};
202 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)"};
203 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)"};
204 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)"};
205 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)"};
206 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)"};
207 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)"};
209 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)"};
210 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)"};
211 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
212 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"};
213 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
214 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
215 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
216 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"};
217 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"};
219 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
220 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
221 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
222 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
224 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
225 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
227 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
228 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
229 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
230 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
231 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
232 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
234 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
235 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
236 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
237 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
238 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
239 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
240 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
241 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
242 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
243 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
245 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"};
247 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"};
249 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
251 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
253 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)"};
254 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)"};
255 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
256 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
258 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
259 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"};
261 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."};
263 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)"};
264 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
266 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
267 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
268 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
269 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
272 extern cvar_t v_glslgamma_2d;
274 extern qboolean v_flipped_state;
276 r_framebufferstate_t r_fb;
278 /// shadow volume bsp struct with automatically growing nodes buffer
281 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
283 rtexture_t *r_texture_blanknormalmap;
284 rtexture_t *r_texture_white;
285 rtexture_t *r_texture_grey128;
286 rtexture_t *r_texture_black;
287 rtexture_t *r_texture_notexture;
288 rtexture_t *r_texture_whitecube;
289 rtexture_t *r_texture_normalizationcube;
290 rtexture_t *r_texture_fogattenuation;
291 rtexture_t *r_texture_fogheighttexture;
292 rtexture_t *r_texture_gammaramps;
293 unsigned int r_texture_gammaramps_serial;
294 //rtexture_t *r_texture_fogintensity;
295 rtexture_t *r_texture_reflectcube;
297 // TODO: hash lookups?
298 typedef struct cubemapinfo_s
305 int r_texture_numcubemaps;
306 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
308 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
309 unsigned int r_numqueries;
310 unsigned int r_maxqueries;
312 typedef struct r_qwskincache_s
314 char name[MAX_QPATH];
315 skinframe_t *skinframe;
319 static r_qwskincache_t *r_qwskincache;
320 static int r_qwskincache_size;
322 /// vertex coordinates for a quad that covers the screen exactly
323 extern const float r_screenvertex3f[12];
324 const float r_screenvertex3f[12] =
332 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
335 for (i = 0;i < verts;i++)
346 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
349 for (i = 0;i < verts;i++)
359 // FIXME: move this to client?
362 if (gamemode == GAME_NEHAHRA)
364 Cvar_Set("gl_fogenable", "0");
365 Cvar_Set("gl_fogdensity", "0.2");
366 Cvar_Set("gl_fogred", "0.3");
367 Cvar_Set("gl_foggreen", "0.3");
368 Cvar_Set("gl_fogblue", "0.3");
370 r_refdef.fog_density = 0;
371 r_refdef.fog_red = 0;
372 r_refdef.fog_green = 0;
373 r_refdef.fog_blue = 0;
374 r_refdef.fog_alpha = 1;
375 r_refdef.fog_start = 0;
376 r_refdef.fog_end = 16384;
377 r_refdef.fog_height = 1<<30;
378 r_refdef.fog_fadedepth = 128;
379 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
382 static void R_BuildBlankTextures(void)
384 unsigned char data[4];
385 data[2] = 128; // normal X
386 data[1] = 128; // normal Y
387 data[0] = 255; // normal Z
388 data[3] = 255; // height
389 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
399 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
404 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
407 static void R_BuildNoTexture(void)
410 unsigned char pix[16][16][4];
411 // this makes a light grey/dark grey checkerboard texture
412 for (y = 0;y < 16;y++)
414 for (x = 0;x < 16;x++)
416 if ((y < 8) ^ (x < 8))
432 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
435 static void R_BuildWhiteCube(void)
437 unsigned char data[6*1*1*4];
438 memset(data, 255, sizeof(data));
439 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
442 static void R_BuildNormalizationCube(void)
446 vec_t s, t, intensity;
449 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
450 for (side = 0;side < 6;side++)
452 for (y = 0;y < NORMSIZE;y++)
454 for (x = 0;x < NORMSIZE;x++)
456 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
457 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
492 intensity = 127.0f / sqrt(DotProduct(v, v));
493 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
494 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
495 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
496 data[((side*64+y)*64+x)*4+3] = 255;
500 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
504 static void R_BuildFogTexture(void)
508 unsigned char data1[FOGWIDTH][4];
509 //unsigned char data2[FOGWIDTH][4];
512 r_refdef.fogmasktable_start = r_refdef.fog_start;
513 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
514 r_refdef.fogmasktable_range = r_refdef.fogrange;
515 r_refdef.fogmasktable_density = r_refdef.fog_density;
517 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
518 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
520 d = (x * r - r_refdef.fogmasktable_start);
521 if(developer_extra.integer)
522 Con_DPrintf("%f ", d);
524 if (r_fog_exp2.integer)
525 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
527 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
528 if(developer_extra.integer)
529 Con_DPrintf(" : %f ", alpha);
530 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
531 if(developer_extra.integer)
532 Con_DPrintf(" = %f\n", alpha);
533 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
536 for (x = 0;x < FOGWIDTH;x++)
538 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
543 //data2[x][0] = 255 - b;
544 //data2[x][1] = 255 - b;
545 //data2[x][2] = 255 - b;
548 if (r_texture_fogattenuation)
550 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
551 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
555 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
556 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
560 static void R_BuildFogHeightTexture(void)
562 unsigned char *inpixels;
570 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
571 if (r_refdef.fogheighttexturename[0])
572 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
575 r_refdef.fog_height_tablesize = 0;
576 if (r_texture_fogheighttexture)
577 R_FreeTexture(r_texture_fogheighttexture);
578 r_texture_fogheighttexture = NULL;
579 if (r_refdef.fog_height_table2d)
580 Mem_Free(r_refdef.fog_height_table2d);
581 r_refdef.fog_height_table2d = NULL;
582 if (r_refdef.fog_height_table1d)
583 Mem_Free(r_refdef.fog_height_table1d);
584 r_refdef.fog_height_table1d = NULL;
588 r_refdef.fog_height_tablesize = size;
589 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
590 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
591 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
593 // LordHavoc: now the magic - what is that table2d for? it is a cooked
594 // average fog color table accounting for every fog layer between a point
595 // and the camera. (Note: attenuation is handled separately!)
596 for (y = 0;y < size;y++)
598 for (x = 0;x < size;x++)
604 for (j = x;j <= y;j++)
606 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
612 for (j = x;j >= y;j--)
614 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
619 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
620 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
621 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
622 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
625 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
628 //=======================================================================================================================================================
630 static const char *builtinshaderstrings[] =
632 #include "shader_glsl.h"
636 const char *builtinhlslshaderstrings[] =
638 #include "shader_hlsl.h"
642 //=======================================================================================================================================================
644 typedef struct shaderpermutationinfo_s
649 shaderpermutationinfo_t;
651 typedef struct shadermodeinfo_s
653 const char *sourcebasename;
654 const char *extension;
655 const char **builtinshaderstrings;
664 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
665 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
667 {"#define USEDIFFUSE\n", " diffuse"},
668 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
669 {"#define USEVIEWTINT\n", " viewtint"},
670 {"#define USECOLORMAPPING\n", " colormapping"},
671 {"#define USESATURATION\n", " saturation"},
672 {"#define USEFOGINSIDE\n", " foginside"},
673 {"#define USEFOGOUTSIDE\n", " fogoutside"},
674 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
675 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
676 {"#define USEGAMMARAMPS\n", " gammaramps"},
677 {"#define USECUBEFILTER\n", " cubefilter"},
678 {"#define USEGLOW\n", " glow"},
679 {"#define USEBLOOM\n", " bloom"},
680 {"#define USESPECULAR\n", " specular"},
681 {"#define USEPOSTPROCESSING\n", " postprocessing"},
682 {"#define USEREFLECTION\n", " reflection"},
683 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
684 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
685 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
686 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
687 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
688 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
689 {"#define USEALPHAKILL\n", " alphakill"},
690 {"#define USEREFLECTCUBE\n", " reflectcube"},
691 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
692 {"#define USEBOUNCEGRID\n", " bouncegrid"},
693 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
694 {"#define USETRIPPY\n", " trippy"},
695 {"#define USEDEPTHRGB\n", " depthrgb"},
696 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
697 {"#define USESKELETAL\n", " skeletal"},
698 {"#define USEOCCLUDE\n", " occlude"}
701 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
702 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
704 // SHADERLANGUAGE_GLSL
706 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
712 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
713 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
714 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
715 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
716 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
717 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
718 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
719 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
720 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
721 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
722 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
724 // SHADERLANGUAGE_HLSL
726 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
727 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
728 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
729 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
730 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
731 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
732 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
733 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
734 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
735 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
736 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
737 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
738 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
739 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
740 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
741 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
742 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
746 struct r_glsl_permutation_s;
747 typedef struct r_glsl_permutation_s
750 struct r_glsl_permutation_s *hashnext;
752 dpuint64 permutation;
754 /// indicates if we have tried compiling this permutation already
756 /// 0 if compilation failed
758 // texture units assigned to each detected uniform
759 int tex_Texture_First;
760 int tex_Texture_Second;
761 int tex_Texture_GammaRamps;
762 int tex_Texture_Normal;
763 int tex_Texture_Color;
764 int tex_Texture_Gloss;
765 int tex_Texture_Glow;
766 int tex_Texture_SecondaryNormal;
767 int tex_Texture_SecondaryColor;
768 int tex_Texture_SecondaryGloss;
769 int tex_Texture_SecondaryGlow;
770 int tex_Texture_Pants;
771 int tex_Texture_Shirt;
772 int tex_Texture_FogHeightTexture;
773 int tex_Texture_FogMask;
774 int tex_Texture_Lightmap;
775 int tex_Texture_Deluxemap;
776 int tex_Texture_Attenuation;
777 int tex_Texture_Cube;
778 int tex_Texture_Refraction;
779 int tex_Texture_Reflection;
780 int tex_Texture_ShadowMap2D;
781 int tex_Texture_CubeProjection;
782 int tex_Texture_ScreenNormalMap;
783 int tex_Texture_ScreenDiffuse;
784 int tex_Texture_ScreenSpecular;
785 int tex_Texture_ReflectMask;
786 int tex_Texture_ReflectCube;
787 int tex_Texture_BounceGrid;
788 /// locations of detected uniforms in program object, or -1 if not found
789 int loc_Texture_First;
790 int loc_Texture_Second;
791 int loc_Texture_GammaRamps;
792 int loc_Texture_Normal;
793 int loc_Texture_Color;
794 int loc_Texture_Gloss;
795 int loc_Texture_Glow;
796 int loc_Texture_SecondaryNormal;
797 int loc_Texture_SecondaryColor;
798 int loc_Texture_SecondaryGloss;
799 int loc_Texture_SecondaryGlow;
800 int loc_Texture_Pants;
801 int loc_Texture_Shirt;
802 int loc_Texture_FogHeightTexture;
803 int loc_Texture_FogMask;
804 int loc_Texture_Lightmap;
805 int loc_Texture_Deluxemap;
806 int loc_Texture_Attenuation;
807 int loc_Texture_Cube;
808 int loc_Texture_Refraction;
809 int loc_Texture_Reflection;
810 int loc_Texture_ShadowMap2D;
811 int loc_Texture_CubeProjection;
812 int loc_Texture_ScreenNormalMap;
813 int loc_Texture_ScreenDiffuse;
814 int loc_Texture_ScreenSpecular;
815 int loc_Texture_ReflectMask;
816 int loc_Texture_ReflectCube;
817 int loc_Texture_BounceGrid;
819 int loc_BloomBlur_Parameters;
821 int loc_Color_Ambient;
822 int loc_Color_Diffuse;
823 int loc_Color_Specular;
827 int loc_DeferredColor_Ambient;
828 int loc_DeferredColor_Diffuse;
829 int loc_DeferredColor_Specular;
830 int loc_DeferredMod_Diffuse;
831 int loc_DeferredMod_Specular;
832 int loc_DistortScaleRefractReflect;
835 int loc_FogHeightFade;
837 int loc_FogPlaneViewDist;
838 int loc_FogRangeRecip;
841 int loc_LightPosition;
842 int loc_OffsetMapping_ScaleSteps;
843 int loc_OffsetMapping_LodDistance;
844 int loc_OffsetMapping_Bias;
846 int loc_ReflectColor;
847 int loc_ReflectFactor;
848 int loc_ReflectOffset;
849 int loc_RefractColor;
851 int loc_ScreenCenterRefractReflect;
852 int loc_ScreenScaleRefractReflect;
853 int loc_ScreenToDepth;
854 int loc_ShadowMap_Parameters;
855 int loc_ShadowMap_TextureScale;
856 int loc_SpecularPower;
857 int loc_Skeletal_Transform12;
862 int loc_ViewTintColor;
864 int loc_ModelToLight;
866 int loc_BackgroundTexMatrix;
867 int loc_ModelViewProjectionMatrix;
868 int loc_ModelViewMatrix;
869 int loc_PixelToScreenTexCoord;
870 int loc_ModelToReflectCube;
871 int loc_ShadowMapMatrix;
872 int loc_BloomColorSubtract;
873 int loc_NormalmapScrollBlend;
874 int loc_BounceGridMatrix;
875 int loc_BounceGridIntensity;
876 /// uniform block bindings
877 int ubibind_Skeletal_Transform12_UniformBlock;
878 /// uniform block indices
879 int ubiloc_Skeletal_Transform12_UniformBlock;
881 r_glsl_permutation_t;
883 #define SHADERPERMUTATION_HASHSIZE 256
886 // non-degradable "lightweight" shader parameters to keep the permutations simpler
887 // these can NOT degrade! only use for simple stuff
890 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
891 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
892 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
893 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
894 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
895 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
896 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
897 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
898 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
899 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
900 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
901 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
902 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
903 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
905 #define SHADERSTATICPARMS_COUNT 14
907 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
908 static int shaderstaticparms_count = 0;
910 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
911 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
913 extern qboolean r_shadow_shadowmapsampler;
914 extern int r_shadow_shadowmappcf;
915 qboolean R_CompileShader_CheckStaticParms(void)
917 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
918 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
919 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
922 if (r_glsl_saturation_redcompensate.integer)
923 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
924 if (r_glsl_vertextextureblend_usebothalphas.integer)
925 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
926 if (r_shadow_glossexact.integer)
927 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
928 if (r_glsl_postprocess.integer)
930 if (r_glsl_postprocess_uservec1_enable.integer)
931 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
932 if (r_glsl_postprocess_uservec2_enable.integer)
933 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
934 if (r_glsl_postprocess_uservec3_enable.integer)
935 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
936 if (r_glsl_postprocess_uservec4_enable.integer)
937 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
940 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
941 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
942 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
944 if (r_shadow_shadowmapsampler)
945 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
946 if (r_shadow_shadowmappcf > 1)
947 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
948 else if (r_shadow_shadowmappcf)
949 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
950 if (r_celshading.integer)
951 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
952 if (r_celoutlines.integer)
953 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
955 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
958 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
959 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
960 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
962 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
963 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
965 shaderstaticparms_count = 0;
968 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
969 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
970 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
971 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
972 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
973 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
974 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
975 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
976 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
977 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
978 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
979 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
980 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
981 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
984 /// information about each possible shader permutation
985 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
986 /// currently selected permutation
987 r_glsl_permutation_t *r_glsl_permutation;
988 /// storage for permutations linked in the hash table
989 memexpandablearray_t r_glsl_permutationarray;
991 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
993 //unsigned int hashdepth = 0;
994 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
995 r_glsl_permutation_t *p;
996 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
998 if (p->mode == mode && p->permutation == permutation)
1000 //if (hashdepth > 10)
1001 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1006 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1008 p->permutation = permutation;
1009 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1010 r_glsl_permutationhash[mode][hashindex] = p;
1011 //if (hashdepth > 10)
1012 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1016 static char *R_ShaderStrCat(const char **strings)
1019 const char **p = strings;
1022 for (p = strings;(t = *p);p++)
1025 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1027 for (p = strings;(t = *p);p++)
1037 static char *R_ShaderStrCat(const char **strings);
1038 static void R_InitShaderModeInfo(void)
1041 shadermodeinfo_t *modeinfo;
1042 // 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)
1043 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1045 for (i = 0; i < SHADERMODE_COUNT; i++)
1047 char filename[MAX_QPATH];
1048 modeinfo = &shadermodeinfo[language][i];
1049 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1050 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1051 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1052 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1057 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1060 // if the mode has no filename we have to return the builtin string
1061 if (builtinonly || !modeinfo->filename)
1062 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1063 // note that FS_LoadFile appends a 0 byte to make it a valid string
1064 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1067 if (printfromdisknotice)
1068 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1069 return shaderstring;
1071 // fall back to builtinstring
1072 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1075 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1080 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1082 char permutationname[256];
1083 int vertstrings_count = 0;
1084 int geomstrings_count = 0;
1085 int fragstrings_count = 0;
1086 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1087 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1088 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1095 permutationname[0] = 0;
1096 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1098 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1100 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1101 if(vid.support.glshaderversion >= 140)
1103 vertstrings_list[vertstrings_count++] = "#version 140\n";
1104 geomstrings_list[geomstrings_count++] = "#version 140\n";
1105 fragstrings_list[fragstrings_count++] = "#version 140\n";
1106 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1107 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1108 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1110 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1111 else if(vid.support.glshaderversion >= 130)
1113 vertstrings_list[vertstrings_count++] = "#version 130\n";
1114 geomstrings_list[geomstrings_count++] = "#version 130\n";
1115 fragstrings_list[fragstrings_count++] = "#version 130\n";
1116 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1117 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1118 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1120 // if we can do #version 120, we should (this adds the invariant keyword)
1121 else if(vid.support.glshaderversion >= 120)
1123 vertstrings_list[vertstrings_count++] = "#version 120\n";
1124 geomstrings_list[geomstrings_count++] = "#version 120\n";
1125 fragstrings_list[fragstrings_count++] = "#version 120\n";
1126 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1127 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1128 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1130 // GLES also adds several things from GLSL120
1131 switch(vid.renderpath)
1133 case RENDERPATH_GLES2:
1134 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1135 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1136 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1142 // the first pretext is which type of shader to compile as
1143 // (later these will all be bound together as a program object)
1144 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1145 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1146 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1148 // the second pretext is the mode (for example a light source)
1149 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1150 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1151 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1152 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1154 // now add all the permutation pretexts
1155 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1157 if (permutation & (1ll<<i))
1159 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1160 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1161 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1162 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1166 // keep line numbers correct
1167 vertstrings_list[vertstrings_count++] = "\n";
1168 geomstrings_list[geomstrings_count++] = "\n";
1169 fragstrings_list[fragstrings_count++] = "\n";
1174 R_CompileShader_AddStaticParms(mode, permutation);
1175 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1176 vertstrings_count += shaderstaticparms_count;
1177 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1178 geomstrings_count += shaderstaticparms_count;
1179 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1180 fragstrings_count += shaderstaticparms_count;
1182 // now append the shader text itself
1183 vertstrings_list[vertstrings_count++] = sourcestring;
1184 geomstrings_list[geomstrings_count++] = sourcestring;
1185 fragstrings_list[fragstrings_count++] = sourcestring;
1187 // compile the shader program
1188 if (vertstrings_count + geomstrings_count + fragstrings_count)
1189 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1193 qglUseProgram(p->program);CHECKGLERROR
1194 // look up all the uniform variable names we care about, so we don't
1195 // have to look them up every time we set them
1200 GLint activeuniformindex = 0;
1201 GLint numactiveuniforms = 0;
1202 char uniformname[128];
1203 GLsizei uniformnamelength = 0;
1204 GLint uniformsize = 0;
1205 GLenum uniformtype = 0;
1206 memset(uniformname, 0, sizeof(uniformname));
1207 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1208 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1209 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1211 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1212 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1217 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1218 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1219 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1220 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1221 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1222 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1223 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1224 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1225 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1226 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1227 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1228 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1229 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1230 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1231 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1232 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1233 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1234 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1235 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1236 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1237 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1238 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1239 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1240 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1241 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1242 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1243 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1244 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1245 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1246 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1247 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1248 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1249 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1250 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1251 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1252 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1253 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1254 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1255 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1256 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1257 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1258 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1259 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1260 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1261 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1262 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1263 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1264 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1265 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1266 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1267 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1268 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1269 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1270 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1271 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1272 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1273 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1274 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1275 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1276 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1277 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1278 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1279 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1280 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1281 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1282 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1283 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1284 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1285 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1286 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1287 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1288 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1289 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1290 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1291 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1292 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1293 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1294 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1295 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1296 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1297 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1298 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1299 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1300 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1301 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1302 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1303 // initialize the samplers to refer to the texture units we use
1304 p->tex_Texture_First = -1;
1305 p->tex_Texture_Second = -1;
1306 p->tex_Texture_GammaRamps = -1;
1307 p->tex_Texture_Normal = -1;
1308 p->tex_Texture_Color = -1;
1309 p->tex_Texture_Gloss = -1;
1310 p->tex_Texture_Glow = -1;
1311 p->tex_Texture_SecondaryNormal = -1;
1312 p->tex_Texture_SecondaryColor = -1;
1313 p->tex_Texture_SecondaryGloss = -1;
1314 p->tex_Texture_SecondaryGlow = -1;
1315 p->tex_Texture_Pants = -1;
1316 p->tex_Texture_Shirt = -1;
1317 p->tex_Texture_FogHeightTexture = -1;
1318 p->tex_Texture_FogMask = -1;
1319 p->tex_Texture_Lightmap = -1;
1320 p->tex_Texture_Deluxemap = -1;
1321 p->tex_Texture_Attenuation = -1;
1322 p->tex_Texture_Cube = -1;
1323 p->tex_Texture_Refraction = -1;
1324 p->tex_Texture_Reflection = -1;
1325 p->tex_Texture_ShadowMap2D = -1;
1326 p->tex_Texture_CubeProjection = -1;
1327 p->tex_Texture_ScreenNormalMap = -1;
1328 p->tex_Texture_ScreenDiffuse = -1;
1329 p->tex_Texture_ScreenSpecular = -1;
1330 p->tex_Texture_ReflectMask = -1;
1331 p->tex_Texture_ReflectCube = -1;
1332 p->tex_Texture_BounceGrid = -1;
1333 // bind the texture samplers in use
1335 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1336 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1337 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1338 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1339 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1340 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1341 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1342 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1343 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1344 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1345 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1346 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1347 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1348 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1349 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1350 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1351 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1352 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1353 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1354 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1355 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1356 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1357 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1358 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1359 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1360 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1361 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1362 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1363 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1364 // get the uniform block indices so we can bind them
1365 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1366 if (vid.support.arb_uniform_buffer_object)
1367 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1370 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1371 // clear the uniform block bindings
1372 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1373 // bind the uniform blocks in use
1375 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1376 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1378 // we're done compiling and setting up the shader, at least until it is used
1380 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1383 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1387 Mem_Free(sourcestring);
1390 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1392 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1393 if (r_glsl_permutation != perm)
1395 r_glsl_permutation = perm;
1396 if (!r_glsl_permutation->program)
1398 if (!r_glsl_permutation->compiled)
1400 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1401 R_GLSL_CompilePermutation(perm, mode, permutation);
1403 if (!r_glsl_permutation->program)
1405 // remove features until we find a valid permutation
1407 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1409 // reduce i more quickly whenever it would not remove any bits
1410 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1411 if (!(permutation & j))
1414 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1415 if (!r_glsl_permutation->compiled)
1416 R_GLSL_CompilePermutation(perm, mode, permutation);
1417 if (r_glsl_permutation->program)
1420 if (i >= SHADERPERMUTATION_COUNT)
1422 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1423 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1424 qglUseProgram(0);CHECKGLERROR
1425 return; // no bit left to clear, entire mode is broken
1430 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1432 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1433 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1434 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1442 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1443 extern D3DCAPS9 vid_d3d9caps;
1446 struct r_hlsl_permutation_s;
1447 typedef struct r_hlsl_permutation_s
1449 /// hash lookup data
1450 struct r_hlsl_permutation_s *hashnext;
1452 dpuint64 permutation;
1454 /// indicates if we have tried compiling this permutation already
1456 /// NULL if compilation failed
1457 IDirect3DVertexShader9 *vertexshader;
1458 IDirect3DPixelShader9 *pixelshader;
1460 r_hlsl_permutation_t;
1462 typedef enum D3DVSREGISTER_e
1464 D3DVSREGISTER_TexMatrix = 0, // float4x4
1465 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1466 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1467 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1468 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1469 D3DVSREGISTER_ModelToLight = 20, // float4x4
1470 D3DVSREGISTER_EyePosition = 24,
1471 D3DVSREGISTER_FogPlane = 25,
1472 D3DVSREGISTER_LightDir = 26,
1473 D3DVSREGISTER_LightPosition = 27,
1477 typedef enum D3DPSREGISTER_e
1479 D3DPSREGISTER_Alpha = 0,
1480 D3DPSREGISTER_BloomBlur_Parameters = 1,
1481 D3DPSREGISTER_ClientTime = 2,
1482 D3DPSREGISTER_Color_Ambient = 3,
1483 D3DPSREGISTER_Color_Diffuse = 4,
1484 D3DPSREGISTER_Color_Specular = 5,
1485 D3DPSREGISTER_Color_Glow = 6,
1486 D3DPSREGISTER_Color_Pants = 7,
1487 D3DPSREGISTER_Color_Shirt = 8,
1488 D3DPSREGISTER_DeferredColor_Ambient = 9,
1489 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1490 D3DPSREGISTER_DeferredColor_Specular = 11,
1491 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1492 D3DPSREGISTER_DeferredMod_Specular = 13,
1493 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1494 D3DPSREGISTER_EyePosition = 15, // unused
1495 D3DPSREGISTER_FogColor = 16,
1496 D3DPSREGISTER_FogHeightFade = 17,
1497 D3DPSREGISTER_FogPlane = 18,
1498 D3DPSREGISTER_FogPlaneViewDist = 19,
1499 D3DPSREGISTER_FogRangeRecip = 20,
1500 D3DPSREGISTER_LightColor = 21,
1501 D3DPSREGISTER_LightDir = 22, // unused
1502 D3DPSREGISTER_LightPosition = 23,
1503 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1504 D3DPSREGISTER_PixelSize = 25,
1505 D3DPSREGISTER_ReflectColor = 26,
1506 D3DPSREGISTER_ReflectFactor = 27,
1507 D3DPSREGISTER_ReflectOffset = 28,
1508 D3DPSREGISTER_RefractColor = 29,
1509 D3DPSREGISTER_Saturation = 30,
1510 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1511 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1512 D3DPSREGISTER_ScreenToDepth = 33,
1513 D3DPSREGISTER_ShadowMap_Parameters = 34,
1514 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1515 D3DPSREGISTER_SpecularPower = 36,
1516 D3DPSREGISTER_UserVec1 = 37,
1517 D3DPSREGISTER_UserVec2 = 38,
1518 D3DPSREGISTER_UserVec3 = 39,
1519 D3DPSREGISTER_UserVec4 = 40,
1520 D3DPSREGISTER_ViewTintColor = 41,
1521 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1522 D3DPSREGISTER_BloomColorSubtract = 43,
1523 D3DPSREGISTER_ViewToLight = 44, // float4x4
1524 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1525 D3DPSREGISTER_NormalmapScrollBlend = 52,
1526 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1527 D3DPSREGISTER_OffsetMapping_Bias = 54,
1532 /// information about each possible shader permutation
1533 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1534 /// currently selected permutation
1535 r_hlsl_permutation_t *r_hlsl_permutation;
1536 /// storage for permutations linked in the hash table
1537 memexpandablearray_t r_hlsl_permutationarray;
1539 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
1541 //unsigned int hashdepth = 0;
1542 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1543 r_hlsl_permutation_t *p;
1544 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1546 if (p->mode == mode && p->permutation == permutation)
1548 //if (hashdepth > 10)
1549 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1554 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1556 p->permutation = permutation;
1557 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1558 r_hlsl_permutationhash[mode][hashindex] = p;
1559 //if (hashdepth > 10)
1560 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1565 //#include <d3dx9shader.h>
1566 //#include <d3dx9mesh.h>
1568 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1570 DWORD *vsbin = NULL;
1571 DWORD *psbin = NULL;
1572 fs_offset_t vsbinsize;
1573 fs_offset_t psbinsize;
1574 // IDirect3DVertexShader9 *vs = NULL;
1575 // IDirect3DPixelShader9 *ps = NULL;
1576 ID3DXBuffer *vslog = NULL;
1577 ID3DXBuffer *vsbuffer = NULL;
1578 ID3DXConstantTable *vsconstanttable = NULL;
1579 ID3DXBuffer *pslog = NULL;
1580 ID3DXBuffer *psbuffer = NULL;
1581 ID3DXConstantTable *psconstanttable = NULL;
1584 char temp[MAX_INPUTLINE];
1585 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1587 qboolean debugshader = gl_paranoid.integer != 0;
1588 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1589 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1592 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1593 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1595 if ((!vsbin && vertstring) || (!psbin && fragstring))
1597 const char* dllnames_d3dx9 [] =
1621 dllhandle_t d3dx9_dll = NULL;
1622 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1623 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1624 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1625 dllfunction_t d3dx9_dllfuncs[] =
1627 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1628 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1629 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1632 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1633 #ifndef ID3DXBuffer_GetBufferPointer
1634 #if !defined(__cplusplus) || defined(CINTERFACE)
1635 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1636 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1637 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1639 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1640 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1641 #define ID3DXBuffer_Release(p) (p)->Release()
1644 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1646 DWORD shaderflags = 0;
1648 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1649 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1650 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1651 if (vertstring && vertstring[0])
1655 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1656 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1659 vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1662 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1663 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1664 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1665 ID3DXBuffer_Release(vsbuffer);
1669 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1670 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1671 ID3DXBuffer_Release(vslog);
1674 if (fragstring && fragstring[0])
1678 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1679 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1682 psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1685 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1686 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1687 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1688 ID3DXBuffer_Release(psbuffer);
1692 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1693 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1694 ID3DXBuffer_Release(pslog);
1697 Sys_UnloadLibrary(&d3dx9_dll);
1700 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1704 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1705 if (FAILED(vsresult))
1706 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1707 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1708 if (FAILED(psresult))
1709 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1711 // free the shader data
1712 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1713 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1716 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1719 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
1720 int vertstring_length = 0;
1721 int geomstring_length = 0;
1722 int fragstring_length = 0;
1725 char *vertstring, *geomstring, *fragstring;
1726 char permutationname[256];
1727 char cachename[256];
1728 int vertstrings_count = 0;
1729 int geomstrings_count = 0;
1730 int fragstrings_count = 0;
1731 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1732 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1733 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1738 p->vertexshader = NULL;
1739 p->pixelshader = NULL;
1741 permutationname[0] = 0;
1743 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1745 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1746 strlcat(cachename, "hlsl/", sizeof(cachename));
1748 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1749 vertstrings_count = 0;
1750 geomstrings_count = 0;
1751 fragstrings_count = 0;
1752 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1753 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1754 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1756 // the first pretext is which type of shader to compile as
1757 // (later these will all be bound together as a program object)
1758 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1759 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1760 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1762 // the second pretext is the mode (for example a light source)
1763 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1764 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1765 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1766 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1767 strlcat(cachename, modeinfo->name, sizeof(cachename));
1769 // now add all the permutation pretexts
1770 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1772 if (permutation & (1ll<<i))
1774 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1775 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1776 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1777 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1778 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1782 // keep line numbers correct
1783 vertstrings_list[vertstrings_count++] = "\n";
1784 geomstrings_list[geomstrings_count++] = "\n";
1785 fragstrings_list[fragstrings_count++] = "\n";
1790 R_CompileShader_AddStaticParms(mode, permutation);
1791 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1792 vertstrings_count += shaderstaticparms_count;
1793 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1794 geomstrings_count += shaderstaticparms_count;
1795 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1796 fragstrings_count += shaderstaticparms_count;
1798 // replace spaces in the cachename with _ characters
1799 for (i = 0;cachename[i];i++)
1800 if (cachename[i] == ' ')
1803 // now append the shader text itself
1804 vertstrings_list[vertstrings_count++] = sourcestring;
1805 geomstrings_list[geomstrings_count++] = sourcestring;
1806 fragstrings_list[fragstrings_count++] = sourcestring;
1808 vertstring_length = 0;
1809 for (i = 0;i < vertstrings_count;i++)
1810 vertstring_length += (int)strlen(vertstrings_list[i]);
1811 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1812 for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1813 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1815 geomstring_length = 0;
1816 for (i = 0;i < geomstrings_count;i++)
1817 geomstring_length += (int)strlen(geomstrings_list[i]);
1818 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1819 for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1820 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1822 fragstring_length = 0;
1823 for (i = 0;i < fragstrings_count;i++)
1824 fragstring_length += (int)strlen(fragstrings_list[i]);
1825 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1826 for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1827 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1829 // try to load the cached shader, or generate one
1830 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1832 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1833 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1835 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1839 Mem_Free(vertstring);
1841 Mem_Free(geomstring);
1843 Mem_Free(fragstring);
1845 Mem_Free(sourcestring);
1848 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1849 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1850 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1851 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1852 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1853 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1855 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1856 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1857 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1858 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1859 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1860 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1862 void R_SetupShader_SetPermutationHLSL(unsigned int mode, dpuint64 permutation)
1864 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1865 if (r_hlsl_permutation != perm)
1867 r_hlsl_permutation = perm;
1868 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1870 if (!r_hlsl_permutation->compiled)
1871 R_HLSL_CompilePermutation(perm, mode, permutation);
1872 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1874 // remove features until we find a valid permutation
1876 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1878 // reduce i more quickly whenever it would not remove any bits
1879 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1880 if (!(permutation & j))
1883 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1884 if (!r_hlsl_permutation->compiled)
1885 R_HLSL_CompilePermutation(perm, mode, permutation);
1886 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1889 if (i >= SHADERPERMUTATION_COUNT)
1891 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1892 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1893 return; // no bit left to clear, entire mode is broken
1897 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1898 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1900 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1901 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1902 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1906 static void R_SetupShader_SetPermutationSoft(unsigned int mode, dpuint64 permutation)
1908 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1909 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1910 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1911 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1914 void R_GLSL_Restart_f(void)
1916 unsigned int i, limit;
1917 switch(vid.renderpath)
1919 case RENDERPATH_D3D9:
1922 r_hlsl_permutation_t *p;
1923 r_hlsl_permutation = NULL;
1924 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1925 for (i = 0;i < limit;i++)
1927 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1929 if (p->vertexshader)
1930 IDirect3DVertexShader9_Release(p->vertexshader);
1932 IDirect3DPixelShader9_Release(p->pixelshader);
1933 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1936 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1940 case RENDERPATH_D3D10:
1941 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1943 case RENDERPATH_D3D11:
1944 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1946 case RENDERPATH_GL20:
1947 case RENDERPATH_GLES2:
1949 r_glsl_permutation_t *p;
1950 r_glsl_permutation = NULL;
1951 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1952 for (i = 0;i < limit;i++)
1954 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1956 GL_Backend_FreeProgram(p->program);
1957 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1960 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1963 case RENDERPATH_GL11:
1964 case RENDERPATH_GL13:
1965 case RENDERPATH_GLES1:
1967 case RENDERPATH_SOFT:
1972 static void R_GLSL_DumpShader_f(void)
1974 int i, language, mode, dupe;
1976 shadermodeinfo_t *modeinfo;
1979 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1981 modeinfo = shadermodeinfo[language];
1982 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1984 // don't dump the same file multiple times (most or all shaders come from the same file)
1985 for (dupe = mode - 1;dupe >= 0;dupe--)
1986 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1990 text = modeinfo[mode].builtinstring;
1993 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1996 FS_Print(file, "/* The engine may define the following macros:\n");
1997 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1998 for (i = 0;i < SHADERMODE_COUNT;i++)
1999 FS_Print(file, modeinfo[i].pretext);
2000 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2001 FS_Print(file, shaderpermutationinfo[i].pretext);
2002 FS_Print(file, "*/\n");
2003 FS_Print(file, text);
2005 Con_Printf("%s written\n", modeinfo[mode].filename);
2008 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
2013 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
2015 dpuint64 permutation = 0;
2016 if (r_trippy.integer && !notrippy)
2017 permutation |= SHADERPERMUTATION_TRIPPY;
2018 permutation |= SHADERPERMUTATION_VIEWTINT;
2020 permutation |= SHADERPERMUTATION_DIFFUSE;
2022 permutation |= SHADERPERMUTATION_SPECULAR;
2023 if (texturemode == GL_MODULATE)
2024 permutation |= SHADERPERMUTATION_COLORMAPPING;
2025 else if (texturemode == GL_ADD)
2026 permutation |= SHADERPERMUTATION_GLOW;
2027 else if (texturemode == GL_DECAL)
2028 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2029 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2030 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2031 if (suppresstexalpha)
2032 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2034 texturemode = GL_MODULATE;
2035 if (vid.allowalphatocoverage)
2036 GL_AlphaToCoverage(false);
2037 switch (vid.renderpath)
2039 case RENDERPATH_D3D9:
2041 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2042 R_Mesh_TexBind(GL20TU_FIRST , first );
2043 R_Mesh_TexBind(GL20TU_SECOND, second);
2044 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2045 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps);
2048 case RENDERPATH_D3D10:
2049 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2051 case RENDERPATH_D3D11:
2052 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2054 case RENDERPATH_GL20:
2055 case RENDERPATH_GLES2:
2056 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2057 if (r_glsl_permutation->tex_Texture_First >= 0)
2058 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2059 if (r_glsl_permutation->tex_Texture_Second >= 0)
2060 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2061 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2062 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2064 case RENDERPATH_GL13:
2065 case RENDERPATH_GLES1:
2066 R_Mesh_TexBind(0, first );
2067 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2068 R_Mesh_TexMatrix(0, NULL);
2069 R_Mesh_TexBind(1, second);
2072 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2073 R_Mesh_TexMatrix(1, NULL);
2076 case RENDERPATH_GL11:
2077 R_Mesh_TexBind(0, first );
2078 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2079 R_Mesh_TexMatrix(0, NULL);
2081 case RENDERPATH_SOFT:
2082 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2083 R_Mesh_TexBind(GL20TU_FIRST , first );
2084 R_Mesh_TexBind(GL20TU_SECOND, second);
2089 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2091 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2094 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2096 dpuint64 permutation = 0;
2097 if (r_trippy.integer && !notrippy)
2098 permutation |= SHADERPERMUTATION_TRIPPY;
2100 permutation |= SHADERPERMUTATION_DEPTHRGB;
2102 permutation |= SHADERPERMUTATION_SKELETAL;
2104 if (vid.allowalphatocoverage)
2105 GL_AlphaToCoverage(false);
2106 switch (vid.renderpath)
2108 case RENDERPATH_D3D9:
2110 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2113 case RENDERPATH_D3D10:
2114 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2116 case RENDERPATH_D3D11:
2117 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2119 case RENDERPATH_GL20:
2120 case RENDERPATH_GLES2:
2121 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2122 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2123 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);
2126 case RENDERPATH_GL13:
2127 case RENDERPATH_GLES1:
2128 R_Mesh_TexBind(0, 0);
2129 R_Mesh_TexBind(1, 0);
2131 case RENDERPATH_GL11:
2132 R_Mesh_TexBind(0, 0);
2134 case RENDERPATH_SOFT:
2135 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2140 #define BLENDFUNC_ALLOWS_COLORMOD 1
2141 #define BLENDFUNC_ALLOWS_FOG 2
2142 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2143 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2144 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2145 static int R_BlendFuncFlags(int src, int dst)
2149 // a blendfunc allows colormod if:
2150 // a) it can never keep the destination pixel invariant, or
2151 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2152 // this is to prevent unintended side effects from colormod
2154 // a blendfunc allows fog if:
2155 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2156 // this is to prevent unintended side effects from fog
2158 // these checks are the output of fogeval.pl
2160 r |= BLENDFUNC_ALLOWS_COLORMOD;
2161 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2162 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2163 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2164 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2165 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2166 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2167 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2168 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2169 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2170 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2171 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2172 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2173 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2174 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2175 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2176 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2177 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2178 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2179 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2180 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2181 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2186 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)
2188 // select a permutation of the lighting shader appropriate to this
2189 // combination of texture, entity, light source, and fogging, only use the
2190 // minimum features necessary to avoid wasting rendering time in the
2191 // fragment shader on features that are not being used
2192 dpuint64 permutation = 0;
2193 unsigned int mode = 0;
2195 texture_t *t = rsurface.texture;
2197 matrix4x4_t tempmatrix;
2198 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2199 if (r_trippy.integer && !notrippy)
2200 permutation |= SHADERPERMUTATION_TRIPPY;
2201 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2202 permutation |= SHADERPERMUTATION_ALPHAKILL;
2203 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2204 permutation |= SHADERPERMUTATION_OCCLUDE;
2205 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
2206 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2207 if (rsurfacepass == RSURFPASS_BACKGROUND)
2209 // distorted background
2210 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2212 mode = SHADERMODE_WATER;
2213 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2214 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2215 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2217 // this is the right thing to do for wateralpha
2218 GL_BlendFunc(GL_ONE, GL_ZERO);
2219 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2223 // this is the right thing to do for entity alpha
2224 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2225 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2228 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
2230 mode = SHADERMODE_REFRACTION;
2231 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2232 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2233 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2234 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2238 mode = SHADERMODE_GENERIC;
2239 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2240 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2241 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2243 if (vid.allowalphatocoverage)
2244 GL_AlphaToCoverage(false);
2246 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2248 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2250 switch(t->offsetmapping)
2252 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2253 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2254 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255 case OFFSETMAPPING_OFF: break;
2258 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2259 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2260 // normalmap (deferred prepass), may use alpha test on diffuse
2261 mode = SHADERMODE_DEFERREDGEOMETRY;
2262 GL_BlendFunc(GL_ONE, GL_ZERO);
2263 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2264 if (vid.allowalphatocoverage)
2265 GL_AlphaToCoverage(false);
2267 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2269 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2271 switch(t->offsetmapping)
2273 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2274 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2275 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2276 case OFFSETMAPPING_OFF: break;
2279 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2280 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2281 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2282 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2284 mode = SHADERMODE_LIGHTSOURCE;
2285 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2286 permutation |= SHADERPERMUTATION_CUBEFILTER;
2287 if (VectorLength2(rtlightdiffuse) > 0)
2288 permutation |= SHADERPERMUTATION_DIFFUSE;
2289 if (VectorLength2(rtlightspecular) > 0)
2290 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2291 if (r_refdef.fogenabled)
2292 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2293 if (t->colormapping)
2294 permutation |= SHADERPERMUTATION_COLORMAPPING;
2295 if (r_shadow_usingshadowmap2d)
2297 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2298 if(r_shadow_shadowmapvsdct)
2299 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2301 if (r_shadow_shadowmap2ddepthbuffer)
2302 permutation |= SHADERPERMUTATION_DEPTHRGB;
2304 if (t->reflectmasktexture)
2305 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2306 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2307 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2308 if (vid.allowalphatocoverage)
2309 GL_AlphaToCoverage(false);
2311 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2313 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2315 switch(t->offsetmapping)
2317 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2318 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2319 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2320 case OFFSETMAPPING_OFF: break;
2323 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2324 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2325 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2326 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2327 // directional model lighting
2328 mode = SHADERMODE_LIGHTDIRECTION;
2329 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2330 permutation |= SHADERPERMUTATION_GLOW;
2331 if (VectorLength2(t->render_modellight_diffuse))
2332 permutation |= SHADERPERMUTATION_DIFFUSE;
2333 if (VectorLength2(t->render_modellight_specular) > 0)
2334 permutation |= SHADERPERMUTATION_SPECULAR;
2335 if (r_refdef.fogenabled)
2336 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2337 if (t->colormapping)
2338 permutation |= SHADERPERMUTATION_COLORMAPPING;
2339 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2341 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2342 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2344 if (r_shadow_shadowmap2ddepthbuffer)
2345 permutation |= SHADERPERMUTATION_DEPTHRGB;
2347 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
2348 permutation |= SHADERPERMUTATION_REFLECTION;
2349 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
2350 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2351 if (t->reflectmasktexture)
2352 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2353 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2355 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2356 if (r_shadow_bouncegrid_state.directional)
2357 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2359 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2360 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2361 // when using alphatocoverage, we don't need alphakill
2362 if (vid.allowalphatocoverage)
2364 if (r_transparent_alphatocoverage.integer)
2366 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2367 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2370 GL_AlphaToCoverage(false);
2375 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2377 switch(t->offsetmapping)
2379 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2380 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2381 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2382 case OFFSETMAPPING_OFF: break;
2385 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2386 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2387 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2388 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2390 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2391 permutation |= SHADERPERMUTATION_GLOW;
2392 if (r_refdef.fogenabled)
2393 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2394 if (t->colormapping)
2395 permutation |= SHADERPERMUTATION_COLORMAPPING;
2396 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2398 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2399 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2401 if (r_shadow_shadowmap2ddepthbuffer)
2402 permutation |= SHADERPERMUTATION_DEPTHRGB;
2404 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
2405 permutation |= SHADERPERMUTATION_REFLECTION;
2406 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
2407 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2408 if (t->reflectmasktexture)
2409 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2410 if (FAKELIGHT_ENABLED)
2412 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2413 mode = SHADERMODE_FAKELIGHT;
2414 permutation |= SHADERPERMUTATION_DIFFUSE;
2415 if (VectorLength2(t->render_lightmap_specular) > 0)
2416 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2418 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2420 // deluxemapping (light direction texture)
2421 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2422 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2424 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2425 permutation |= SHADERPERMUTATION_DIFFUSE;
2426 if (VectorLength2(t->render_lightmap_specular) > 0)
2427 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2429 else if (r_glsl_deluxemapping.integer >= 2)
2431 // fake deluxemapping (uniform light direction in tangentspace)
2432 if (rsurface.uselightmaptexture)
2433 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2435 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2436 permutation |= SHADERPERMUTATION_DIFFUSE;
2437 if (VectorLength2(t->render_lightmap_specular) > 0)
2438 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2440 else if (rsurface.uselightmaptexture)
2442 // ordinary lightmapping (q1bsp, q3bsp)
2443 mode = SHADERMODE_LIGHTMAP;
2447 // ordinary vertex coloring (q3bsp)
2448 mode = SHADERMODE_VERTEXCOLOR;
2450 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2452 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2453 if (r_shadow_bouncegrid_state.directional)
2454 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2456 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2457 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2458 // when using alphatocoverage, we don't need alphakill
2459 if (vid.allowalphatocoverage)
2461 if (r_transparent_alphatocoverage.integer)
2463 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2464 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2467 GL_AlphaToCoverage(false);
2470 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2471 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2472 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2473 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2474 switch(vid.renderpath)
2476 case RENDERPATH_D3D9:
2478 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2479 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2480 R_SetupShader_SetPermutationHLSL(mode, permutation);
2481 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2482 if (mode == SHADERMODE_LIGHTSOURCE)
2484 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2485 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2489 if (mode == SHADERMODE_LIGHTDIRECTION)
2491 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2494 Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2495 Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2496 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2497 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2498 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2500 if (mode == SHADERMODE_LIGHTSOURCE)
2502 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2503 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
2504 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2505 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2506 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2508 // additive passes are only darkened by fog, not tinted
2509 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2510 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2514 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2515 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2516 if (mode == SHADERMODE_FLATCOLOR)
2518 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2520 else if (mode == SHADERMODE_LIGHTDIRECTION)
2522 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2523 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2524 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2525 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
2526 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2530 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2531 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2532 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2534 // additive passes are only darkened by fog, not tinted
2535 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2536 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2538 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2539 hlslPSSetParameter4f(D3DPSREGISTER_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);
2540 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2541 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2542 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2543 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2544 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, t->reflectmax - t->reflectmin);
2545 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, t->reflectmin);
2546 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (t->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2547 if (mode == SHADERMODE_WATER)
2548 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2550 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2552 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2553 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2557 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2558 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2561 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2562 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2563 if (t->pantstexture)
2564 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2566 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2567 if (t->shirttexture)
2568 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2571 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2572 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2573 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2574 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2575 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2576 r_glsl_offsetmapping_scale.value*t->offsetscale,
2577 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2578 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2579 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2581 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2582 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, t->offsetbias);
2583 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2584 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2586 R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
2587 R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
2588 R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
2589 R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
2590 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
2591 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
2592 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
2593 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
2594 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
2595 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
2596 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
2597 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2598 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2599 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2600 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2601 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2602 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2603 if (rsurfacepass == RSURFPASS_BACKGROUND)
2605 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2606 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2607 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2611 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2613 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2614 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2615 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2616 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2618 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2619 if (rsurface.rtlight)
2621 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2622 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2627 case RENDERPATH_D3D10:
2628 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2630 case RENDERPATH_D3D11:
2631 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2633 case RENDERPATH_GL20:
2634 case RENDERPATH_GLES2:
2635 if (!vid.useinterleavedarrays)
2637 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);
2638 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2639 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2640 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2641 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2642 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2643 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2644 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2645 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2646 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2647 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2651 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2652 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2654 // this has to be after RSurf_PrepareVerticesForBatch
2655 if (rsurface.batchskeletaltransform3x4buffer)
2656 permutation |= SHADERPERMUTATION_SKELETAL;
2657 R_SetupShader_SetPermutationGLSL(mode, permutation);
2658 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2659 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);
2661 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2662 if (mode == SHADERMODE_LIGHTSOURCE)
2664 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2665 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2666 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
2667 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2668 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2669 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2671 // additive passes are only darkened by fog, not tinted
2672 if (r_glsl_permutation->loc_FogColor >= 0)
2673 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2674 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);
2678 if (mode == SHADERMODE_FLATCOLOR)
2680 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]);
2682 else if (mode == SHADERMODE_LIGHTDIRECTION)
2684 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]);
2685 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]);
2686 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]);
2687 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]);
2688 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]);
2689 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
2690 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]);
2694 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]);
2695 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]);
2696 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]);
2697 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]);
2698 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]);
2700 // additive passes are only darkened by fog, not tinted
2701 if (r_glsl_permutation->loc_FogColor >= 0)
2703 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2704 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2706 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2708 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);
2709 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]);
2710 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]);
2711 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);
2712 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);
2713 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
2714 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
2715 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);
2716 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2718 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2719 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2720 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2721 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2723 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]);
2724 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]);
2728 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]);
2729 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]);
2732 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]);
2733 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));
2734 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2735 if (r_glsl_permutation->loc_Color_Pants >= 0)
2737 if (t->pantstexture)
2738 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2740 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2742 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2744 if (t->shirttexture)
2745 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2747 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2749 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]);
2750 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2751 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2752 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2753 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2754 r_glsl_offsetmapping_scale.value*t->offsetscale,
2755 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2756 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2757 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2759 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);
2760 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2761 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]);
2762 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2763 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);}
2764 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2766 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2767 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2768 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2769 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2770 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2771 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2772 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2773 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2774 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2775 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2776 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2777 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2778 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2779 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2780 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2781 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2782 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2783 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2784 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2785 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2786 if (rsurfacepass == RSURFPASS_BACKGROUND)
2788 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);
2789 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);
2790 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);
2794 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);
2796 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2797 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2798 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2799 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2801 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2802 if (rsurface.rtlight)
2804 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2805 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2808 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2811 case RENDERPATH_GL11:
2812 case RENDERPATH_GL13:
2813 case RENDERPATH_GLES1:
2815 case RENDERPATH_SOFT:
2816 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);
2817 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2818 R_SetupShader_SetPermutationSoft(mode, permutation);
2819 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2820 if (mode == SHADERMODE_LIGHTSOURCE)
2822 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2823 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2824 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
2825 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2826 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2827 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2829 // additive passes are only darkened by fog, not tinted
2830 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2831 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2835 if (mode == SHADERMODE_FLATCOLOR)
2837 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2839 else if (mode == SHADERMODE_LIGHTDIRECTION)
2841 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2842 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2843 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2844 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
2845 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2851 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2855 // additive passes are only darkened by fog, not tinted
2856 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2860 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_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);
2861 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2862 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2863 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2864 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2865 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, t->reflectmax - t->reflectmin);
2866 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, t->reflectmin);
2867 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2868 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2870 {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2871 {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2872 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2873 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2875 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2876 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2880 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2881 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2885 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2887 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2889 if (t->pantstexture)
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2894 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2896 if (t->shirttexture)
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2899 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2901 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2902 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2903 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2904 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2905 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2906 r_glsl_offsetmapping_scale.value*t->offsetscale,
2907 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2908 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2909 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2911 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2912 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, t->offsetbias);
2913 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2914 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2916 R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
2917 R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
2918 R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
2919 R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
2920 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
2921 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
2922 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
2923 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
2924 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
2925 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
2926 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
2927 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2928 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2929 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2930 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2931 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2932 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2933 if (rsurfacepass == RSURFPASS_BACKGROUND)
2935 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2936 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2937 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2941 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2943 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2944 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2945 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2946 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2948 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2949 if (rsurface.rtlight)
2951 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2952 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2959 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2961 // select a permutation of the lighting shader appropriate to this
2962 // combination of texture, entity, light source, and fogging, only use the
2963 // minimum features necessary to avoid wasting rendering time in the
2964 // fragment shader on features that are not being used
2965 dpuint64 permutation = 0;
2966 unsigned int mode = 0;
2967 const float *lightcolorbase = rtlight->currentcolor;
2968 float ambientscale = rtlight->ambientscale;
2969 float diffusescale = rtlight->diffusescale;
2970 float specularscale = rtlight->specularscale;
2971 // this is the location of the light in view space
2972 vec3_t viewlightorigin;
2973 // this transforms from view space (camera) to light space (cubemap)
2974 matrix4x4_t viewtolight;
2975 matrix4x4_t lighttoview;
2976 float viewtolight16f[16];
2978 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2979 if (rtlight->currentcubemap != r_texture_whitecube)
2980 permutation |= SHADERPERMUTATION_CUBEFILTER;
2981 if (diffusescale > 0)
2982 permutation |= SHADERPERMUTATION_DIFFUSE;
2983 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2984 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2985 if (r_shadow_usingshadowmap2d)
2987 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2988 if (r_shadow_shadowmapvsdct)
2989 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2991 if (r_shadow_shadowmap2ddepthbuffer)
2992 permutation |= SHADERPERMUTATION_DEPTHRGB;
2994 if (vid.allowalphatocoverage)
2995 GL_AlphaToCoverage(false);
2996 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2997 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2998 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2999 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3000 switch(vid.renderpath)
3002 case RENDERPATH_D3D9:
3004 R_SetupShader_SetPermutationHLSL(mode, permutation);
3005 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3006 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3007 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3008 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3009 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3010 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3011 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3012 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3013 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3014 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3016 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3017 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3018 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3019 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3020 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3023 case RENDERPATH_D3D10:
3024 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3026 case RENDERPATH_D3D11:
3027 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3029 case RENDERPATH_GL20:
3030 case RENDERPATH_GLES2:
3031 R_SetupShader_SetPermutationGLSL(mode, permutation);
3032 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3033 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3034 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3035 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3036 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3037 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]);
3038 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]);
3039 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);
3040 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]);
3041 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3043 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3044 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3045 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3046 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3047 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3049 case RENDERPATH_GL11:
3050 case RENDERPATH_GL13:
3051 case RENDERPATH_GLES1:
3053 case RENDERPATH_SOFT:
3054 R_SetupShader_SetPermutationGLSL(mode, permutation);
3055 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3056 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3057 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3058 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3059 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3060 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3061 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3062 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3063 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3064 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3066 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3067 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3068 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3069 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3070 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3075 #define SKINFRAME_HASH 1024
3079 unsigned int loadsequence; // incremented each level change
3080 memexpandablearray_t array;
3081 skinframe_t *hash[SKINFRAME_HASH];
3084 r_skinframe_t r_skinframe;
3086 void R_SkinFrame_PrepareForPurge(void)
3088 r_skinframe.loadsequence++;
3089 // wrap it without hitting zero
3090 if (r_skinframe.loadsequence >= 200)
3091 r_skinframe.loadsequence = 1;
3094 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3098 // mark the skinframe as used for the purging code
3099 skinframe->loadsequence = r_skinframe.loadsequence;
3102 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
3104 if (s->merged == s->base)
3106 R_PurgeTexture(s->stain); s->stain = NULL;
3107 R_PurgeTexture(s->merged); s->merged = NULL;
3108 R_PurgeTexture(s->base); s->base = NULL;
3109 R_PurgeTexture(s->pants); s->pants = NULL;
3110 R_PurgeTexture(s->shirt); s->shirt = NULL;
3111 R_PurgeTexture(s->nmap); s->nmap = NULL;
3112 R_PurgeTexture(s->gloss); s->gloss = NULL;
3113 R_PurgeTexture(s->glow); s->glow = NULL;
3114 R_PurgeTexture(s->fog); s->fog = NULL;
3115 R_PurgeTexture(s->reflect); s->reflect = NULL;
3116 s->loadsequence = 0;
3119 void R_SkinFrame_Purge(void)
3123 for (i = 0;i < SKINFRAME_HASH;i++)
3125 for (s = r_skinframe.hash[i];s;s = s->next)
3127 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3128 R_SkinFrame_PurgeSkinFrame(s);
3133 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3135 char basename[MAX_QPATH];
3137 Image_StripImageExtension(name, basename, sizeof(basename));
3139 if( last == NULL ) {
3141 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3142 item = r_skinframe.hash[hashindex];
3147 // linearly search through the hash bucket
3148 for( ; item ; item = item->next ) {
3149 if( !strcmp( item->basename, basename ) ) {
3156 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3160 char basename[MAX_QPATH];
3162 Image_StripImageExtension(name, basename, sizeof(basename));
3164 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3165 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3166 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3173 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3174 memset(item, 0, sizeof(*item));
3175 strlcpy(item->basename, basename, sizeof(item->basename));
3176 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3177 item->comparewidth = comparewidth;
3178 item->compareheight = compareheight;
3179 item->comparecrc = comparecrc;
3180 item->next = r_skinframe.hash[hashindex];
3181 r_skinframe.hash[hashindex] = item;
3183 else if (textureflags & TEXF_FORCE_RELOAD)
3187 R_SkinFrame_PurgeSkinFrame(item);
3190 R_SkinFrame_MarkUsed(item);
3194 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3196 unsigned long long avgcolor[5], wsum; \
3204 for(pix = 0; pix < cnt; ++pix) \
3207 for(comp = 0; comp < 3; ++comp) \
3209 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3212 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3214 for(comp = 0; comp < 3; ++comp) \
3215 avgcolor[comp] += getpixel * w; \
3218 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3219 avgcolor[4] += getpixel; \
3221 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3223 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3224 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3225 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3226 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3229 extern cvar_t gl_picmip;
3230 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
3233 unsigned char *pixels;
3234 unsigned char *bumppixels;
3235 unsigned char *basepixels = NULL;
3236 int basepixels_width = 0;
3237 int basepixels_height = 0;
3238 skinframe_t *skinframe;
3239 rtexture_t *ddsbase = NULL;
3240 qboolean ddshasalpha = false;
3241 float ddsavgcolor[4];
3242 char basename[MAX_QPATH];
3243 int miplevel = R_PicmipForFlags(textureflags);
3244 int savemiplevel = miplevel;
3248 if (cls.state == ca_dedicated)
3251 // return an existing skinframe if already loaded
3252 // if loading of the first image fails, don't make a new skinframe as it
3253 // would cause all future lookups of this to be missing
3254 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3255 if (skinframe && skinframe->base)
3258 Image_StripImageExtension(name, basename, sizeof(basename));
3260 // check for DDS texture file first
3261 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3263 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3264 if (basepixels == NULL && fallbacknotexture)
3265 basepixels = Image_GenerateNoTexture();
3266 if (basepixels == NULL)
3270 // FIXME handle miplevel
3272 if (developer_loading.integer)
3273 Con_Printf("loading skin \"%s\"\n", name);
3275 // we've got some pixels to store, so really allocate this new texture now
3277 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3278 textureflags &= ~TEXF_FORCE_RELOAD;
3279 skinframe->stain = NULL;
3280 skinframe->merged = NULL;
3281 skinframe->base = NULL;
3282 skinframe->pants = NULL;
3283 skinframe->shirt = NULL;
3284 skinframe->nmap = NULL;
3285 skinframe->gloss = NULL;
3286 skinframe->glow = NULL;
3287 skinframe->fog = NULL;
3288 skinframe->reflect = NULL;
3289 skinframe->hasalpha = false;
3290 // we could store the q2animname here too
3294 skinframe->base = ddsbase;
3295 skinframe->hasalpha = ddshasalpha;
3296 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3297 if (r_loadfog && skinframe->hasalpha)
3298 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);
3299 //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]);
3303 basepixels_width = image_width;
3304 basepixels_height = image_height;
3305 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);
3306 if (textureflags & TEXF_ALPHA)
3308 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3310 if (basepixels[j] < 255)
3312 skinframe->hasalpha = true;
3316 if (r_loadfog && skinframe->hasalpha)
3318 // has transparent pixels
3319 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3320 for (j = 0;j < image_width * image_height * 4;j += 4)
3325 pixels[j+3] = basepixels[j+3];
3327 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);
3331 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3333 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3334 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3335 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3336 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3337 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3343 mymiplevel = savemiplevel;
3344 if (r_loadnormalmap)
3345 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);
3346 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3348 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3349 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3350 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3351 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3354 // _norm is the name used by tenebrae and has been adopted as standard
3355 if (r_loadnormalmap && skinframe->nmap == NULL)
3357 mymiplevel = savemiplevel;
3358 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3360 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);
3364 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3366 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3367 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3368 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);
3370 Mem_Free(bumppixels);
3372 else if (r_shadow_bumpscale_basetexture.value > 0)
3374 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3375 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3376 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);
3380 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3381 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3385 // _luma is supported only for tenebrae compatibility
3386 // _glow is the preferred name
3387 mymiplevel = savemiplevel;
3388 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))))
3390 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);
3392 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3393 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3395 Mem_Free(pixels);pixels = NULL;
3398 mymiplevel = savemiplevel;
3399 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3401 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);
3403 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3404 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3410 mymiplevel = savemiplevel;
3411 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3413 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);
3415 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3416 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3422 mymiplevel = savemiplevel;
3423 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3425 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);
3427 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3428 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3434 mymiplevel = savemiplevel;
3435 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3437 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);
3439 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3440 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3447 Mem_Free(basepixels);
3452 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3453 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3456 skinframe_t *skinframe;
3459 if (cls.state == ca_dedicated)
3462 // if already loaded just return it, otherwise make a new skinframe
3463 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3464 if (skinframe->base)
3466 textureflags &= ~TEXF_FORCE_RELOAD;
3468 skinframe->stain = NULL;
3469 skinframe->merged = NULL;
3470 skinframe->base = NULL;
3471 skinframe->pants = NULL;
3472 skinframe->shirt = NULL;
3473 skinframe->nmap = NULL;
3474 skinframe->gloss = NULL;
3475 skinframe->glow = NULL;
3476 skinframe->fog = NULL;
3477 skinframe->reflect = NULL;
3478 skinframe->hasalpha = false;
3480 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3484 if (developer_loading.integer)
3485 Con_Printf("loading 32bit skin \"%s\"\n", name);
3487 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3489 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3490 unsigned char *b = a + width * height * 4;
3491 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3492 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);
3495 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3496 if (textureflags & TEXF_ALPHA)
3498 for (i = 3;i < width * height * 4;i += 4)
3500 if (skindata[i] < 255)
3502 skinframe->hasalpha = true;
3506 if (r_loadfog && skinframe->hasalpha)
3508 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3509 memcpy(fogpixels, skindata, width * height * 4);
3510 for (i = 0;i < width * height * 4;i += 4)
3511 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3512 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3513 Mem_Free(fogpixels);
3517 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3518 //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]);
3523 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3527 skinframe_t *skinframe;
3529 if (cls.state == ca_dedicated)
3532 // if already loaded just return it, otherwise make a new skinframe
3533 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3534 if (skinframe->base)
3536 //textureflags &= ~TEXF_FORCE_RELOAD;
3538 skinframe->stain = NULL;
3539 skinframe->merged = NULL;
3540 skinframe->base = NULL;
3541 skinframe->pants = NULL;
3542 skinframe->shirt = NULL;
3543 skinframe->nmap = NULL;
3544 skinframe->gloss = NULL;
3545 skinframe->glow = NULL;
3546 skinframe->fog = NULL;
3547 skinframe->reflect = NULL;
3548 skinframe->hasalpha = false;
3550 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3554 if (developer_loading.integer)
3555 Con_Printf("loading quake skin \"%s\"\n", name);
3557 // 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)
3558 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3559 memcpy(skinframe->qpixels, skindata, width*height);
3560 skinframe->qwidth = width;
3561 skinframe->qheight = height;
3564 for (i = 0;i < width * height;i++)
3565 featuresmask |= palette_featureflags[skindata[i]];
3567 skinframe->hasalpha = false;
3570 skinframe->hasalpha = true;
3571 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3572 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3573 skinframe->qgeneratemerged = true;
3574 skinframe->qgeneratebase = skinframe->qhascolormapping;
3575 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3577 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3578 //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]);
3583 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3587 unsigned char *skindata;
3590 if (!skinframe->qpixels)
3593 if (!skinframe->qhascolormapping)
3594 colormapped = false;
3598 if (!skinframe->qgeneratebase)
3603 if (!skinframe->qgeneratemerged)
3607 width = skinframe->qwidth;
3608 height = skinframe->qheight;
3609 skindata = skinframe->qpixels;
3611 if (skinframe->qgeneratenmap)
3613 unsigned char *a, *b;
3614 skinframe->qgeneratenmap = false;
3615 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3616 b = a + width * height * 4;
3617 // use either a custom palette or the quake palette
3618 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
3619 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3620 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);
3624 if (skinframe->qgenerateglow)
3626 skinframe->qgenerateglow = false;
3627 if (skinframe->hasalpha) // fence textures
3628 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
3630 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
3635 skinframe->qgeneratebase = false;
3636 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);
3637 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);
3638 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);
3642 skinframe->qgeneratemerged = false;
3643 if (skinframe->hasalpha) // fence textures
3644 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);
3646 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);
3649 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3651 Mem_Free(skinframe->qpixels);
3652 skinframe->qpixels = NULL;
3656 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)
3659 skinframe_t *skinframe;
3662 if (cls.state == ca_dedicated)
3665 // if already loaded just return it, otherwise make a new skinframe
3666 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3667 if (skinframe->base)
3669 textureflags &= ~TEXF_FORCE_RELOAD;
3671 skinframe->stain = NULL;
3672 skinframe->merged = NULL;
3673 skinframe->base = NULL;
3674 skinframe->pants = NULL;
3675 skinframe->shirt = NULL;
3676 skinframe->nmap = NULL;
3677 skinframe->gloss = NULL;
3678 skinframe->glow = NULL;
3679 skinframe->fog = NULL;
3680 skinframe->reflect = NULL;
3681 skinframe->hasalpha = false;
3683 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3687 if (developer_loading.integer)
3688 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3690 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3691 if ((textureflags & TEXF_ALPHA) && alphapalette)
3693 for (i = 0;i < width * height;i++)
3695 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3697 skinframe->hasalpha = true;
3701 if (r_loadfog && skinframe->hasalpha)
3702 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3705 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3706 //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]);
3711 skinframe_t *R_SkinFrame_LoadMissing(void)
3713 skinframe_t *skinframe;
3715 if (cls.state == ca_dedicated)
3718 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3719 skinframe->stain = NULL;
3720 skinframe->merged = NULL;
3721 skinframe->base = NULL;
3722 skinframe->pants = NULL;
3723 skinframe->shirt = NULL;
3724 skinframe->nmap = NULL;
3725 skinframe->gloss = NULL;
3726 skinframe->glow = NULL;
3727 skinframe->fog = NULL;
3728 skinframe->reflect = NULL;
3729 skinframe->hasalpha = false;
3731 skinframe->avgcolor[0] = rand() / RAND_MAX;
3732 skinframe->avgcolor[1] = rand() / RAND_MAX;
3733 skinframe->avgcolor[2] = rand() / RAND_MAX;
3734 skinframe->avgcolor[3] = 1;
3739 skinframe_t *R_SkinFrame_LoadNoTexture(void)
3742 static unsigned char pix[16][16][4];
3744 if (cls.state == ca_dedicated)
3747 // this makes a light grey/dark grey checkerboard texture
3750 for (y = 0; y < 16; y++)
3752 for (x = 0; x < 16; x++)
3754 if ((y < 8) ^ (x < 8))
3772 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
3775 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
3777 skinframe_t *skinframe;
3778 if (cls.state == ca_dedicated)
3780 // if already loaded just return it, otherwise make a new skinframe
3781 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
3782 if (skinframe->base)
3784 textureflags &= ~TEXF_FORCE_RELOAD;
3785 skinframe->stain = NULL;
3786 skinframe->merged = NULL;
3787 skinframe->base = NULL;
3788 skinframe->pants = NULL;
3789 skinframe->shirt = NULL;
3790 skinframe->nmap = NULL;
3791 skinframe->gloss = NULL;
3792 skinframe->glow = NULL;
3793 skinframe->fog = NULL;
3794 skinframe->reflect = NULL;
3795 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
3796 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3799 if (developer_loading.integer)
3800 Con_Printf("loading 32bit skin \"%s\"\n", name);
3801 skinframe->base = skinframe->merged = tex;
3802 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
3806 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3807 typedef struct suffixinfo_s
3810 qboolean flipx, flipy, flipdiagonal;
3813 static suffixinfo_t suffix[3][6] =
3816 {"px", false, false, false},
3817 {"nx", false, false, false},
3818 {"py", false, false, false},
3819 {"ny", false, false, false},
3820 {"pz", false, false, false},
3821 {"nz", false, false, false}
3824 {"posx", false, false, false},
3825 {"negx", false, false, false},
3826 {"posy", false, false, false},
3827 {"negy", false, false, false},
3828 {"posz", false, false, false},
3829 {"negz", false, false, false}
3832 {"rt", true, false, true},
3833 {"lf", false, true, true},
3834 {"ft", true, true, false},
3835 {"bk", false, false, false},
3836 {"up", true, false, true},
3837 {"dn", true, false, true}
3841 static int componentorder[4] = {0, 1, 2, 3};
3843 static rtexture_t *R_LoadCubemap(const char *basename)
3845 int i, j, cubemapsize;
3846 unsigned char *cubemappixels, *image_buffer;
3847 rtexture_t *cubemaptexture;
3849 // must start 0 so the first loadimagepixels has no requested width/height
3851 cubemappixels = NULL;
3852 cubemaptexture = NULL;
3853 // keep trying different suffix groups (posx, px, rt) until one loads
3854 for (j = 0;j < 3 && !cubemappixels;j++)
3856 // load the 6 images in the suffix group
3857 for (i = 0;i < 6;i++)
3859 // generate an image name based on the base and and suffix
3860 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3862 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3864 // an image loaded, make sure width and height are equal
3865 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3867 // if this is the first image to load successfully, allocate the cubemap memory
3868 if (!cubemappixels && image_width >= 1)
3870 cubemapsize = image_width;
3871 // note this clears to black, so unavailable sides are black
3872 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3874 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3876 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);
3879 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3881 Mem_Free(image_buffer);
3885 // if a cubemap loaded, upload it
3888 if (developer_loading.integer)
3889 Con_Printf("loading cubemap \"%s\"\n", basename);
3891 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);
3892 Mem_Free(cubemappixels);
3896 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3897 if (developer_loading.integer)
3899 Con_Printf("(tried tried images ");
3900 for (j = 0;j < 3;j++)
3901 for (i = 0;i < 6;i++)
3902 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3903 Con_Print(" and was unable to find any of them).\n");
3906 return cubemaptexture;
3909 rtexture_t *R_GetCubemap(const char *basename)
3912 for (i = 0;i < r_texture_numcubemaps;i++)
3913 if (r_texture_cubemaps[i] != NULL)
3914 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3915 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3916 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3917 return r_texture_whitecube;
3918 r_texture_numcubemaps++;
3919 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3920 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3921 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3922 return r_texture_cubemaps[i]->texture;
3925 static void R_Main_FreeViewCache(void)
3927 if (r_refdef.viewcache.entityvisible)
3928 Mem_Free(r_refdef.viewcache.entityvisible);
3929 if (r_refdef.viewcache.world_pvsbits)
3930 Mem_Free(r_refdef.viewcache.world_pvsbits);
3931 if (r_refdef.viewcache.world_leafvisible)
3932 Mem_Free(r_refdef.viewcache.world_leafvisible);
3933 if (r_refdef.viewcache.world_surfacevisible)
3934 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3935 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3938 static void R_Main_ResizeViewCache(void)
3940 int numentities = r_refdef.scene.numentities;
3941 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3942 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3943 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3944 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3945 if (r_refdef.viewcache.maxentities < numentities)
3947 r_refdef.viewcache.maxentities = numentities;
3948 if (r_refdef.viewcache.entityvisible)
3949 Mem_Free(r_refdef.viewcache.entityvisible);
3950 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3952 if (r_refdef.viewcache.world_numclusters != numclusters)
3954 r_refdef.viewcache.world_numclusters = numclusters;
3955 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3956 if (r_refdef.viewcache.world_pvsbits)
3957 Mem_Free(r_refdef.viewcache.world_pvsbits);
3958 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3960 if (r_refdef.viewcache.world_numleafs != numleafs)
3962 r_refdef.viewcache.world_numleafs = numleafs;
3963 if (r_refdef.viewcache.world_leafvisible)
3964 Mem_Free(r_refdef.viewcache.world_leafvisible);
3965 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3967 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3969 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3970 if (r_refdef.viewcache.world_surfacevisible)
3971 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3972 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3976 extern rtexture_t *loadingscreentexture;
3977 static void gl_main_start(void)
3979 loadingscreentexture = NULL;
3980 r_texture_blanknormalmap = NULL;
3981 r_texture_white = NULL;
3982 r_texture_grey128 = NULL;
3983 r_texture_black = NULL;
3984 r_texture_whitecube = NULL;
3985 r_texture_normalizationcube = NULL;
3986 r_texture_fogattenuation = NULL;
3987 r_texture_fogheighttexture = NULL;
3988 r_texture_gammaramps = NULL;
3989 r_texture_numcubemaps = 0;
3990 r_uniformbufferalignment = 32;
3992 r_loaddds = r_texture_dds_load.integer != 0;
3993 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3995 switch(vid.renderpath)
3997 case RENDERPATH_GL20:
3998 case RENDERPATH_D3D9:
3999 case RENDERPATH_D3D10:
4000 case RENDERPATH_D3D11:
4001 case RENDERPATH_SOFT:
4002 case RENDERPATH_GLES2:
4003 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4004 Cvar_SetValueQuick(&gl_combine, 1);
4005 Cvar_SetValueQuick(&r_glsl, 1);
4006 r_loadnormalmap = true;
4009 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4010 if (vid.support.arb_uniform_buffer_object)
4011 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4014 case RENDERPATH_GL13:
4015 case RENDERPATH_GLES1:
4016 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4017 Cvar_SetValueQuick(&gl_combine, 1);
4018 Cvar_SetValueQuick(&r_glsl, 0);
4019 r_loadnormalmap = false;
4020 r_loadgloss = false;
4023 case RENDERPATH_GL11:
4024 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4025 Cvar_SetValueQuick(&gl_combine, 0);
4026 Cvar_SetValueQuick(&r_glsl, 0);
4027 r_loadnormalmap = false;
4028 r_loadgloss = false;
4034 R_FrameData_Reset();
4035 R_BufferData_Reset();
4039 memset(r_queries, 0, sizeof(r_queries));
4041 r_qwskincache = NULL;
4042 r_qwskincache_size = 0;
4044 // due to caching of texture_t references, the collision cache must be reset
4045 Collision_Cache_Reset(true);
4047 // set up r_skinframe loading system for textures
4048 memset(&r_skinframe, 0, sizeof(r_skinframe));
4049 r_skinframe.loadsequence = 1;
4050 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4052 r_main_texturepool = R_AllocTexturePool();
4053 R_BuildBlankTextures();
4055 if (vid.support.arb_texture_cube_map)
4058 R_BuildNormalizationCube();
4060 r_texture_fogattenuation = NULL;
4061 r_texture_fogheighttexture = NULL;
4062 r_texture_gammaramps = NULL;
4063 //r_texture_fogintensity = NULL;
4064 memset(&r_fb, 0, sizeof(r_fb));
4065 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
4066 r_glsl_permutation = NULL;
4067 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4068 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4070 r_hlsl_permutation = NULL;
4071 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4072 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4074 memset(&r_svbsp, 0, sizeof (r_svbsp));
4076 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4077 r_texture_numcubemaps = 0;
4079 r_refdef.fogmasktable_density = 0;
4082 // For Steelstorm Android
4083 // FIXME CACHE the program and reload
4084 // FIXME see possible combinations for SS:BR android
4085 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4086 R_SetupShader_SetPermutationGLSL(0, 12);
4087 R_SetupShader_SetPermutationGLSL(0, 13);
4088 R_SetupShader_SetPermutationGLSL(0, 8388621);
4089 R_SetupShader_SetPermutationGLSL(3, 0);
4090 R_SetupShader_SetPermutationGLSL(3, 2048);
4091 R_SetupShader_SetPermutationGLSL(5, 0);
4092 R_SetupShader_SetPermutationGLSL(5, 2);
4093 R_SetupShader_SetPermutationGLSL(5, 2048);
4094 R_SetupShader_SetPermutationGLSL(5, 8388608);
4095 R_SetupShader_SetPermutationGLSL(11, 1);
4096 R_SetupShader_SetPermutationGLSL(11, 2049);
4097 R_SetupShader_SetPermutationGLSL(11, 8193);
4098 R_SetupShader_SetPermutationGLSL(11, 10241);
4099 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4103 static void gl_main_shutdown(void)
4105 R_RenderTarget_FreeUnused(true);
4106 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
4108 R_FrameData_Reset();
4109 R_BufferData_Reset();
4111 R_Main_FreeViewCache();
4113 switch(vid.renderpath)
4115 case RENDERPATH_GL11:
4116 case RENDERPATH_GL13:
4117 case RENDERPATH_GL20:
4118 case RENDERPATH_GLES1:
4119 case RENDERPATH_GLES2:
4120 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4122 qglDeleteQueriesARB(r_maxqueries, r_queries);
4125 case RENDERPATH_D3D9:
4126 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4128 case RENDERPATH_D3D10:
4129 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4131 case RENDERPATH_D3D11:
4132 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4134 case RENDERPATH_SOFT:
4140 memset(r_queries, 0, sizeof(r_queries));
4142 r_qwskincache = NULL;
4143 r_qwskincache_size = 0;
4145 // clear out the r_skinframe state
4146 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4147 memset(&r_skinframe, 0, sizeof(r_skinframe));
4150 Mem_Free(r_svbsp.nodes);
4151 memset(&r_svbsp, 0, sizeof (r_svbsp));
4152 R_FreeTexturePool(&r_main_texturepool);
4153 loadingscreentexture = NULL;
4154 r_texture_blanknormalmap = NULL;
4155 r_texture_white = NULL;
4156 r_texture_grey128 = NULL;
4157 r_texture_black = NULL;
4158 r_texture_whitecube = NULL;
4159 r_texture_normalizationcube = NULL;
4160 r_texture_fogattenuation = NULL;
4161 r_texture_fogheighttexture = NULL;
4162 r_texture_gammaramps = NULL;
4163 r_texture_numcubemaps = 0;
4164 //r_texture_fogintensity = NULL;
4165 memset(&r_fb, 0, sizeof(r_fb));
4168 r_glsl_permutation = NULL;
4169 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4170 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4172 r_hlsl_permutation = NULL;
4173 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4174 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4178 static void gl_main_newmap(void)
4180 // FIXME: move this code to client
4181 char *entities, entname[MAX_QPATH];
4183 Mem_Free(r_qwskincache);
4184 r_qwskincache = NULL;
4185 r_qwskincache_size = 0;
4188 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4189 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4191 CL_ParseEntityLump(entities);
4195 if (cl.worldmodel->brush.entities)
4196 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4198 R_Main_FreeViewCache();
4200 R_FrameData_Reset();
4201 R_BufferData_Reset();
4204 void GL_Main_Init(void)
4207 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4208 R_InitShaderModeInfo();
4210 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4211 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4212 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4213 if (gamemode == GAME_NEHAHRA)
4215 Cvar_RegisterVariable (&gl_fogenable);
4216 Cvar_RegisterVariable (&gl_fogdensity);
4217 Cvar_RegisterVariable (&gl_fogred);
4218 Cvar_RegisterVariable (&gl_foggreen);
4219 Cvar_RegisterVariable (&gl_fogblue);
4220 Cvar_RegisterVariable (&gl_fogstart);
4221 Cvar_RegisterVariable (&gl_fogend);
4222 Cvar_RegisterVariable (&gl_skyclip);
4224 Cvar_RegisterVariable(&r_motionblur);
4225 Cvar_RegisterVariable(&r_damageblur);
4226 Cvar_RegisterVariable(&r_motionblur_averaging);
4227 Cvar_RegisterVariable(&r_motionblur_randomize);
4228 Cvar_RegisterVariable(&r_motionblur_minblur);
4229 Cvar_RegisterVariable(&r_motionblur_maxblur);
4230 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4231 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4232 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4233 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4234 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4235 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4236 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4237 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4238 Cvar_RegisterVariable(&r_equalize_entities_by);
4239 Cvar_RegisterVariable(&r_equalize_entities_to);
4240 Cvar_RegisterVariable(&r_depthfirst);
4241 Cvar_RegisterVariable(&r_useinfinitefarclip);
4242 Cvar_RegisterVariable(&r_farclip_base);
4243 Cvar_RegisterVariable(&r_farclip_world);
4244 Cvar_RegisterVariable(&r_nearclip);
4245 Cvar_RegisterVariable(&r_deformvertexes);
4246 Cvar_RegisterVariable(&r_transparent);
4247 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4248 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4249 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4250 Cvar_RegisterVariable(&r_showoverdraw);
4251 Cvar_RegisterVariable(&r_showbboxes);
4252 Cvar_RegisterVariable(&r_showbboxes_client);
4253 Cvar_RegisterVariable(&r_showsurfaces);
4254 Cvar_RegisterVariable(&r_showtris);
4255 Cvar_RegisterVariable(&r_shownormals);
4256 Cvar_RegisterVariable(&r_showlighting);
4257 Cvar_RegisterVariable(&r_showshadowvolumes);
4258 Cvar_RegisterVariable(&r_showcollisionbrushes);
4259 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4260 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4261 Cvar_RegisterVariable(&r_showdisabledepthtest);
4262 Cvar_RegisterVariable(&r_drawportals);
4263 Cvar_RegisterVariable(&r_drawentities);
4264 Cvar_RegisterVariable(&r_draw2d);
4265 Cvar_RegisterVariable(&r_drawworld);
4266 Cvar_RegisterVariable(&r_cullentities_trace);
4267 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
4268 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4269 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4270 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4271 Cvar_RegisterVariable(&r_cullentities_trace_expand);
4272 Cvar_RegisterVariable(&r_cullentities_trace_pad);
4273 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4274 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
4275 Cvar_RegisterVariable(&r_sortentities);
4276 Cvar_RegisterVariable(&r_drawviewmodel);
4277 Cvar_RegisterVariable(&r_drawexteriormodel);
4278 Cvar_RegisterVariable(&r_speeds);
4279 Cvar_RegisterVariable(&r_fullbrights);
4280 Cvar_RegisterVariable(&r_wateralpha);
4281 Cvar_RegisterVariable(&r_dynamic);
4282 Cvar_RegisterVariable(&r_fakelight);
4283 Cvar_RegisterVariable(&r_fakelight_intensity);
4284 Cvar_RegisterVariable(&r_fullbright_directed);
4285 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
4286 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
4287 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
4288 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
4289 Cvar_RegisterVariable(&r_fullbright);
4290 Cvar_RegisterVariable(&r_shadows);
4291 Cvar_RegisterVariable(&r_shadows_darken);
4292 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4293 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4294 Cvar_RegisterVariable(&r_shadows_throwdistance);
4295 Cvar_RegisterVariable(&r_shadows_throwdirection);
4296 Cvar_RegisterVariable(&r_shadows_focus);
4297 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4298 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4299 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4300 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4301 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4302 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4303 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4304 Cvar_RegisterVariable(&r_fog_exp2);
4305 Cvar_RegisterVariable(&r_fog_clear);
4306 Cvar_RegisterVariable(&r_drawfog);
4307 Cvar_RegisterVariable(&r_transparentdepthmasking);
4308 Cvar_RegisterVariable(&r_transparent_sortmindist);
4309 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4310 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4311 Cvar_RegisterVariable(&r_texture_dds_load);
4312 Cvar_RegisterVariable(&r_texture_dds_save);
4313 Cvar_RegisterVariable(&r_textureunits);
4314 Cvar_RegisterVariable(&gl_combine);
4315 Cvar_RegisterVariable(&r_usedepthtextures);
4316 Cvar_RegisterVariable(&r_viewfbo);
4317 Cvar_RegisterVariable(&r_rendertarget_debug);
4318 Cvar_RegisterVariable(&r_viewscale);
4319 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4320 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4321 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4322 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4323 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4324 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4325 Cvar_RegisterVariable(&r_glsl);
4326 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4327 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4328 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4329 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4330 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4331 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4332 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4333 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4334 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4335 Cvar_RegisterVariable(&r_glsl_postprocess);
4336 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4337 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4338 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4339 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4340 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4341 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4342 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4343 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4344 Cvar_RegisterVariable(&r_celshading);
4345 Cvar_RegisterVariable(&r_celoutlines);
4347 Cvar_RegisterVariable(&r_water);
4348 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4349 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4350 Cvar_RegisterVariable(&r_water_clippingplanebias);
4351 Cvar_RegisterVariable(&r_water_refractdistort);
4352 Cvar_RegisterVariable(&r_water_reflectdistort);
4353 Cvar_RegisterVariable(&r_water_scissormode);
4354 Cvar_RegisterVariable(&r_water_lowquality);
4355 Cvar_RegisterVariable(&r_water_hideplayer);
4357 Cvar_RegisterVariable(&r_lerpsprites);
4358 Cvar_RegisterVariable(&r_lerpmodels);
4359 Cvar_RegisterVariable(&r_lerplightstyles);
4360 Cvar_RegisterVariable(&r_waterscroll);
4361 Cvar_RegisterVariable(&r_bloom);
4362 Cvar_RegisterVariable(&r_bloom_colorscale);
4363 Cvar_RegisterVariable(&r_bloom_brighten);
4364 Cvar_RegisterVariable(&r_bloom_blur);
4365 Cvar_RegisterVariable(&r_bloom_resolution);
4366 Cvar_RegisterVariable(&r_bloom_colorexponent);
4367 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4368 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4369 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4370 Cvar_RegisterVariable(&r_hdr_glowintensity);
4371 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4372 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4373 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4374 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4375 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4376 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4377 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4378 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4379 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4380 Cvar_RegisterVariable(&developer_texturelogging);
4381 Cvar_RegisterVariable(&gl_lightmaps);
4382 Cvar_RegisterVariable(&r_test);
4383 Cvar_RegisterVariable(&r_batch_multidraw);
4384 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4385 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4386 Cvar_RegisterVariable(&r_glsl_skeletal);
4387 Cvar_RegisterVariable(&r_glsl_saturation);
4388 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4389 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4390 Cvar_RegisterVariable(&r_framedatasize);
4391 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4392 Cvar_RegisterVariable(&r_buffermegs[i]);
4393 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4394 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4395 Cvar_SetValue("r_fullbrights", 0);
4396 #ifdef DP_MOBILETOUCH
4397 // GLES devices have terrible depth precision in general, so...
4398 Cvar_SetValueQuick(&r_nearclip, 4);
4399 Cvar_SetValueQuick(&r_farclip_base, 4096);
4400 Cvar_SetValueQuick(&r_farclip_world, 0);
4401 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4403 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4406 void Render_Init(void)
4419 R_LightningBeams_Init();
4429 extern char *ENGINE_EXTENSIONS;
4432 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4433 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4434 gl_version = (const char *)qglGetString(GL_VERSION);
4435 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4439 if (!gl_platformextensions)
4440 gl_platformextensions = "";
4442 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4443 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4444 Con_Printf("GL_VERSION: %s\n", gl_version);
4445 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4446 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4448 VID_CheckExtensions();
4450 // LordHavoc: report supported extensions
4452 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4454 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4457 // clear to black (loading plaque will be seen over this)
4458 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4462 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4466 if (r_trippy.integer)
4468 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4470 p = r_refdef.view.frustum + i;
4475 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4479 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4483 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4487 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4491 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4495 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4499 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4503 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4511 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4515 if (r_trippy.integer)
4517 for (i = 0;i < numplanes;i++)
4524 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4528 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4532 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4536 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4540 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4544 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4548 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4552 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4560 //==================================================================================
4562 // LordHavoc: this stores temporary data used within the same frame
4564 typedef struct r_framedata_mem_s
4566 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4567 size_t size; // how much usable space
4568 size_t current; // how much space in use
4569 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4570 size_t wantedsize; // how much space was allocated
4571 unsigned char *data; // start of real data (16byte aligned)
4575 static r_framedata_mem_t *r_framedata_mem;
4577 void R_FrameData_Reset(void)
4579 while (r_framedata_mem)
4581 r_framedata_mem_t *next = r_framedata_mem->purge;
4582 Mem_Free(r_framedata_mem);
4583 r_framedata_mem = next;
4587 static void R_FrameData_Resize(qboolean mustgrow)
4590 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4591 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4592 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4594 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4595 newmem->wantedsize = wantedsize;
4596 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4597 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4598 newmem->current = 0;
4600 newmem->purge = r_framedata_mem;
4601 r_framedata_mem = newmem;
4605 void R_FrameData_NewFrame(void)
4607 R_FrameData_Resize(false);
4608 if (!r_framedata_mem)
4610 // if we ran out of space on the last frame, free the old memory now
4611 while (r_framedata_mem->purge)
4613 // repeatedly remove the second item in the list, leaving only head
4614 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4615 Mem_Free(r_framedata_mem->purge);
4616 r_framedata_mem->purge = next;
4618 // reset the current mem pointer
4619 r_framedata_mem->current = 0;
4620 r_framedata_mem->mark = 0;
4623 void *R_FrameData_Alloc(size_t size)
4628 // align to 16 byte boundary - the data pointer is already aligned, so we
4629 // only need to ensure the size of every allocation is also aligned
4630 size = (size + 15) & ~15;
4632 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4634 // emergency - we ran out of space, allocate more memory
4635 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
4636 newvalue = r_framedatasize.value * 2.0f;
4637 // 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
4638 if (sizeof(size_t) >= 8)
4639 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
4641 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
4642 // this might not be a growing it, but we'll allocate another buffer every time
4643 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4644 R_FrameData_Resize(true);
4647 data = r_framedata_mem->data + r_framedata_mem->current;
4648 r_framedata_mem->current += size;
4650 // count the usage for stats
4651 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4652 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4654 return (void *)data;
4657 void *R_FrameData_Store(size_t size, void *data)
4659 void *d = R_FrameData_Alloc(size);
4661 memcpy(d, data, size);
4665 void R_FrameData_SetMark(void)
4667 if (!r_framedata_mem)
4669 r_framedata_mem->mark = r_framedata_mem->current;
4672 void R_FrameData_ReturnToMark(void)
4674 if (!r_framedata_mem)
4676 r_framedata_mem->current = r_framedata_mem->mark;
4679 //==================================================================================
4681 // avoid reusing the same buffer objects on consecutive frames
4682 #define R_BUFFERDATA_CYCLE 3
4684 typedef struct r_bufferdata_buffer_s
4686 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4687 size_t size; // how much usable space
4688 size_t current; // how much space in use
4689 r_meshbuffer_t *buffer; // the buffer itself
4691 r_bufferdata_buffer_t;
4693 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4694 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4696 /// frees all dynamic buffers
4697 void R_BufferData_Reset(void)
4700 r_bufferdata_buffer_t **p, *mem;
4701 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4703 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4706 p = &r_bufferdata_buffer[cycle][type];
4712 R_Mesh_DestroyMeshBuffer(mem->buffer);
4719 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4720 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4722 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4724 float newvalue = r_buffermegs[type].value;
4726 // increase the cvar if we have to (but only if we already have a mem)
4727 if (mustgrow && mem)
4729 newvalue = bound(0.25f, newvalue, 256.0f);
4730 while (newvalue * 1024*1024 < minsize)
4733 // clamp the cvar to valid range
4734 newvalue = bound(0.25f, newvalue, 256.0f);
4735 if (r_buffermegs[type].value != newvalue)
4736 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4738 // calculate size in bytes
4739 size = (size_t)(newvalue * 1024*1024);
4740 size = bound(131072, size, 256*1024*1024);
4742 // allocate a new buffer if the size is different (purge old one later)
4743 // or if we were told we must grow the buffer
4744 if (!mem || mem->size != size || mustgrow)
4746 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4749 if (type == R_BUFFERDATA_VERTEX)
4750 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4751 else if (type == R_BUFFERDATA_INDEX16)
4752 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4753 else if (type == R_BUFFERDATA_INDEX32)
4754 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4755 else if (type == R_BUFFERDATA_UNIFORM)
4756 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4757 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4758 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4762 void R_BufferData_NewFrame(void)
4765 r_bufferdata_buffer_t **p, *mem;
4766 // cycle to the next frame's buffers
4767 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4768 // if we ran out of space on the last time we used these buffers, free the old memory now
4769 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4771 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4773 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4774 // free all but the head buffer, this is how we recycle obsolete
4775 // buffers after they are no longer in use
4776 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4782 R_Mesh_DestroyMeshBuffer(mem->buffer);
4785 // reset the current offset
4786 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4791 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4793 r_bufferdata_buffer_t *mem;
4797 *returnbufferoffset = 0;
4799 // align size to a byte boundary appropriate for the buffer type, this
4800 // makes all allocations have aligned start offsets
4801 if (type == R_BUFFERDATA_UNIFORM)
4802 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4804 padsize = (datasize + 15) & ~15;
4806 // if we ran out of space in this buffer we must allocate a new one
4807 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)
4808 R_BufferData_Resize(type, true, padsize);
4810 // if the resize did not give us enough memory, fail
4811 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)
4812 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4814 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4815 offset = (int)mem->current;
4816 mem->current += padsize;
4818 // upload the data to the buffer at the chosen offset
4820 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4821 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4823 // count the usage for stats
4824 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4825 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4827 // return the buffer offset
4828 *returnbufferoffset = offset;
4833 //==================================================================================
4835 // LordHavoc: animcache originally written by Echon, rewritten since then
4838 * Animation cache prevents re-generating mesh data for an animated model
4839 * multiple times in one frame for lighting, shadowing, reflections, etc.
4842 void R_AnimCache_Free(void)
4846 void R_AnimCache_ClearCache(void)
4849 entity_render_t *ent;
4851 for (i = 0;i < r_refdef.scene.numentities;i++)
4853 ent = r_refdef.scene.entities[i];
4854 ent->animcache_vertex3f = NULL;
4855 ent->animcache_vertex3f_vertexbuffer = NULL;
4856 ent->animcache_vertex3f_bufferoffset = 0;
4857 ent->animcache_normal3f = NULL;
4858 ent->animcache_normal3f_vertexbuffer = NULL;
4859 ent->animcache_normal3f_bufferoffset = 0;
4860 ent->animcache_svector3f = NULL;
4861 ent->animcache_svector3f_vertexbuffer = NULL;
4862 ent->animcache_svector3f_bufferoffset = 0;
4863 ent->animcache_tvector3f = NULL;
4864 ent->animcache_tvector3f_vertexbuffer = NULL;
4865 ent->animcache_tvector3f_bufferoffset = 0;
4866 ent->animcache_vertexmesh = NULL;
4867 ent->animcache_vertexmesh_vertexbuffer = NULL;
4868 ent->animcache_vertexmesh_bufferoffset = 0;
4869 ent->animcache_skeletaltransform3x4 = NULL;
4870 ent->animcache_skeletaltransform3x4buffer = NULL;
4871 ent->animcache_skeletaltransform3x4offset = 0;
4872 ent->animcache_skeletaltransform3x4size = 0;
4876 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4880 // check if we need the meshbuffers
4881 if (!vid.useinterleavedarrays)
4884 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4885 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4886 // TODO: upload vertexbuffer?
4887 if (ent->animcache_vertexmesh)
4889 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4890 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4891 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4892 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4893 for (i = 0;i < numvertices;i++)
4894 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4895 if (ent->animcache_svector3f)
4896 for (i = 0;i < numvertices;i++)
4897 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4898 if (ent->animcache_tvector3f)
4899 for (i = 0;i < numvertices;i++)
4900 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4901 if (ent->animcache_normal3f)
4902 for (i = 0;i < numvertices;i++)
4903 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4907 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4909 dp_model_t *model = ent->model;
4912 // see if this ent is worth caching
4913 if (!model || !model->Draw || !model->AnimateVertices)
4915 // nothing to cache if it contains no animations and has no skeleton
4916 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4918 // see if it is already cached for gpuskeletal
4919 if (ent->animcache_skeletaltransform3x4)
4921 // see if it is already cached as a mesh
4922 if (ent->animcache_vertex3f)
4924 // check if we need to add normals or tangents
4925 if (ent->animcache_normal3f)
4926 wantnormals = false;
4927 if (ent->animcache_svector3f)
4928 wanttangents = false;
4929 if (!wantnormals && !wanttangents)
4933 // check which kind of cache we need to generate
4934 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4936 // cache the skeleton so the vertex shader can use it
4937 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4938 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4939 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4940 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4941 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4942 // note: this can fail if the buffer is at the grow limit
4943 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4944 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4946 else if (ent->animcache_vertex3f)
4948 // mesh was already cached but we may need to add normals/tangents
4949 // (this only happens with multiple views, reflections, cameras, etc)
4950 if (wantnormals || wanttangents)
4952 numvertices = model->surfmesh.num_vertices;
4954 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4957 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4958 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4960 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4961 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4962 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4963 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4964 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4969 // generate mesh cache
4970 numvertices = model->surfmesh.num_vertices;
4971 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4973 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4976 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4977 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4979 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4980 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4981 if (wantnormals || wanttangents)
4983 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4984 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4985 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4987 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4988 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4989 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4994 void R_AnimCache_CacheVisibleEntities(void)
4997 qboolean wantnormals = true;
4998 qboolean wanttangents = !r_showsurfaces.integer;
5000 switch(vid.renderpath)
5002 case RENDERPATH_GL20:
5003 case RENDERPATH_D3D9:
5004 case RENDERPATH_D3D10:
5005 case RENDERPATH_D3D11:
5006 case RENDERPATH_GLES2:
5008 case RENDERPATH_GL11:
5009 case RENDERPATH_GL13:
5010 case RENDERPATH_GLES1:
5011 wanttangents = false;
5013 case RENDERPATH_SOFT:
5017 if (r_shownormals.integer)
5018 wanttangents = wantnormals = true;
5020 // TODO: thread this
5021 // NOTE: R_PrepareRTLights() also caches entities
5023 for (i = 0;i < r_refdef.scene.numentities;i++)
5024 if (r_refdef.viewcache.entityvisible[i])
5025 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5028 //==================================================================================
5030 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)
5033 vec3_t eyemins, eyemaxs;
5034 vec3_t boxmins, boxmaxs;
5035 vec3_t padmins, padmaxs;
5038 dp_model_t *model = r_refdef.scene.worldmodel;
5039 static vec3_t positions[] = {
5040 { 0.5f, 0.5f, 0.5f },
5041 { 0.0f, 0.0f, 0.0f },
5042 { 0.0f, 0.0f, 1.0f },
5043 { 0.0f, 1.0f, 0.0f },
5044 { 0.0f, 1.0f, 1.0f },
5045 { 1.0f, 0.0f, 0.0f },
5046 { 1.0f, 0.0f, 1.0f },
5047 { 1.0f, 1.0f, 0.0f },
5048 { 1.0f, 1.0f, 1.0f },
5051 // sample count can be set to -1 to skip this logic, for flicker-prone objects
5055 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
5056 if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer)
5059 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
5062 // expand the eye box a little
5063 eyemins[0] = eye[0] - eyejitter;
5064 eyemaxs[0] = eye[0] + eyejitter;
5065 eyemins[1] = eye[1] - eyejitter;
5066 eyemaxs[1] = eye[1] + eyejitter;
5067 eyemins[2] = eye[2] - eyejitter;
5068 eyemaxs[2] = eye[2] + eyejitter;
5069 // expand the box a little
5070 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
5071 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
5072 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
5073 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
5074 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
5075 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
5076 // make an even larger box for the acceptable area
5077 padmins[0] = boxmins[0] - pad;
5078 padmaxs[0] = boxmaxs[0] + pad;
5079 padmins[1] = boxmins[1] - pad;
5080 padmaxs[1] = boxmaxs[1] + pad;
5081 padmins[2] = boxmins[2] - pad;
5082 padmaxs[2] = boxmaxs[2] + pad;
5084 // return true if eye overlaps enlarged box
5085 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
5088 // try specific positions in the box first - note that these can be cached
5089 if (r_cullentities_trace_entityocclusion.integer)
5091 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
5093 VectorCopy(eye, start);
5094 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
5095 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
5096 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
5097 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
5098 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5099 // not picky - if the trace ended anywhere in the box we're good
5100 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
5104 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
5107 // try various random positions
5108 for (i = 0; i < numsamples; i++)
5110 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
5111 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5112 if (r_cullentities_trace_entityocclusion.integer)
5114 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5115 // not picky - if the trace ended anywhere in the box we're good
5116 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
5119 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
5127 static void R_View_UpdateEntityVisible (void)
5132 entity_render_t *ent;
5134 if (r_refdef.envmap || r_fb.water.hideplayer)
5135 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5136 else if (chase_active.integer || r_fb.water.renderingscene)
5137 renderimask = RENDER_VIEWMODEL;
5139 renderimask = RENDER_EXTERIORMODEL;
5140 if (!r_drawviewmodel.integer)
5141 renderimask |= RENDER_VIEWMODEL;
5142 if (!r_drawexteriormodel.integer)
5143 renderimask |= RENDER_EXTERIORMODEL;
5144 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5145 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5147 // worldmodel can check visibility
5148 for (i = 0;i < r_refdef.scene.numentities;i++)
5150 ent = r_refdef.scene.entities[i];
5151 if (!(ent->flags & renderimask))
5152 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)))
5153 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))
5154 r_refdef.viewcache.entityvisible[i] = true;
5159 // no worldmodel or it can't check visibility
5160 for (i = 0;i < r_refdef.scene.numentities;i++)
5162 ent = r_refdef.scene.entities[i];
5163 if (!(ent->flags & renderimask))
5164 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)))
5165 r_refdef.viewcache.entityvisible[i] = true;
5168 if (r_cullentities_trace.integer)
5170 for (i = 0;i < r_refdef.scene.numentities;i++)
5172 if (!r_refdef.viewcache.entityvisible[i])
5174 ent = r_refdef.scene.entities[i];
5175 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5177 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
5178 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))
5179 ent->last_trace_visibility = realtime;
5180 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5181 r_refdef.viewcache.entityvisible[i] = 0;
5187 /// only used if skyrendermasked, and normally returns false
5188 static int R_DrawBrushModelsSky (void)
5191 entity_render_t *ent;
5194 for (i = 0;i < r_refdef.scene.numentities;i++)
5196 if (!r_refdef.viewcache.entityvisible[i])
5198 ent = r_refdef.scene.entities[i];
5199 if (!ent->model || !ent->model->DrawSky)
5201 ent->model->DrawSky(ent);
5207 static void R_DrawNoModel(entity_render_t *ent);
5208 static void R_DrawModels(void)
5211 entity_render_t *ent;
5213 for (i = 0;i < r_refdef.scene.numentities;i++)
5215 if (!r_refdef.viewcache.entityvisible[i])
5217 ent = r_refdef.scene.entities[i];
5218 r_refdef.stats[r_stat_entities]++;
5220 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5223 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5224 Con_Printf("R_DrawModels\n");
5225 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]);
5226 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);
5227 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);
5230 if (ent->model && ent->model->Draw != NULL)
5231 ent->model->Draw(ent);
5237 static void R_DrawModelsDepth(void)
5240 entity_render_t *ent;
5242 for (i = 0;i < r_refdef.scene.numentities;i++)
5244 if (!r_refdef.viewcache.entityvisible[i])
5246 ent = r_refdef.scene.entities[i];
5247 if (ent->model && ent->model->DrawDepth != NULL)
5248 ent->model->DrawDepth(ent);
5252 static void R_DrawModelsDebug(void)
5255 entity_render_t *ent;
5257 for (i = 0;i < r_refdef.scene.numentities;i++)
5259 if (!r_refdef.viewcache.entityvisible[i])
5261 ent = r_refdef.scene.entities[i];
5262 if (ent->model && ent->model->DrawDebug != NULL)
5263 ent->model->DrawDebug(ent);
5267 static void R_DrawModelsAddWaterPlanes(void)
5270 entity_render_t *ent;
5272 for (i = 0;i < r_refdef.scene.numentities;i++)
5274 if (!r_refdef.viewcache.entityvisible[i])
5276 ent = r_refdef.scene.entities[i];
5277 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5278 ent->model->DrawAddWaterPlanes(ent);
5282 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}};
5284 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5286 if (r_hdr_irisadaptation.integer)
5291 vec3_t diffusenormal;
5293 vec_t brightness = 0.0f;
5298 VectorCopy(r_refdef.view.forward, forward);
5299 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5301 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5302 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5303 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5304 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
5305 d = DotProduct(forward, diffusenormal);
5306 brightness += VectorLength(ambient);
5308 brightness += d * VectorLength(diffuse);
5310 brightness *= 1.0f / c;
5311 brightness += 0.00001f; // make sure it's never zero
5312 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5313 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5314 current = r_hdr_irisadaptation_value.value;
5316 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5317 else if (current > goal)
5318 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5319 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5320 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5322 else if (r_hdr_irisadaptation_value.value != 1.0f)
5323 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5326 static void R_View_SetFrustum(const int *scissor)
5329 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5330 vec3_t forward, left, up, origin, v;
5334 // flipped x coordinates (because x points left here)
5335 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5336 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5338 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5339 switch(vid.renderpath)
5341 case RENDERPATH_D3D9:
5342 case RENDERPATH_D3D10:
5343 case RENDERPATH_D3D11:
5344 // non-flipped y coordinates
5345 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5346 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5348 case RENDERPATH_SOFT:
5349 case RENDERPATH_GL11:
5350 case RENDERPATH_GL13:
5351 case RENDERPATH_GL20:
5352 case RENDERPATH_GLES1:
5353 case RENDERPATH_GLES2:
5354 // non-flipped y coordinates
5355 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5356 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5361 // we can't trust r_refdef.view.forward and friends in reflected scenes
5362 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5365 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5366 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5367 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5368 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5369 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5370 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5371 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5372 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5373 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5374 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5375 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5376 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5380 zNear = r_refdef.nearclip;
5381 nudge = 1.0 - 1.0 / (1<<23);
5382 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5383 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5384 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5385 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5386 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5387 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5388 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5389 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5395 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5396 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5397 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5398 r_refdef.view.frustum[0].dist = m[15] - m[12];
5400 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5401 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5402 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5403 r_refdef.view.frustum[1].dist = m[15] + m[12];
5405 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5406 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5407 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5408 r_refdef.view.frustum[2].dist = m[15] - m[13];
5410 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5411 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5412 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5413 r_refdef.view.frustum[3].dist = m[15] + m[13];
5415 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5416 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5417 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5418 r_refdef.view.frustum[4].dist = m[15] - m[14];
5420 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5421 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5422 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5423 r_refdef.view.frustum[5].dist = m[15] + m[14];
5426 if (r_refdef.view.useperspective)
5428 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5429 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]);
5430 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]);
5431 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]);
5432 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]);
5434 // then the normals from the corners relative to origin
5435 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5436 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5437 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5438 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5440 // in a NORMAL view, forward cross left == up
5441 // in a REFLECTED view, forward cross left == down
5442 // so our cross products above need to be adjusted for a left handed coordinate system
5443 CrossProduct(forward, left, v);
5444 if(DotProduct(v, up) < 0)
5446 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5447 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5448 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5449 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5452 // Leaving those out was a mistake, those were in the old code, and they
5453 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5454 // I couldn't reproduce it after adding those normalizations. --blub
5455 VectorNormalize(r_refdef.view.frustum[0].normal);
5456 VectorNormalize(r_refdef.view.frustum[1].normal);
5457 VectorNormalize(r_refdef.view.frustum[2].normal);
5458 VectorNormalize(r_refdef.view.frustum[3].normal);
5460 // make the corners absolute
5461 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5462 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5463 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5464 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5467 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5469 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5470 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5471 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5472 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5473 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5477 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5478 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5479 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5480 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5481 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5482 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5483 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5484 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5485 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5486 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5488 r_refdef.view.numfrustumplanes = 5;
5490 if (r_refdef.view.useclipplane)
5492 r_refdef.view.numfrustumplanes = 6;
5493 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5496 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5497 PlaneClassify(r_refdef.view.frustum + i);
5499 // LordHavoc: note to all quake engine coders, Quake had a special case
5500 // for 90 degrees which assumed a square view (wrong), so I removed it,
5501 // Quake2 has it disabled as well.
5503 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5504 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5505 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5506 //PlaneClassify(&frustum[0]);
5508 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5509 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5510 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5511 //PlaneClassify(&frustum[1]);
5513 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5514 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5515 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5516 //PlaneClassify(&frustum[2]);
5518 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5519 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5520 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5521 //PlaneClassify(&frustum[3]);
5524 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5525 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5526 //PlaneClassify(&frustum[4]);
5529 static void R_View_UpdateWithScissor(const int *myscissor)
5531 R_Main_ResizeViewCache();
5532 R_View_SetFrustum(myscissor);
5533 R_View_WorldVisibility(r_refdef.view.useclipplane);
5534 R_View_UpdateEntityVisible();
5537 static void R_View_Update(void)
5539 R_Main_ResizeViewCache();
5540 R_View_SetFrustum(NULL);
5541 R_View_WorldVisibility(r_refdef.view.useclipplane);
5542 R_View_UpdateEntityVisible();
5545 float viewscalefpsadjusted = 1.0f;
5547 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5549 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5550 scale = bound(0.03125f, scale, 1.0f);
5551 *outwidth = (int)ceil(width * scale);
5552 *outheight = (int)ceil(height * scale);
5555 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5557 const float *customclipplane = NULL;
5559 int /*rtwidth,*/ rtheight;
5560 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5562 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
5563 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5564 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5565 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5566 dist = r_refdef.view.clipplane.dist;
5567 plane[0] = r_refdef.view.clipplane.normal[0];
5568 plane[1] = r_refdef.view.clipplane.normal[1];
5569 plane[2] = r_refdef.view.clipplane.normal[2];
5571 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5574 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
5575 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
5577 if (!r_refdef.view.useperspective)
5578 R_Viewport_InitOrtho(&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.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5579 else if (vid.stencil && r_useinfinitefarclip.integer)
5580 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);
5582 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);
5583 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
5584 R_SetViewport(&r_refdef.view.viewport);
5585 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5587 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5588 float screenplane[4];
5589 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5590 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5591 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5592 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5593 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5597 void R_EntityMatrix(const matrix4x4_t *matrix)
5599 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5601 gl_modelmatrixchanged = false;
5602 gl_modelmatrix = *matrix;
5603 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5604 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5605 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5606 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5608 switch(vid.renderpath)
5610 case RENDERPATH_D3D9:
5612 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5613 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5616 case RENDERPATH_D3D10:
5617 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5619 case RENDERPATH_D3D11:
5620 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5622 case RENDERPATH_GL11:
5623 case RENDERPATH_GL13:
5624 case RENDERPATH_GLES1:
5626 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5629 case RENDERPATH_SOFT:
5630 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5631 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5633 case RENDERPATH_GL20:
5634 case RENDERPATH_GLES2:
5635 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5636 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5642 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
5644 r_viewport_t viewport;
5648 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5649 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
5650 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
5651 R_SetViewport(&viewport);
5652 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5653 GL_Color(1, 1, 1, 1);
5654 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5655 GL_BlendFunc(GL_ONE, GL_ZERO);
5656 GL_ScissorTest(false);
5657 GL_DepthMask(false);
5658 GL_DepthRange(0, 1);
5659 GL_DepthTest(false);
5660 GL_DepthFunc(GL_LEQUAL);
5661 R_EntityMatrix(&identitymatrix);
5662 R_Mesh_ResetTextureState();
5663 GL_PolygonOffset(0, 0);
5664 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5665 switch(vid.renderpath)
5667 case RENDERPATH_GL11:
5668 case RENDERPATH_GL13:
5669 case RENDERPATH_GL20:
5670 case RENDERPATH_GLES1:
5671 case RENDERPATH_GLES2:
5672 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5674 case RENDERPATH_D3D9:
5675 case RENDERPATH_D3D10:
5676 case RENDERPATH_D3D11:
5677 case RENDERPATH_SOFT:
5680 GL_CullFace(GL_NONE);
5685 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5689 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
5692 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5696 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5697 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5698 GL_Color(1, 1, 1, 1);
5699 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5700 GL_BlendFunc(GL_ONE, GL_ZERO);
5701 GL_ScissorTest(true);
5703 GL_DepthRange(0, 1);
5705 GL_DepthFunc(GL_LEQUAL);
5706 R_EntityMatrix(&identitymatrix);
5707 R_Mesh_ResetTextureState();
5708 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5709 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5710 switch(vid.renderpath)
5712 case RENDERPATH_GL11:
5713 case RENDERPATH_GL13:
5714 case RENDERPATH_GL20:
5715 case RENDERPATH_GLES1:
5716 case RENDERPATH_GLES2:
5717 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5719 case RENDERPATH_D3D9:
5720 case RENDERPATH_D3D10:
5721 case RENDERPATH_D3D11:
5722 case RENDERPATH_SOFT:
5725 GL_CullFace(r_refdef.view.cullface_back);
5730 R_RenderView_UpdateViewVectors
5733 void R_RenderView_UpdateViewVectors(void)
5735 // break apart the view matrix into vectors for various purposes
5736 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5737 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5738 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5739 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5740 // make an inverted copy of the view matrix for tracking sprites
5741 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5744 void R_RenderTarget_FreeUnused(qboolean force)
5747 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
5748 for (i = 0; i < end; i++)
5750 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
5751 // free resources for rendertargets that have not been used for a while
5752 // (note: this check is run after the frame render, so any targets used
5753 // this frame will not be affected even at low framerates)
5754 if (r && (realtime - r->lastusetime > 0.2 || force))
5757 R_Mesh_DestroyFramebufferObject(r->fbo);
5758 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
5759 if (r->colortexture[j])
5760 R_FreeTexture(r->colortexture[j]);
5761 if (r->depthtexture)
5762 R_FreeTexture(r->depthtexture);
5763 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
5768 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
5770 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
5771 switch (vid.renderpath)
5773 case RENDERPATH_D3D9:
5774 x1 = (x + 0.5f) * iw;
5775 x2 = (x + 0.5f + w) * iw;
5776 y1 = (y + 0.5f) * ih;
5777 y2 = (y + 0.5f + h) * ih;
5783 y2 = (th - y - h) * ih;
5796 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)
5799 r_rendertarget_t *r = NULL;
5801 // first try to reuse an existing slot if possible
5802 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
5803 for (i = 0; i < end; i++)
5805 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
5806 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)
5811 // no unused exact match found, so we have to make one in the first unused slot
5812 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
5813 r->texturewidth = texturewidth;
5814 r->textureheight = textureheight;
5815 r->colortextype[0] = colortextype0;
5816 r->colortextype[1] = colortextype1;
5817 r->colortextype[2] = colortextype2;
5818 r->colortextype[3] = colortextype3;
5819 r->depthtextype = depthtextype;
5820 r->depthisrenderbuffer = depthisrenderbuffer;
5821 for (j = 0; j < 4; j++)
5822 if (r->colortextype[j])
5823 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);
5824 if (r->depthtextype)
5826 if (r->depthisrenderbuffer)
5827 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);
5829 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);
5831 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
5833 r_refdef.stats[r_stat_rendertargets_used]++;
5834 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
5835 r->lastusetime = realtime;
5836 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
5840 static void R_Water_StartFrame(void)
5842 int waterwidth, waterheight;
5844 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5847 switch(vid.renderpath)
5849 case RENDERPATH_GL20:
5850 case RENDERPATH_D3D9:
5851 case RENDERPATH_D3D10:
5852 case RENDERPATH_D3D11:
5853 case RENDERPATH_SOFT:
5854 case RENDERPATH_GLES2:
5856 case RENDERPATH_GL11:
5857 case RENDERPATH_GL13:
5858 case RENDERPATH_GLES1:
5862 // set waterwidth and waterheight to the water resolution that will be
5863 // used (often less than the screen resolution for faster rendering)
5864 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5865 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5866 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
5868 if (!r_water.integer || r_showsurfaces.integer)
5869 waterwidth = waterheight = 0;
5871 // set up variables that will be used in shader setup
5872 r_fb.water.waterwidth = waterwidth;
5873 r_fb.water.waterheight = waterheight;
5874 r_fb.water.texturewidth = waterwidth;
5875 r_fb.water.textureheight = waterheight;
5876 r_fb.water.camerawidth = waterwidth;
5877 r_fb.water.cameraheight = waterheight;
5878 r_fb.water.screenscale[0] = 0.5f;
5879 r_fb.water.screenscale[1] = 0.5f;
5880 r_fb.water.screencenter[0] = 0.5f;
5881 r_fb.water.screencenter[1] = 0.5f;
5882 r_fb.water.enabled = waterwidth != 0;
5884 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5885 r_fb.water.numwaterplanes = 0;
5888 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5890 int planeindex, bestplaneindex, vertexindex;
5891 vec3_t mins, maxs, normal, center, v, n;
5892 vec_t planescore, bestplanescore;
5894 r_waterstate_waterplane_t *p;
5895 texture_t *t = R_GetCurrentTexture(surface->texture);
5897 rsurface.texture = t;
5898 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5899 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5900 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5902 // average the vertex normals, find the surface bounds (after deformvertexes)
5903 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5904 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5905 VectorCopy(n, normal);
5906 VectorCopy(v, mins);
5907 VectorCopy(v, maxs);
5908 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5910 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5911 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5912 VectorAdd(normal, n, normal);
5913 mins[0] = min(mins[0], v[0]);
5914 mins[1] = min(mins[1], v[1]);
5915 mins[2] = min(mins[2], v[2]);
5916 maxs[0] = max(maxs[0], v[0]);
5917 maxs[1] = max(maxs[1], v[1]);
5918 maxs[2] = max(maxs[2], v[2]);
5920 VectorNormalize(normal);
5921 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5923 VectorCopy(normal, plane.normal);
5924 VectorNormalize(plane.normal);
5925 plane.dist = DotProduct(center, plane.normal);
5926 PlaneClassify(&plane);
5927 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5929 // skip backfaces (except if nocullface is set)
5930 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5932 VectorNegate(plane.normal, plane.normal);
5934 PlaneClassify(&plane);
5938 // find a matching plane if there is one
5939 bestplaneindex = -1;
5940 bestplanescore = 1048576.0f;
5941 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5943 if(p->camera_entity == t->camera_entity)
5945 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5946 if (bestplaneindex < 0 || bestplanescore > planescore)
5948 bestplaneindex = planeindex;
5949 bestplanescore = planescore;
5953 planeindex = bestplaneindex;
5955 // if this surface does not fit any known plane rendered this frame, add one
5956 if (planeindex < 0 || bestplanescore > 0.001f)
5958 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5960 // store the new plane
5961 planeindex = r_fb.water.numwaterplanes++;
5962 p = r_fb.water.waterplanes + planeindex;
5964 // clear materialflags and pvs
5965 p->materialflags = 0;
5966 p->pvsvalid = false;
5967 p->camera_entity = t->camera_entity;
5968 VectorCopy(mins, p->mins);
5969 VectorCopy(maxs, p->maxs);
5973 // We're totally screwed.
5979 // merge mins/maxs when we're adding this surface to the plane
5980 p = r_fb.water.waterplanes + planeindex;
5981 p->mins[0] = min(p->mins[0], mins[0]);
5982 p->mins[1] = min(p->mins[1], mins[1]);
5983 p->mins[2] = min(p->mins[2], mins[2]);
5984 p->maxs[0] = max(p->maxs[0], maxs[0]);
5985 p->maxs[1] = max(p->maxs[1], maxs[1]);
5986 p->maxs[2] = max(p->maxs[2], maxs[2]);
5988 // merge this surface's materialflags into the waterplane
5989 p->materialflags |= t->currentmaterialflags;
5990 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5992 // merge this surface's PVS into the waterplane
5993 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5994 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5996 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6002 extern cvar_t r_drawparticles;
6003 extern cvar_t r_drawdecals;
6005 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
6008 r_refdef_view_t originalview;
6009 r_refdef_view_t myview;
6010 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;
6011 r_waterstate_waterplane_t *p;
6013 r_rendertarget_t *rt;
6015 originalview = r_refdef.view;
6017 // lowquality hack, temporarily shut down some cvars and restore afterwards
6018 qualityreduction = r_water_lowquality.integer;
6019 if (qualityreduction > 0)
6021 if (qualityreduction >= 1)
6023 old_r_shadows = r_shadows.integer;
6024 old_r_worldrtlight = r_shadow_realtime_world.integer;
6025 old_r_dlight = r_shadow_realtime_dlight.integer;
6026 Cvar_SetValueQuick(&r_shadows, 0);
6027 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6028 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6030 if (qualityreduction >= 2)
6032 old_r_dynamic = r_dynamic.integer;
6033 old_r_particles = r_drawparticles.integer;
6034 old_r_decals = r_drawdecals.integer;
6035 Cvar_SetValueQuick(&r_dynamic, 0);
6036 Cvar_SetValueQuick(&r_drawparticles, 0);
6037 Cvar_SetValueQuick(&r_drawdecals, 0);
6041 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
6043 p->rt_reflection = NULL;
6044 p->rt_refraction = NULL;
6045 p->rt_camera = NULL;
6049 r_refdef.view = originalview;
6050 r_refdef.view.showdebug = false;
6051 r_refdef.view.width = r_fb.water.waterwidth;
6052 r_refdef.view.height = r_fb.water.waterheight;
6053 r_refdef.view.useclipplane = true;
6054 myview = r_refdef.view;
6055 r_fb.water.renderingscene = true;
6056 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6058 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6061 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6063 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);
6064 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
6066 r_refdef.view = myview;
6067 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6068 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6069 if(r_water_scissormode.integer)
6071 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
6072 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
6074 p->rt_reflection = NULL;
6075 p->rt_refraction = NULL;
6076 p->rt_camera = NULL;
6081 r_refdef.view.clipplane = p->plane;
6082 // reverse the cullface settings for this render
6083 r_refdef.view.cullface_front = GL_FRONT;
6084 r_refdef.view.cullface_back = GL_BACK;
6085 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6087 r_refdef.view.usecustompvs = true;
6089 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6091 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6094 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6095 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
6096 GL_ScissorTest(false);
6097 R_ClearScreen(r_refdef.fogenabled);
6098 GL_ScissorTest(true);
6099 if(r_water_scissormode.integer & 2)
6100 R_View_UpdateWithScissor(myscissor);
6103 R_AnimCache_CacheVisibleEntities();
6104 if(r_water_scissormode.integer & 1)
6105 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6106 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
6108 r_fb.water.hideplayer = false;
6109 p->rt_reflection = rt;
6112 // render the normal view scene and copy into texture
6113 // (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)
6114 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6116 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);
6117 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
6119 r_refdef.view = myview;
6120 if(r_water_scissormode.integer)
6122 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
6123 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
6125 p->rt_reflection = NULL;
6126 p->rt_refraction = NULL;
6127 p->rt_camera = NULL;
6132 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6134 r_refdef.view.clipplane = p->plane;
6135 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6136 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6138 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6140 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6141 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6142 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6143 R_RenderView_UpdateViewVectors();
6144 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6146 r_refdef.view.usecustompvs = true;
6147 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);
6151 PlaneClassify(&r_refdef.view.clipplane);
6153 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
6154 GL_ScissorTest(false);
6155 R_ClearScreen(r_refdef.fogenabled);
6156 GL_ScissorTest(true);
6157 if(r_water_scissormode.integer & 2)
6158 R_View_UpdateWithScissor(myscissor);
6161 R_AnimCache_CacheVisibleEntities();
6162 if(r_water_scissormode.integer & 1)
6163 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6164 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
6166 r_fb.water.hideplayer = false;
6167 p->rt_refraction = rt;
6169 else if (p->materialflags & MATERIALFLAG_CAMERA)
6171 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);
6172 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
6174 r_refdef.view = myview;
6176 r_refdef.view.clipplane = p->plane;
6177 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6178 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6180 r_refdef.view.width = r_fb.water.camerawidth;
6181 r_refdef.view.height = r_fb.water.cameraheight;
6182 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6183 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6184 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6185 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6187 if(p->camera_entity)
6189 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6190 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6193 // note: all of the view is used for displaying... so
6194 // there is no use in scissoring
6196 // reverse the cullface settings for this render
6197 r_refdef.view.cullface_front = GL_FRONT;
6198 r_refdef.view.cullface_back = GL_BACK;
6199 // also reverse the view matrix
6200 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
6201 R_RenderView_UpdateViewVectors();
6202 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6204 r_refdef.view.usecustompvs = true;
6205 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);
6208 // camera needs no clipplane
6209 r_refdef.view.useclipplane = false;
6211 PlaneClassify(&r_refdef.view.clipplane);
6213 r_fb.water.hideplayer = false;
6215 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
6216 GL_ScissorTest(false);
6217 R_ClearScreen(r_refdef.fogenabled);
6218 GL_ScissorTest(true);
6220 R_AnimCache_CacheVisibleEntities();
6221 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
6223 r_fb.water.hideplayer = false;
6228 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6229 r_fb.water.renderingscene = false;
6230 r_refdef.view = originalview;
6231 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
6233 R_AnimCache_CacheVisibleEntities();
6236 r_refdef.view = originalview;
6237 r_fb.water.renderingscene = false;
6238 Cvar_SetValueQuick(&r_water, 0);
6239 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6241 // lowquality hack, restore cvars
6242 if (qualityreduction > 0)
6244 if (qualityreduction >= 1)
6246 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6247 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6248 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6250 if (qualityreduction >= 2)
6252 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6253 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6254 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6259 static void R_Bloom_StartFrame(void)
6261 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6262 int viewwidth, viewheight;
6263 textype_t textype = TEXTYPE_COLORBUFFER;
6265 // clear the pointers to rendertargets from last frame as they're stale
6266 r_fb.rt_screen = NULL;
6267 r_fb.rt_bloom = NULL;
6269 switch (vid.renderpath)
6271 case RENDERPATH_GL20:
6272 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6273 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6274 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6275 // for simplicity, bloom requires FBO render to texture, which basically all video drivers support now
6276 if (!vid.support.ext_framebuffer_object)
6279 case RENDERPATH_GL11:
6280 case RENDERPATH_GL13:
6281 case RENDERPATH_GLES1:
6282 return; // don't bother
6283 case RENDERPATH_GLES2:
6284 case RENDERPATH_D3D9:
6285 case RENDERPATH_D3D10:
6286 case RENDERPATH_D3D11:
6287 r_fb.usedepthtextures = false;
6289 case RENDERPATH_SOFT:
6290 r_fb.usedepthtextures = true;
6294 if (r_viewscale_fpsscaling.integer)
6296 double actualframetime;
6297 double targetframetime;
6299 actualframetime = r_refdef.lastdrawscreentime;
6300 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6301 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6302 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6303 if (r_viewscale_fpsscaling_stepsize.value > 0)
6304 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6305 viewscalefpsadjusted += adjust;
6306 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6309 viewscalefpsadjusted = 1.0f;
6311 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6313 // set bloomwidth and bloomheight to the bloom resolution that will be
6314 // used (often less than the screen resolution for faster rendering)
6315 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6316 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6317 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6318 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6319 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6321 // calculate desired texture sizes
6322 screentexturewidth = viewwidth;
6323 screentextureheight = viewheight;
6324 bloomtexturewidth = r_fb.bloomwidth;
6325 bloomtextureheight = r_fb.bloomheight;
6327 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))
6329 Cvar_SetValueQuick(&r_bloom, 0);
6330 Cvar_SetValueQuick(&r_motionblur, 0);
6331 Cvar_SetValueQuick(&r_damageblur, 0);
6334 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
6335 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
6337 if (r_fb.ghosttexture)
6338 R_FreeTexture(r_fb.ghosttexture);
6339 r_fb.ghosttexture = NULL;
6341 r_fb.screentexturewidth = screentexturewidth;
6342 r_fb.screentextureheight = screentextureheight;
6343 r_fb.textype = textype;
6345 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6347 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6348 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);
6349 r_fb.ghosttexture_valid = false;
6353 if (r_bloom.integer)
6355 // bloom texture is a different resolution
6356 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6357 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6358 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6361 r_fb.bloomwidth = r_fb.bloomheight = 0;
6363 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
6365 r_refdef.view.clear = true;
6368 static void R_Bloom_MakeTexture(void)
6371 float xoffset, yoffset, r, brighten;
6372 float colorscale = r_bloom_colorscale.value;
6373 r_viewport_t bloomviewport;
6374 r_rendertarget_t *prev, *cur;
6375 textype_t textype = r_fb.rt_screen->colortextype[0];
6377 r_refdef.stats[r_stat_bloom]++;
6379 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6381 // scale down screen texture to the bloom texture size
6383 prev = r_fb.rt_screen;
6384 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
6385 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
6386 R_SetViewport(&bloomviewport);
6387 GL_CullFace(GL_NONE);
6388 GL_DepthTest(false);
6389 GL_BlendFunc(GL_ONE, GL_ZERO);
6390 GL_Color(colorscale, colorscale, colorscale, 1);
6391 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
6392 // TODO: do boxfilter scale-down in shader?
6393 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, true);
6394 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6395 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6396 // we now have a properly scaled bloom image
6398 // multiply bloom image by itself as many times as desired to darken it
6399 // TODO: if people actually use this it could be done more quickly in the previous shader pass
6400 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6403 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
6404 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
6406 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6408 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6409 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6410 GL_Color(1,1,1,1); // no fix factor supported here
6411 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
6412 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
6413 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6414 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6417 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6418 brighten = r_bloom_brighten.value;
6419 brighten = sqrt(brighten);
6421 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6423 for (dir = 0;dir < 2;dir++)
6426 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
6427 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
6428 // blend on at multiple vertical offsets to achieve a vertical blur
6429 // TODO: do offset blends using GLSL
6430 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6431 GL_BlendFunc(GL_ONE, GL_ZERO);
6432 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
6433 for (x = -range;x <= range;x++)
6435 if (!dir){xoffset = 0;yoffset = x;}
6436 else {xoffset = x;yoffset = 0;}
6437 xoffset /= (float)prev->texturewidth;
6438 yoffset /= (float)prev->textureheight;
6439 // compute a texcoord array with the specified x and y offset
6440 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
6441 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
6442 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
6443 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
6444 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
6445 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
6446 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
6447 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
6448 // this r value looks like a 'dot' particle, fading sharply to
6449 // black at the edges
6450 // (probably not realistic but looks good enough)
6451 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6452 //r = brighten/(range*2+1);
6453 r = brighten / (range * 2 + 1);
6455 r *= (1 - x*x/(float)((range+1)*(range+1)));
6458 GL_Color(r, r, r, 1);
6459 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6460 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6461 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6462 GL_BlendFunc(GL_ONE, GL_ONE);
6466 // now we have the bloom image, so keep track of it
6467 r_fb.rt_bloom = cur;
6470 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
6472 dpuint64 permutation;
6473 float uservecs[4][4];
6474 rtexture_t *viewtexture;
6475 rtexture_t *bloomtexture;
6477 R_EntityMatrix(&identitymatrix);
6479 switch (vid.renderpath)
6481 case RENDERPATH_GL20:
6482 case RENDERPATH_D3D9:
6483 case RENDERPATH_D3D10:
6484 case RENDERPATH_D3D11:
6485 case RENDERPATH_SOFT:
6486 case RENDERPATH_GLES2:
6488 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
6489 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6490 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
6491 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6492 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6494 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6496 // declare variables
6497 float blur_factor, blur_mouseaccel, blur_velocity;
6498 static float blur_average;
6499 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6501 // set a goal for the factoring
6502 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6503 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6504 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6505 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6506 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6507 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6509 // from the goal, pick an averaged value between goal and last value
6510 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6511 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6513 // enforce minimum amount of blur
6514 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6516 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6518 // calculate values into a standard alpha
6519 cl.motionbluralpha = 1 - exp(-
6521 (r_motionblur.value * blur_factor / 80)
6523 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6526 max(0.0001, cl.time - cl.oldtime) // fps independent
6529 // randomization for the blur value to combat persistent ghosting
6530 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6531 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6534 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6535 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6537 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6538 GL_Color(1, 1, 1, cl.motionbluralpha);
6539 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
6540 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
6541 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6542 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6543 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
6546 // updates old view angles for next pass
6547 VectorCopy(cl.viewangles, blur_oldangles);
6549 // copy view into the ghost texture
6550 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
6551 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
6552 r_fb.ghosttexture_valid = true;
6555 if (r_fb.bloomwidth)
6557 // make the bloom texture
6558 R_Bloom_MakeTexture();
6561 #if _MSC_VER >= 1400
6562 #define sscanf sscanf_s
6564 memset(uservecs, 0, sizeof(uservecs));
6565 if (r_glsl_postprocess_uservec1_enable.integer)
6566 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6567 if (r_glsl_postprocess_uservec2_enable.integer)
6568 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6569 if (r_glsl_postprocess_uservec3_enable.integer)
6570 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6571 if (r_glsl_postprocess_uservec4_enable.integer)
6572 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6574 // render to the screen fbo
6575 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6576 GL_Color(1, 1, 1, 1);
6577 GL_BlendFunc(GL_ONE, GL_ZERO);
6579 viewtexture = r_fb.rt_screen->colortexture[0];
6580 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
6582 if (r_rendertarget_debug.integer >= 0)
6584 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
6585 if (rt && rt->colortexture[0])
6587 viewtexture = rt->colortexture[0];
6588 bloomtexture = NULL;
6592 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
6593 switch(vid.renderpath)
6595 case RENDERPATH_GL20:
6596 case RENDERPATH_GLES2:
6597 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6598 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
6599 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
6600 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6601 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]);
6602 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6603 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]);
6604 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]);
6605 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]);
6606 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]);
6607 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6608 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6609 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);
6611 case RENDERPATH_D3D9:
6613 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6614 R_Mesh_TexBind(GL20TU_FIRST , viewtexture);
6615 R_Mesh_TexBind(GL20TU_SECOND , bloomtexture);
6616 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6617 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6618 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6619 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6620 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6621 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6622 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6623 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6624 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6625 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6628 case RENDERPATH_D3D10:
6629 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6631 case RENDERPATH_D3D11:
6632 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6634 case RENDERPATH_SOFT:
6635 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6636 R_Mesh_TexBind(GL20TU_FIRST , viewtexture);
6637 R_Mesh_TexBind(GL20TU_SECOND , bloomtexture);
6638 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6639 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6640 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6641 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6642 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6643 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6644 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6645 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6646 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6647 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6652 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6653 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6655 case RENDERPATH_GL11:
6656 case RENDERPATH_GL13:
6657 case RENDERPATH_GLES1:
6658 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6660 // apply a color tint to the whole view
6661 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6662 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6663 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6664 R_SetupShader_Generic_NoTexture(false, true);
6665 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6666 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6672 matrix4x4_t r_waterscrollmatrix;
6674 void R_UpdateFog(void)
6677 if (gamemode == GAME_NEHAHRA)
6679 if (gl_fogenable.integer)
6681 r_refdef.oldgl_fogenable = true;
6682 r_refdef.fog_density = gl_fogdensity.value;
6683 r_refdef.fog_red = gl_fogred.value;
6684 r_refdef.fog_green = gl_foggreen.value;
6685 r_refdef.fog_blue = gl_fogblue.value;
6686 r_refdef.fog_alpha = 1;
6687 r_refdef.fog_start = 0;
6688 r_refdef.fog_end = gl_skyclip.value;
6689 r_refdef.fog_height = 1<<30;
6690 r_refdef.fog_fadedepth = 128;
6692 else if (r_refdef.oldgl_fogenable)
6694 r_refdef.oldgl_fogenable = false;
6695 r_refdef.fog_density = 0;
6696 r_refdef.fog_red = 0;
6697 r_refdef.fog_green = 0;
6698 r_refdef.fog_blue = 0;
6699 r_refdef.fog_alpha = 0;
6700 r_refdef.fog_start = 0;
6701 r_refdef.fog_end = 0;
6702 r_refdef.fog_height = 1<<30;
6703 r_refdef.fog_fadedepth = 128;
6708 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6709 r_refdef.fog_start = max(0, r_refdef.fog_start);
6710 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6712 if (r_refdef.fog_density && r_drawfog.integer)
6714 r_refdef.fogenabled = true;
6715 // this is the point where the fog reaches 0.9986 alpha, which we
6716 // consider a good enough cutoff point for the texture
6717 // (0.9986 * 256 == 255.6)
6718 if (r_fog_exp2.integer)
6719 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6721 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6722 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6723 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6724 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6725 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6726 R_BuildFogHeightTexture();
6727 // fog color was already set
6728 // update the fog texture
6729 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)
6730 R_BuildFogTexture();
6731 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6732 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6735 r_refdef.fogenabled = false;
6738 if (r_refdef.fog_density)
6740 r_refdef.fogcolor[0] = r_refdef.fog_red;
6741 r_refdef.fogcolor[1] = r_refdef.fog_green;
6742 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6744 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6745 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6746 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6747 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6751 VectorCopy(r_refdef.fogcolor, fogvec);
6752 // color.rgb *= ContrastBoost * SceneBrightness;
6753 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6754 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6755 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6756 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6761 void R_UpdateVariables(void)
6765 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
6767 r_refdef.farclip = r_farclip_base.value;
6768 if (r_refdef.scene.worldmodel)
6769 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6770 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6772 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6773 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6774 r_refdef.polygonfactor = 0;
6775 r_refdef.polygonoffset = 0;
6776 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6777 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6779 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6780 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6781 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6782 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6783 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6784 if (FAKELIGHT_ENABLED)
6786 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
6788 else if (r_refdef.scene.worldmodel)
6790 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6792 if (r_showsurfaces.integer)
6794 r_refdef.scene.rtworld = false;
6795 r_refdef.scene.rtworldshadows = false;
6796 r_refdef.scene.rtdlight = false;
6797 r_refdef.scene.rtdlightshadows = false;
6798 r_refdef.scene.lightmapintensity = 0;
6801 r_gpuskeletal = false;
6802 switch(vid.renderpath)
6804 case RENDERPATH_GL20:
6805 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
6806 case RENDERPATH_D3D9:
6807 case RENDERPATH_D3D10:
6808 case RENDERPATH_D3D11:
6809 case RENDERPATH_SOFT:
6810 case RENDERPATH_GLES2:
6811 if(!vid_gammatables_trivial)
6813 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6815 // build GLSL gamma texture
6816 #define RAMPWIDTH 256
6817 unsigned short ramp[RAMPWIDTH * 3];
6818 unsigned char rampbgr[RAMPWIDTH][4];
6821 r_texture_gammaramps_serial = vid_gammatables_serial;
6823 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6824 for(i = 0; i < RAMPWIDTH; ++i)
6826 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6827 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6828 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6831 if (r_texture_gammaramps)
6833 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6837 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6843 // remove GLSL gamma texture
6846 case RENDERPATH_GL11:
6847 case RENDERPATH_GL13:
6848 case RENDERPATH_GLES1:
6853 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6854 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6860 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6861 if( scenetype != r_currentscenetype ) {
6862 // store the old scenetype
6863 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6864 r_currentscenetype = scenetype;
6865 // move in the new scene
6866 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6875 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6877 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6878 if( scenetype == r_currentscenetype ) {
6879 return &r_refdef.scene;
6881 return &r_scenes_store[ scenetype ];
6885 static int R_SortEntities_Compare(const void *ap, const void *bp)
6887 const entity_render_t *a = *(const entity_render_t **)ap;
6888 const entity_render_t *b = *(const entity_render_t **)bp;
6891 if(a->model < b->model)
6893 if(a->model > b->model)
6897 // TODO possibly calculate the REAL skinnum here first using
6899 if(a->skinnum < b->skinnum)
6901 if(a->skinnum > b->skinnum)
6904 // everything we compared is equal
6907 static void R_SortEntities(void)
6909 // below or equal 2 ents, sorting never gains anything
6910 if(r_refdef.scene.numentities <= 2)
6913 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6921 int dpsoftrast_test;
6922 extern cvar_t r_shadow_bouncegrid;
6923 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
6925 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6927 rtexture_t *viewdepthtexture = NULL;
6928 rtexture_t *viewcolortexture = NULL;
6929 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
6931 dpsoftrast_test = r_test.integer;
6933 if (r_timereport_active)
6934 R_TimeReport("start");
6935 r_textureframe++; // used only by R_GetCurrentTexture
6936 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
6938 if(R_CompileShader_CheckStaticParms())
6941 if (!r_drawentities.integer)
6942 r_refdef.scene.numentities = 0;
6943 else if (r_sortentities.integer)
6946 R_AnimCache_ClearCache();
6948 /* adjust for stereo display */
6949 if(R_Stereo_Active())
6951 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);
6952 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6955 if (r_refdef.view.isoverlay)
6957 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6958 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6959 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6960 R_TimeReport("depthclear");
6962 r_refdef.view.showdebug = false;
6964 r_fb.water.enabled = false;
6965 r_fb.water.numwaterplanes = 0;
6967 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
6969 r_refdef.view.matrix = originalmatrix;
6975 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6977 r_refdef.view.matrix = originalmatrix;
6981 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6983 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6984 // in sRGB fallback, behave similar to true sRGB: convert this
6985 // value from linear to sRGB
6986 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6988 R_RenderView_UpdateViewVectors();
6990 R_Shadow_UpdateWorldLightSelection();
6992 // this will set up r_fb.rt_screen
6993 R_Bloom_StartFrame();
6995 // apply bloom brightness offset
6997 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
6999 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
7002 viewfbo = r_fb.rt_screen->fbo;
7003 viewdepthtexture = r_fb.rt_screen->depthtexture;
7004 viewcolortexture = r_fb.rt_screen->colortexture[0];
7008 viewheight = height;
7011 R_Water_StartFrame();
7014 if (r_timereport_active)
7015 R_TimeReport("viewsetup");
7017 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7019 // clear the whole fbo every frame - otherwise the driver will consider
7020 // it to be an inter-frame texture and stall in multi-gpu configurations
7022 GL_ScissorTest(false);
7023 R_ClearScreen(r_refdef.fogenabled);
7024 if (r_timereport_active)
7025 R_TimeReport("viewclear");
7027 r_refdef.view.clear = true;
7029 r_refdef.view.showdebug = true;
7032 if (r_timereport_active)
7033 R_TimeReport("visibility");
7035 R_AnimCache_CacheVisibleEntities();
7036 if (r_timereport_active)
7037 R_TimeReport("animcache");
7039 R_Shadow_UpdateBounceGridTexture();
7040 if (r_timereport_active && r_shadow_bouncegrid.integer)
7041 R_TimeReport("bouncegrid");
7043 r_fb.water.numwaterplanes = 0;
7044 if (r_fb.water.enabled)
7045 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7047 // for the actual view render we use scissoring a fair amount, so scissor
7048 // test needs to be on
7050 GL_ScissorTest(true);
7051 GL_Scissor(viewx, viewy, viewwidth, viewheight);
7052 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7053 r_fb.water.numwaterplanes = 0;
7055 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
7056 GL_ScissorTest(false);
7058 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
7059 if (r_timereport_active)
7060 R_TimeReport("blendview");
7062 r_refdef.view.matrix = originalmatrix;
7067 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
7069 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7071 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7072 if (r_timereport_active)
7073 R_TimeReport("waterworld");
7076 // don't let sound skip if going slow
7077 if (r_refdef.scene.extraupdate)
7080 R_DrawModelsAddWaterPlanes();
7081 if (r_timereport_active)
7082 R_TimeReport("watermodels");
7084 if (r_fb.water.numwaterplanes)
7086 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7087 if (r_timereport_active)
7088 R_TimeReport("waterscenes");
7092 extern cvar_t cl_locs_show;
7093 static void R_DrawLocs(void);
7094 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
7095 static void R_DrawModelDecals(void);
7096 extern cvar_t cl_decals_newsystem;
7097 extern qboolean r_shadow_usingdeferredprepass;
7098 extern int r_shadow_shadowmapatlas_modelshadows_size;
7099 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
7101 qboolean shadowmapping = false;
7103 if (r_timereport_active)
7104 R_TimeReport("beginscene");
7106 r_refdef.stats[r_stat_renders]++;
7110 // don't let sound skip if going slow
7111 if (r_refdef.scene.extraupdate)
7114 R_MeshQueue_BeginScene();
7118 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);
7120 if (r_timereport_active)
7121 R_TimeReport("skystartframe");
7123 if (cl.csqc_vidvars.drawworld)
7125 // don't let sound skip if going slow
7126 if (r_refdef.scene.extraupdate)
7129 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7131 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7132 if (r_timereport_active)
7133 R_TimeReport("worldsky");
7136 if (R_DrawBrushModelsSky() && r_timereport_active)
7137 R_TimeReport("bmodelsky");
7139 if (skyrendermasked && skyrenderlater)
7141 // we have to force off the water clipping plane while rendering sky
7142 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7144 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7145 if (r_timereport_active)
7146 R_TimeReport("sky");
7150 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
7151 r_shadow_viewfbo = viewfbo;
7152 r_shadow_viewdepthtexture = viewdepthtexture;
7153 r_shadow_viewcolortexture = viewcolortexture;
7154 r_shadow_viewx = viewx;
7155 r_shadow_viewy = viewy;
7156 r_shadow_viewwidth = viewwidth;
7157 r_shadow_viewheight = viewheight;
7159 R_Shadow_PrepareModelShadows();
7160 R_Shadow_PrepareLights();
7161 if (r_timereport_active)
7162 R_TimeReport("preparelights");
7164 // render all the shadowmaps that will be used for this view
7165 shadowmapping = R_Shadow_ShadowMappingEnabled();
7166 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
7168 R_Shadow_DrawShadowMaps();
7169 if (r_timereport_active)
7170 R_TimeReport("shadowmaps");
7173 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
7174 if (r_shadow_usingdeferredprepass)
7175 R_Shadow_DrawPrepass();
7177 // now we begin the forward pass of the view render
7178 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7180 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7181 if (r_timereport_active)
7182 R_TimeReport("worlddepth");
7184 if (r_depthfirst.integer >= 2)
7186 R_DrawModelsDepth();
7187 if (r_timereport_active)
7188 R_TimeReport("modeldepth");
7191 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7193 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7194 if (r_timereport_active)
7195 R_TimeReport("world");
7198 // don't let sound skip if going slow
7199 if (r_refdef.scene.extraupdate)
7203 if (r_timereport_active)
7204 R_TimeReport("models");
7206 // don't let sound skip if going slow
7207 if (r_refdef.scene.extraupdate)
7210 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
7212 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7213 R_Shadow_DrawModelShadows();
7214 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7215 // don't let sound skip if going slow
7216 if (r_refdef.scene.extraupdate)
7220 if (!r_shadow_usingdeferredprepass)
7222 R_Shadow_DrawLights();
7223 if (r_timereport_active)
7224 R_TimeReport("rtlights");
7227 // don't let sound skip if going slow
7228 if (r_refdef.scene.extraupdate)
7231 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
7233 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7234 R_Shadow_DrawModelShadows();
7235 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
7236 // don't let sound skip if going slow
7237 if (r_refdef.scene.extraupdate)
7241 if (cl.csqc_vidvars.drawworld)
7243 if (cl_decals_newsystem.integer)
7245 R_DrawModelDecals();
7246 if (r_timereport_active)
7247 R_TimeReport("modeldecals");
7252 if (r_timereport_active)
7253 R_TimeReport("decals");
7257 if (r_timereport_active)
7258 R_TimeReport("particles");
7261 if (r_timereport_active)
7262 R_TimeReport("explosions");
7265 if (r_refdef.view.showdebug)
7267 if (cl_locs_show.integer)
7270 if (r_timereport_active)
7271 R_TimeReport("showlocs");
7274 if (r_drawportals.integer)
7277 if (r_timereport_active)
7278 R_TimeReport("portals");
7281 if (r_showbboxes_client.value > 0)
7283 R_DrawEntityBBoxes(CLVM_prog);
7284 if (r_timereport_active)
7285 R_TimeReport("clbboxes");
7287 if (r_showbboxes.value > 0)
7289 R_DrawEntityBBoxes(SVVM_prog);
7290 if (r_timereport_active)
7291 R_TimeReport("svbboxes");
7295 if (r_transparent.integer)
7297 R_MeshQueue_RenderTransparent();
7298 if (r_timereport_active)
7299 R_TimeReport("drawtrans");
7302 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))
7304 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7305 if (r_timereport_active)
7306 R_TimeReport("worlddebug");
7307 R_DrawModelsDebug();
7308 if (r_timereport_active)
7309 R_TimeReport("modeldebug");
7312 if (cl.csqc_vidvars.drawworld)
7314 R_Shadow_DrawCoronas();
7315 if (r_timereport_active)
7316 R_TimeReport("coronas");
7321 GL_DepthTest(false);
7322 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7323 GL_Color(1, 1, 1, 1);
7324 qglBegin(GL_POLYGON);
7325 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7326 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7327 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7328 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7330 qglBegin(GL_POLYGON);
7331 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7332 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7333 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7334 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7336 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7340 // don't let sound skip if going slow
7341 if (r_refdef.scene.extraupdate)
7345 static const unsigned short bboxelements[36] =
7355 #define BBOXEDGES 13
7356 static const float bboxedges[BBOXEDGES][6] =
7359 { 0, 0, 0, 1, 1, 1 },
7361 { 0, 0, 0, 0, 1, 0 },
7362 { 0, 0, 0, 1, 0, 0 },
7363 { 0, 1, 0, 1, 1, 0 },
7364 { 1, 0, 0, 1, 1, 0 },
7366 { 0, 0, 1, 0, 1, 1 },
7367 { 0, 0, 1, 1, 0, 1 },
7368 { 0, 1, 1, 1, 1, 1 },
7369 { 1, 0, 1, 1, 1, 1 },
7371 { 0, 0, 0, 0, 0, 1 },
7372 { 1, 0, 0, 1, 0, 1 },
7373 { 0, 1, 0, 0, 1, 1 },
7374 { 1, 1, 0, 1, 1, 1 },
7377 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7379 int numvertices = BBOXEDGES * 8;
7380 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
7381 int numtriangles = BBOXEDGES * 12;
7382 unsigned short elements[BBOXEDGES * 36];
7384 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
7386 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
7388 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7389 GL_DepthMask(false);
7390 GL_DepthRange(0, 1);
7391 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7393 for (edge = 0; edge < BBOXEDGES; edge++)
7395 for (i = 0; i < 3; i++)
7397 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
7398 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
7400 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
7401 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
7402 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
7403 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
7404 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
7405 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
7406 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
7407 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
7408 for (i = 0; i < 36; i++)
7409 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
7411 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
7412 if (r_refdef.fogenabled)
7414 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
7416 f1 = RSurf_FogVertex(v);
7418 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7419 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7420 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7423 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
7424 R_Mesh_ResetTextureState();
7425 R_SetupShader_Generic_NoTexture(false, false);
7426 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
7429 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7431 // hacky overloading of the parameters
7432 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
7435 prvm_edict_t *edict;
7437 GL_CullFace(GL_NONE);
7438 R_SetupShader_Generic_NoTexture(false, false);
7440 for (i = 0;i < numsurfaces;i++)
7442 edict = PRVM_EDICT_NUM(surfacelist[i]);
7443 switch ((int)PRVM_serveredictfloat(edict, solid))
7445 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7446 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7447 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7448 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7449 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7450 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7451 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7453 if (prog == CLVM_prog)
7454 color[3] *= r_showbboxes_client.value;
7456 color[3] *= r_showbboxes.value;
7457 color[3] = bound(0, color[3], 1);
7458 GL_DepthTest(!r_showdisabledepthtest.integer);
7459 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7463 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
7466 prvm_edict_t *edict;
7472 for (i = 0; i < prog->num_edicts; i++)
7474 edict = PRVM_EDICT_NUM(i);
7475 if (edict->priv.server->free)
7477 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7478 if (PRVM_serveredictedict(edict, tag_entity) != 0)
7480 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7482 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7483 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
7487 static const int nomodelelement3i[24] =
7499 static const unsigned short nomodelelement3s[24] =
7511 static const float nomodelvertex3f[6*3] =
7521 static const float nomodelcolor4f[6*4] =
7523 0.0f, 0.0f, 0.5f, 1.0f,
7524 0.0f, 0.0f, 0.5f, 1.0f,
7525 0.0f, 0.5f, 0.0f, 1.0f,
7526 0.0f, 0.5f, 0.0f, 1.0f,
7527 0.5f, 0.0f, 0.0f, 1.0f,
7528 0.5f, 0.0f, 0.0f, 1.0f
7531 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7537 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);
7539 // this is only called once per entity so numsurfaces is always 1, and
7540 // surfacelist is always {0}, so this code does not handle batches
7542 if (rsurface.ent_flags & RENDER_ADDITIVE)
7544 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7545 GL_DepthMask(false);
7547 else if (ent->alpha < 1)
7549 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7550 GL_DepthMask(false);
7554 GL_BlendFunc(GL_ONE, GL_ZERO);
7557 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7558 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7559 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7560 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7561 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7562 for (i = 0, c = color4f;i < 6;i++, c += 4)
7564 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
7565 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
7566 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
7569 if (r_refdef.fogenabled)
7571 for (i = 0, c = color4f;i < 6;i++, c += 4)
7573 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7575 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7576 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7577 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7580 // R_Mesh_ResetTextureState();
7581 R_SetupShader_Generic_NoTexture(false, false);
7582 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7583 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7586 void R_DrawNoModel(entity_render_t *ent)
7589 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7590 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7591 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7593 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7596 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7598 vec3_t right1, right2, diff, normal;
7600 VectorSubtract (org2, org1, normal);
7602 // calculate 'right' vector for start
7603 VectorSubtract (r_refdef.view.origin, org1, diff);
7604 CrossProduct (normal, diff, right1);
7605 VectorNormalize (right1);
7607 // calculate 'right' vector for end
7608 VectorSubtract (r_refdef.view.origin, org2, diff);
7609 CrossProduct (normal, diff, right2);
7610 VectorNormalize (right2);
7612 vert[ 0] = org1[0] + width * right1[0];
7613 vert[ 1] = org1[1] + width * right1[1];
7614 vert[ 2] = org1[2] + width * right1[2];
7615 vert[ 3] = org1[0] - width * right1[0];
7616 vert[ 4] = org1[1] - width * right1[1];
7617 vert[ 5] = org1[2] - width * right1[2];
7618 vert[ 6] = org2[0] - width * right2[0];
7619 vert[ 7] = org2[1] - width * right2[1];
7620 vert[ 8] = org2[2] - width * right2[2];
7621 vert[ 9] = org2[0] + width * right2[0];
7622 vert[10] = org2[1] + width * right2[1];
7623 vert[11] = org2[2] + width * right2[2];
7626 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)
7628 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7629 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7630 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7631 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7632 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7633 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7634 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7635 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7636 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7637 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7638 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7639 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7642 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7647 VectorSet(v, x, y, z);
7648 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7649 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7651 if (i == mesh->numvertices)
7653 if (mesh->numvertices < mesh->maxvertices)
7655 VectorCopy(v, vertex3f);
7656 mesh->numvertices++;
7658 return mesh->numvertices;
7664 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7668 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7669 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7670 e = mesh->element3i + mesh->numtriangles * 3;
7671 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7673 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7674 if (mesh->numtriangles < mesh->maxtriangles)
7679 mesh->numtriangles++;
7681 element[1] = element[2];
7685 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7689 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7690 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7691 e = mesh->element3i + mesh->numtriangles * 3;
7692 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7694 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7695 if (mesh->numtriangles < mesh->maxtriangles)
7700 mesh->numtriangles++;
7702 element[1] = element[2];
7706 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7707 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7709 int planenum, planenum2;
7712 mplane_t *plane, *plane2;
7714 double temppoints[2][256*3];
7715 // figure out how large a bounding box we need to properly compute this brush
7717 for (w = 0;w < numplanes;w++)
7718 maxdist = max(maxdist, fabs(planes[w].dist));
7719 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7720 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7721 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7725 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7726 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7728 if (planenum2 == planenum)
7730 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);
7733 if (tempnumpoints < 3)
7735 // generate elements forming a triangle fan for this polygon
7736 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7740 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)
7742 texturelayer_t *layer;
7743 layer = t->currentlayers + t->currentnumlayers++;
7745 layer->depthmask = depthmask;
7746 layer->blendfunc1 = blendfunc1;
7747 layer->blendfunc2 = blendfunc2;
7748 layer->texture = texture;
7749 layer->texmatrix = *matrix;
7750 layer->color[0] = r;
7751 layer->color[1] = g;
7752 layer->color[2] = b;
7753 layer->color[3] = a;
7756 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7758 if(parms[0] == 0 && parms[1] == 0)
7760 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7761 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7766 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7769 index = parms[2] + rsurface.shadertime * parms[3];
7770 index -= floor(index);
7771 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7774 case Q3WAVEFUNC_NONE:
7775 case Q3WAVEFUNC_NOISE:
7776 case Q3WAVEFUNC_COUNT:
7779 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7780 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7781 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7782 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7783 case Q3WAVEFUNC_TRIANGLE:
7785 f = index - floor(index);
7798 f = parms[0] + parms[1] * f;
7799 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7800 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7804 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7811 matrix4x4_t matrix, temp;
7812 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
7813 // it's better to have one huge fixup every 9 hours than gradual
7814 // degradation over time which looks consistently bad after many hours.
7816 // tcmod scroll in particular suffers from this degradation which can't be
7817 // effectively worked around even with floor() tricks because we don't
7818 // know if tcmod scroll is the last tcmod being applied, and for clampmap
7819 // a workaround involving floor() would be incorrect anyway...
7820 shadertime = rsurface.shadertime;
7821 if (shadertime >= 32768.0f)
7822 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
7823 switch(tcmod->tcmod)
7827 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7828 matrix = r_waterscrollmatrix;
7830 matrix = identitymatrix;
7832 case Q3TCMOD_ENTITYTRANSLATE:
7833 // this is used in Q3 to allow the gamecode to control texcoord
7834 // scrolling on the entity, which is not supported in darkplaces yet.
7835 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7837 case Q3TCMOD_ROTATE:
7838 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7839 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
7840 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7843 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7845 case Q3TCMOD_SCROLL:
7846 // this particular tcmod is a "bug for bug" compatible one with regards to
7847 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
7848 // specifically did the wrapping and so we must mimic that...
7849 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7850 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7851 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7853 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7854 w = (int) tcmod->parms[0];
7855 h = (int) tcmod->parms[1];
7856 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7858 idx = (int) floor(f * w * h);
7859 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7861 case Q3TCMOD_STRETCH:
7862 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7863 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7865 case Q3TCMOD_TRANSFORM:
7866 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7867 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7868 VectorSet(tcmat + 6, 0 , 0 , 1);
7869 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7870 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7872 case Q3TCMOD_TURBULENT:
7873 // this is handled in the RSurf_PrepareVertices function
7874 matrix = identitymatrix;
7878 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7881 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7883 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7884 char name[MAX_QPATH];
7885 skinframe_t *skinframe;
7886 unsigned char pixels[296*194];
7887 strlcpy(cache->name, skinname, sizeof(cache->name));
7888 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7889 if (developer_loading.integer)
7890 Con_Printf("loading %s\n", name);
7891 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7892 if (!skinframe || !skinframe->base)
7895 fs_offset_t filesize;
7897 f = FS_LoadFile(name, tempmempool, true, &filesize);
7900 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7901 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7905 cache->skinframe = skinframe;
7908 texture_t *R_GetCurrentTexture(texture_t *t)
7911 const entity_render_t *ent = rsurface.entity;
7912 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
7913 q3shaderinfo_layer_tcmod_t *tcmod;
7914 float specularscale = 0.0f;
7916 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7917 return t->currentframe;
7918 t->update_lastrenderframe = r_textureframe;
7919 t->update_lastrenderentity = (void *)ent;
7921 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7922 t->camera_entity = ent->entitynumber;
7924 t->camera_entity = 0;
7926 // switch to an alternate material if this is a q1bsp animated material
7928 texture_t *texture = t;
7929 int s = rsurface.ent_skinnum;
7930 if ((unsigned int)s >= (unsigned int)model->numskins)
7932 if (model->skinscenes)
7934 if (model->skinscenes[s].framecount > 1)
7935 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7937 s = model->skinscenes[s].firstframe;
7940 t = t + s * model->num_surfaces;
7943 // use an alternate animation if the entity's frame is not 0,
7944 // and only if the texture has an alternate animation
7945 if (t->animated == 2) // q2bsp
7946 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
7947 else if (rsurface.ent_alttextures && t->anim_total[1])
7948 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7950 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7952 texture->currentframe = t;
7955 // update currentskinframe to be a qw skin or animation frame
7956 if (rsurface.ent_qwskin >= 0)
7958 i = rsurface.ent_qwskin;
7959 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7961 r_qwskincache_size = cl.maxclients;
7963 Mem_Free(r_qwskincache);
7964 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7966 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7967 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7968 t->currentskinframe = r_qwskincache[i].skinframe;
7969 if (t->materialshaderpass && t->currentskinframe == NULL)
7970 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
7972 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
7973 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
7974 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
7975 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
7977 t->currentmaterialflags = t->basematerialflags;
7978 t->currentalpha = rsurface.entity->alpha * t->basealpha;
7979 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7980 t->currentalpha *= r_wateralpha.value;
7981 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7982 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7983 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7984 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7986 // decide on which type of lighting to use for this surface
7987 if (rsurface.entity->render_modellight_forced)
7988 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7989 if (rsurface.entity->render_rtlight_disabled)
7990 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
7991 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
7993 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
7994 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
7995 for (q = 0; q < 3; q++)
7997 t->render_glowmod[q] = rsurface.entity->glowmod[q];
7998 t->render_modellight_lightdir[q] = q == 2;
7999 t->render_modellight_ambient[q] = 1;
8000 t->render_modellight_diffuse[q] = 0;
8001 t->render_modellight_specular[q] = 0;
8002 t->render_lightmap_ambient[q] = 0;
8003 t->render_lightmap_diffuse[q] = 0;
8004 t->render_lightmap_specular[q] = 0;
8005 t->render_rtlight_diffuse[q] = 0;
8006 t->render_rtlight_specular[q] = 0;
8009 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
8011 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
8012 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
8013 for (q = 0; q < 3; q++)
8015 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8016 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
8017 t->render_modellight_lightdir[q] = q == 2;
8018 t->render_modellight_diffuse[q] = 0;
8019 t->render_modellight_specular[q] = 0;
8020 t->render_lightmap_ambient[q] = 0;
8021 t->render_lightmap_diffuse[q] = 0;
8022 t->render_lightmap_specular[q] = 0;
8023 t->render_rtlight_diffuse[q] = 0;
8024 t->render_rtlight_specular[q] = 0;
8027 else if (FAKELIGHT_ENABLED)
8029 // no modellight if using fakelight for the map
8030 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
8031 for (q = 0; q < 3; q++)
8033 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8034 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
8035 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8036 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
8037 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
8038 t->render_lightmap_ambient[q] = 0;
8039 t->render_lightmap_diffuse[q] = 0;
8040 t->render_lightmap_specular[q] = 0;
8041 t->render_rtlight_diffuse[q] = 0;
8042 t->render_rtlight_specular[q] = 0;
8045 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
8047 // ambient + single direction light (modellight)
8048 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8049 for (q = 0; q < 3; q++)
8051 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8052 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
8053 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8054 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
8055 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
8056 t->render_lightmap_ambient[q] = 0;
8057 t->render_lightmap_diffuse[q] = 0;
8058 t->render_lightmap_specular[q] = 0;
8059 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
8060 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
8065 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
8066 for (q = 0; q < 3; q++)
8068 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8069 t->render_modellight_lightdir[q] = q == 2;
8070 t->render_modellight_ambient[q] = 0;
8071 t->render_modellight_diffuse[q] = 0;
8072 t->render_modellight_specular[q] = 0;
8073 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
8074 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
8075 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
8076 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
8077 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
8081 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
8083 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
8084 // attribute, we punt it to the lightmap path and hope for the best,
8085 // but lighting doesn't work.
8087 // FIXME: this is fine for effects but CSQC polygons should be subject
8089 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
8090 for (q = 0; q < 3; q++)
8092 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8093 t->render_modellight_lightdir[q] = q == 2;
8094 t->render_modellight_ambient[q] = 0;
8095 t->render_modellight_diffuse[q] = 0;
8096 t->render_modellight_specular[q] = 0;
8097 t->render_lightmap_ambient[q] = 0;
8098 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
8099 t->render_lightmap_specular[q] = 0;
8100 t->render_rtlight_diffuse[q] = 0;
8101 t->render_rtlight_specular[q] = 0;
8105 for (q = 0; q < 3; q++)
8107 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
8108 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
8111 if (rsurface.ent_flags & RENDER_ADDITIVE)
8112 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8113 else if (t->currentalpha < 1)
8114 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8115 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8116 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8117 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8118 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8119 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8120 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8121 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8122 if (t->backgroundshaderpass)
8123 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8124 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8126 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8127 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8130 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8131 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8133 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8134 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8136 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8137 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8139 // there is no tcmod
8140 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8142 t->currenttexmatrix = r_waterscrollmatrix;
8143 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8145 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8147 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8148 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8151 if (t->materialshaderpass)
8152 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8153 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8155 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
8156 if (t->currentskinframe->qpixels)
8157 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8158 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8159 if (!t->basetexture)
8160 t->basetexture = r_texture_notexture;
8161 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8162 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8163 t->nmaptexture = t->currentskinframe->nmap;
8164 if (!t->nmaptexture)
8165 t->nmaptexture = r_texture_blanknormalmap;
8166 t->glosstexture = r_texture_black;
8167 t->glowtexture = t->currentskinframe->glow;
8168 t->fogtexture = t->currentskinframe->fog;
8169 t->reflectmasktexture = t->currentskinframe->reflect;
8170 if (t->backgroundshaderpass)
8172 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
8173 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8174 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8175 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8176 t->backgroundglosstexture = r_texture_black;
8177 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8178 if (!t->backgroundnmaptexture)
8179 t->backgroundnmaptexture = r_texture_blanknormalmap;
8180 // make sure that if glow is going to be used, both textures are not NULL
8181 if (!t->backgroundglowtexture && t->glowtexture)
8182 t->backgroundglowtexture = r_texture_black;
8183 if (!t->glowtexture && t->backgroundglowtexture)
8184 t->glowtexture = r_texture_black;
8188 t->backgroundbasetexture = r_texture_white;
8189 t->backgroundnmaptexture = r_texture_blanknormalmap;
8190 t->backgroundglosstexture = r_texture_black;
8191 t->backgroundglowtexture = NULL;
8193 t->specularpower = r_shadow_glossexponent.value;
8194 // TODO: store reference values for these in the texture?
8195 if (r_shadow_gloss.integer > 0)
8197 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8199 if (r_shadow_glossintensity.value > 0)
8201 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8202 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8203 specularscale = r_shadow_glossintensity.value;
8206 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8208 t->glosstexture = r_texture_white;
8209 t->backgroundglosstexture = r_texture_white;
8210 specularscale = r_shadow_gloss2intensity.value;
8211 t->specularpower = r_shadow_gloss2exponent.value;
8214 specularscale *= t->specularscalemod;
8215 t->specularpower *= t->specularpowermod;
8217 // lightmaps mode looks bad with dlights using actual texturing, so turn
8218 // off the colormap and glossmap, but leave the normalmap on as it still
8219 // accurately represents the shading involved
8220 if (gl_lightmaps.integer)
8222 t->basetexture = r_texture_grey128;
8223 t->pantstexture = r_texture_black;
8224 t->shirttexture = r_texture_black;
8225 if (gl_lightmaps.integer < 2)
8226 t->nmaptexture = r_texture_blanknormalmap;
8227 t->glosstexture = r_texture_black;
8228 t->glowtexture = NULL;
8229 t->fogtexture = NULL;
8230 t->reflectmasktexture = NULL;
8231 t->backgroundbasetexture = NULL;
8232 if (gl_lightmaps.integer < 2)
8233 t->backgroundnmaptexture = r_texture_blanknormalmap;
8234 t->backgroundglosstexture = r_texture_black;
8235 t->backgroundglowtexture = NULL;
8237 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8240 if (specularscale != 1.0f)
8242 for (q = 0; q < 3; q++)
8244 t->render_modellight_specular[q] *= specularscale;
8245 t->render_lightmap_specular[q] *= specularscale;
8246 t->render_rtlight_specular[q] *= specularscale;
8250 t->currentnumlayers = 0;
8251 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8253 int blendfunc1, blendfunc2;
8255 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8257 blendfunc1 = GL_SRC_ALPHA;
8258 blendfunc2 = GL_ONE;
8260 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8262 blendfunc1 = GL_SRC_ALPHA;
8263 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8265 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8267 blendfunc1 = t->customblendfunc[0];
8268 blendfunc2 = t->customblendfunc[1];
8272 blendfunc1 = GL_ONE;
8273 blendfunc2 = GL_ZERO;
8275 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8276 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8278 // basic lit geometry
8279 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
8280 // add pants/shirt if needed
8281 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8282 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);
8283 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8284 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);
8288 // basic lit geometry
8289 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);
8290 // add pants/shirt if needed
8291 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8292 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);
8293 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8294 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);
8295 // now add ambient passes if needed
8296 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
8298 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);
8299 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8300 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);
8301 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8302 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);
8305 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8306 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);
8307 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8309 // if this is opaque use alpha blend which will darken the earlier
8312 // if this is an alpha blended material, all the earlier passes
8313 // were darkened by fog already, so we only need to add the fog
8314 // color ontop through the fog mask texture
8316 // if this is an additive blended material, all the earlier passes
8317 // were darkened by fog already, and we should not add fog color
8318 // (because the background was not darkened, there is no fog color
8319 // that was lost behind it).
8320 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);
8327 rsurfacestate_t rsurface;
8329 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8331 dp_model_t *model = ent->model;
8332 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8334 rsurface.entity = (entity_render_t *)ent;
8335 rsurface.skeleton = ent->skeleton;
8336 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8337 rsurface.ent_skinnum = ent->skinnum;
8338 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;
8339 rsurface.ent_flags = ent->flags;
8340 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
8341 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
8342 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8343 rsurface.matrix = ent->matrix;
8344 rsurface.inversematrix = ent->inversematrix;
8345 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8346 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8347 R_EntityMatrix(&rsurface.matrix);
8348 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8349 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8350 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
8351 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8352 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8353 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8354 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8355 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8356 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8357 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8358 if (ent->model->brush.submodel && !prepass)
8360 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8361 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8363 // if the animcache code decided it should use the shader path, skip the deform step
8364 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8365 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8366 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8367 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8368 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8369 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8371 if (ent->animcache_vertex3f)
8373 r_refdef.stats[r_stat_batch_entitycache_count]++;
8374 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8375 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8376 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8377 rsurface.modelvertex3f = ent->animcache_vertex3f;
8378 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8379 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8380 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8381 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8382 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8383 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8384 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8385 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8386 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8387 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8388 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8389 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8390 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8391 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8393 else if (wanttangents)
8395 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8396 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8397 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8398 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8399 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8400 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8401 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8402 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8403 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8404 rsurface.modelvertexmesh = NULL;
8405 rsurface.modelvertexmesh_vertexbuffer = NULL;
8406 rsurface.modelvertexmesh_bufferoffset = 0;
8407 rsurface.modelvertex3f_vertexbuffer = NULL;
8408 rsurface.modelvertex3f_bufferoffset = 0;
8409 rsurface.modelvertex3f_vertexbuffer = 0;
8410 rsurface.modelvertex3f_bufferoffset = 0;
8411 rsurface.modelsvector3f_vertexbuffer = 0;
8412 rsurface.modelsvector3f_bufferoffset = 0;
8413 rsurface.modeltvector3f_vertexbuffer = 0;
8414 rsurface.modeltvector3f_bufferoffset = 0;
8415 rsurface.modelnormal3f_vertexbuffer = 0;
8416 rsurface.modelnormal3f_bufferoffset = 0;
8418 else if (wantnormals)
8420 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8421 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8422 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8423 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8424 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8425 rsurface.modelsvector3f = NULL;
8426 rsurface.modeltvector3f = NULL;
8427 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8428 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8429 rsurface.modelvertexmesh = NULL;
8430 rsurface.modelvertexmesh_vertexbuffer = NULL;
8431 rsurface.modelvertexmesh_bufferoffset = 0;
8432 rsurface.modelvertex3f_vertexbuffer = NULL;
8433 rsurface.modelvertex3f_bufferoffset = 0;
8434 rsurface.modelvertex3f_vertexbuffer = 0;
8435 rsurface.modelvertex3f_bufferoffset = 0;
8436 rsurface.modelsvector3f_vertexbuffer = 0;
8437 rsurface.modelsvector3f_bufferoffset = 0;
8438 rsurface.modeltvector3f_vertexbuffer = 0;
8439 rsurface.modeltvector3f_bufferoffset = 0;
8440 rsurface.modelnormal3f_vertexbuffer = 0;
8441 rsurface.modelnormal3f_bufferoffset = 0;
8445 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8446 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8447 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8448 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8449 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8450 rsurface.modelsvector3f = NULL;
8451 rsurface.modeltvector3f = NULL;
8452 rsurface.modelnormal3f = NULL;
8453 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8454 rsurface.modelvertexmesh = NULL;
8455 rsurface.modelvertexmesh_vertexbuffer = NULL;
8456 rsurface.modelvertexmesh_bufferoffset = 0;
8457 rsurface.modelvertex3f_vertexbuffer = NULL;
8458 rsurface.modelvertex3f_bufferoffset = 0;
8459 rsurface.modelvertex3f_vertexbuffer = 0;
8460 rsurface.modelvertex3f_bufferoffset = 0;
8461 rsurface.modelsvector3f_vertexbuffer = 0;
8462 rsurface.modelsvector3f_bufferoffset = 0;
8463 rsurface.modeltvector3f_vertexbuffer = 0;
8464 rsurface.modeltvector3f_bufferoffset = 0;
8465 rsurface.modelnormal3f_vertexbuffer = 0;
8466 rsurface.modelnormal3f_bufferoffset = 0;
8468 rsurface.modelgeneratedvertex = true;
8472 if (rsurface.entityskeletaltransform3x4)
8474 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8475 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8476 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8477 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8481 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8482 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8483 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8484 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8486 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8487 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8488 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8489 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8490 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8491 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8492 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8493 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8494 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8495 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8496 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8497 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8498 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8499 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8500 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8501 rsurface.modelgeneratedvertex = false;
8503 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8504 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8505 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8506 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8507 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8508 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8509 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8510 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8511 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8512 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8513 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8514 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8515 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8516 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8517 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8518 rsurface.modelelement3i = model->surfmesh.data_element3i;
8519 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8520 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8521 rsurface.modelelement3s = model->surfmesh.data_element3s;
8522 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8523 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8524 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8525 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8526 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8527 rsurface.modelsurfaces = model->data_surfaces;
8528 rsurface.batchgeneratedvertex = false;
8529 rsurface.batchfirstvertex = 0;
8530 rsurface.batchnumvertices = 0;
8531 rsurface.batchfirsttriangle = 0;
8532 rsurface.batchnumtriangles = 0;
8533 rsurface.batchvertex3f = NULL;
8534 rsurface.batchvertex3f_vertexbuffer = NULL;
8535 rsurface.batchvertex3f_bufferoffset = 0;
8536 rsurface.batchsvector3f = NULL;
8537 rsurface.batchsvector3f_vertexbuffer = NULL;
8538 rsurface.batchsvector3f_bufferoffset = 0;
8539 rsurface.batchtvector3f = NULL;
8540 rsurface.batchtvector3f_vertexbuffer = NULL;
8541 rsurface.batchtvector3f_bufferoffset = 0;
8542 rsurface.batchnormal3f = NULL;
8543 rsurface.batchnormal3f_vertexbuffer = NULL;
8544 rsurface.batchnormal3f_bufferoffset = 0;
8545 rsurface.batchlightmapcolor4f = NULL;
8546 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8547 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8548 rsurface.batchtexcoordtexture2f = NULL;
8549 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8550 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8551 rsurface.batchtexcoordlightmap2f = NULL;
8552 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8553 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8554 rsurface.batchskeletalindex4ub = NULL;
8555 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8556 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8557 rsurface.batchskeletalweight4ub = NULL;
8558 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8559 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8560 rsurface.batchvertexmesh = NULL;
8561 rsurface.batchvertexmesh_vertexbuffer = NULL;
8562 rsurface.batchvertexmesh_bufferoffset = 0;
8563 rsurface.batchelement3i = NULL;
8564 rsurface.batchelement3i_indexbuffer = NULL;
8565 rsurface.batchelement3i_bufferoffset = 0;
8566 rsurface.batchelement3s = NULL;
8567 rsurface.batchelement3s_indexbuffer = NULL;
8568 rsurface.batchelement3s_bufferoffset = 0;
8569 rsurface.passcolor4f = NULL;
8570 rsurface.passcolor4f_vertexbuffer = NULL;
8571 rsurface.passcolor4f_bufferoffset = 0;
8572 rsurface.forcecurrenttextureupdate = false;
8575 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)
8577 rsurface.entity = r_refdef.scene.worldentity;
8578 rsurface.skeleton = NULL;
8579 rsurface.ent_skinnum = 0;
8580 rsurface.ent_qwskin = -1;
8581 rsurface.ent_flags = entflags;
8582 rsurface.shadertime = r_refdef.scene.time - shadertime;
8583 rsurface.modelnumvertices = numvertices;
8584 rsurface.modelnumtriangles = numtriangles;
8585 rsurface.matrix = *matrix;
8586 rsurface.inversematrix = *inversematrix;
8587 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8588 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8589 R_EntityMatrix(&rsurface.matrix);
8590 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8591 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8592 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8593 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8594 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8595 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8596 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8597 rsurface.frameblend[0].lerp = 1;
8598 rsurface.ent_alttextures = false;
8599 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8600 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8601 rsurface.entityskeletaltransform3x4 = NULL;
8602 rsurface.entityskeletaltransform3x4buffer = NULL;
8603 rsurface.entityskeletaltransform3x4offset = 0;
8604 rsurface.entityskeletaltransform3x4size = 0;
8605 rsurface.entityskeletalnumtransforms = 0;
8606 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8607 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8608 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8609 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8612 rsurface.modelvertex3f = (float *)vertex3f;
8613 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8614 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8615 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8617 else if (wantnormals)
8619 rsurface.modelvertex3f = (float *)vertex3f;
8620 rsurface.modelsvector3f = NULL;
8621 rsurface.modeltvector3f = NULL;
8622 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8626 rsurface.modelvertex3f = (float *)vertex3f;
8627 rsurface.modelsvector3f = NULL;
8628 rsurface.modeltvector3f = NULL;
8629 rsurface.modelnormal3f = NULL;
8631 rsurface.modelvertexmesh = NULL;
8632 rsurface.modelvertexmesh_vertexbuffer = NULL;
8633 rsurface.modelvertexmesh_bufferoffset = 0;
8634 rsurface.modelvertex3f_vertexbuffer = 0;
8635 rsurface.modelvertex3f_bufferoffset = 0;
8636 rsurface.modelsvector3f_vertexbuffer = 0;
8637 rsurface.modelsvector3f_bufferoffset = 0;
8638 rsurface.modeltvector3f_vertexbuffer = 0;
8639 rsurface.modeltvector3f_bufferoffset = 0;
8640 rsurface.modelnormal3f_vertexbuffer = 0;
8641 rsurface.modelnormal3f_bufferoffset = 0;
8642 rsurface.modelgeneratedvertex = true;
8643 rsurface.modellightmapcolor4f = (float *)color4f;
8644 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8645 rsurface.modellightmapcolor4f_bufferoffset = 0;
8646 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8647 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8648 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8649 rsurface.modeltexcoordlightmap2f = NULL;
8650 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8651 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8652 rsurface.modelskeletalindex4ub = NULL;
8653 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8654 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8655 rsurface.modelskeletalweight4ub = NULL;
8656 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8657 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8658 rsurface.modelelement3i = (int *)element3i;
8659 rsurface.modelelement3i_indexbuffer = NULL;
8660 rsurface.modelelement3i_bufferoffset = 0;
8661 rsurface.modelelement3s = (unsigned short *)element3s;
8662 rsurface.modelelement3s_indexbuffer = NULL;
8663 rsurface.modelelement3s_bufferoffset = 0;
8664 rsurface.modellightmapoffsets = NULL;
8665 rsurface.modelsurfaces = NULL;
8666 rsurface.batchgeneratedvertex = false;
8667 rsurface.batchfirstvertex = 0;
8668 rsurface.batchnumvertices = 0;
8669 rsurface.batchfirsttriangle = 0;
8670 rsurface.batchnumtriangles = 0;
8671 rsurface.batchvertex3f = NULL;
8672 rsurface.batchvertex3f_vertexbuffer = NULL;
8673 rsurface.batchvertex3f_bufferoffset = 0;
8674 rsurface.batchsvector3f = NULL;
8675 rsurface.batchsvector3f_vertexbuffer = NULL;
8676 rsurface.batchsvector3f_bufferoffset = 0;
8677 rsurface.batchtvector3f = NULL;
8678 rsurface.batchtvector3f_vertexbuffer = NULL;
8679 rsurface.batchtvector3f_bufferoffset = 0;
8680 rsurface.batchnormal3f = NULL;
8681 rsurface.batchnormal3f_vertexbuffer = NULL;
8682 rsurface.batchnormal3f_bufferoffset = 0;
8683 rsurface.batchlightmapcolor4f = NULL;
8684 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8685 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8686 rsurface.batchtexcoordtexture2f = NULL;
8687 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8688 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8689 rsurface.batchtexcoordlightmap2f = NULL;
8690 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8691 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8692 rsurface.batchskeletalindex4ub = NULL;
8693 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8694 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8695 rsurface.batchskeletalweight4ub = NULL;
8696 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8697 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8698 rsurface.batchvertexmesh = NULL;
8699 rsurface.batchvertexmesh_vertexbuffer = NULL;
8700 rsurface.batchvertexmesh_bufferoffset = 0;
8701 rsurface.batchelement3i = NULL;
8702 rsurface.batchelement3i_indexbuffer = NULL;
8703 rsurface.batchelement3i_bufferoffset = 0;
8704 rsurface.batchelement3s = NULL;
8705 rsurface.batchelement3s_indexbuffer = NULL;
8706 rsurface.batchelement3s_bufferoffset = 0;
8707 rsurface.passcolor4f = NULL;
8708 rsurface.passcolor4f_vertexbuffer = NULL;
8709 rsurface.passcolor4f_bufferoffset = 0;
8710 rsurface.forcecurrenttextureupdate = true;
8712 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8714 if ((wantnormals || wanttangents) && !normal3f)
8716 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8717 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8719 if (wanttangents && !svector3f)
8721 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8722 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8723 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8728 float RSurf_FogPoint(const float *v)
8730 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8731 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8732 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8733 float FogHeightFade = r_refdef.fogheightfade;
8735 unsigned int fogmasktableindex;
8736 if (r_refdef.fogplaneviewabove)
8737 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8739 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8740 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8741 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8744 float RSurf_FogVertex(const float *v)
8746 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8747 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8748 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8749 float FogHeightFade = rsurface.fogheightfade;
8751 unsigned int fogmasktableindex;
8752 if (r_refdef.fogplaneviewabove)
8753 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8755 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8756 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8757 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8760 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8763 for (i = 0;i < numelements;i++)
8764 outelement3i[i] = inelement3i[i] + adjust;
8767 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8768 extern cvar_t gl_vbo;
8769 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8777 int surfacefirsttriangle;
8778 int surfacenumtriangles;
8779 int surfacefirstvertex;
8780 int surfaceendvertex;
8781 int surfacenumvertices;
8782 int batchnumsurfaces = texturenumsurfaces;
8783 int batchnumvertices;
8784 int batchnumtriangles;
8788 qboolean dynamicvertex;
8791 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8794 q3shaderinfo_deform_t *deform;
8795 const msurface_t *surface, *firstsurface;
8796 r_vertexmesh_t *vertexmesh;
8797 if (!texturenumsurfaces)
8799 // find vertex range of this surface batch
8801 firstsurface = texturesurfacelist[0];
8802 firsttriangle = firstsurface->num_firsttriangle;
8803 batchnumvertices = 0;
8804 batchnumtriangles = 0;
8805 firstvertex = endvertex = firstsurface->num_firstvertex;
8806 for (i = 0;i < texturenumsurfaces;i++)
8808 surface = texturesurfacelist[i];
8809 if (surface != firstsurface + i)
8811 surfacefirstvertex = surface->num_firstvertex;
8812 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8813 surfacenumvertices = surface->num_vertices;
8814 surfacenumtriangles = surface->num_triangles;
8815 if (firstvertex > surfacefirstvertex)
8816 firstvertex = surfacefirstvertex;
8817 if (endvertex < surfaceendvertex)
8818 endvertex = surfaceendvertex;
8819 batchnumvertices += surfacenumvertices;
8820 batchnumtriangles += surfacenumtriangles;
8823 r_refdef.stats[r_stat_batch_batches]++;
8825 r_refdef.stats[r_stat_batch_withgaps]++;
8826 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
8827 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
8828 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
8830 // we now know the vertex range used, and if there are any gaps in it
8831 rsurface.batchfirstvertex = firstvertex;
8832 rsurface.batchnumvertices = endvertex - firstvertex;
8833 rsurface.batchfirsttriangle = firsttriangle;
8834 rsurface.batchnumtriangles = batchnumtriangles;
8836 // this variable holds flags for which properties have been updated that
8837 // may require regenerating vertexmesh array...
8840 // check if any dynamic vertex processing must occur
8841 dynamicvertex = false;
8843 // a cvar to force the dynamic vertex path to be taken, for debugging
8844 if (r_batch_debugdynamicvertexpath.integer)
8848 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
8849 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
8850 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
8851 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
8853 dynamicvertex = true;
8856 // if there is a chance of animated vertex colors, it's a dynamic batch
8857 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8861 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
8862 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
8863 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
8864 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
8866 dynamicvertex = true;
8867 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8870 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8872 switch (deform->deform)
8875 case Q3DEFORM_PROJECTIONSHADOW:
8876 case Q3DEFORM_TEXT0:
8877 case Q3DEFORM_TEXT1:
8878 case Q3DEFORM_TEXT2:
8879 case Q3DEFORM_TEXT3:
8880 case Q3DEFORM_TEXT4:
8881 case Q3DEFORM_TEXT5:
8882 case Q3DEFORM_TEXT6:
8883 case Q3DEFORM_TEXT7:
8886 case Q3DEFORM_AUTOSPRITE:
8889 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
8890 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
8891 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
8892 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
8894 dynamicvertex = true;
8895 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
8896 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8898 case Q3DEFORM_AUTOSPRITE2:
8901 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
8902 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
8903 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
8904 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
8906 dynamicvertex = true;
8907 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8908 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8910 case Q3DEFORM_NORMAL:
8913 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
8914 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
8915 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
8916 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
8918 dynamicvertex = true;
8919 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8920 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8923 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8924 break; // if wavefunc is a nop, ignore this transform
8927 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
8928 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
8929 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
8930 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
8932 dynamicvertex = true;
8933 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8934 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8936 case Q3DEFORM_BULGE:
8939 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
8940 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
8941 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
8942 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
8944 dynamicvertex = true;
8945 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8946 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8949 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8950 break; // if wavefunc is a nop, ignore this transform
8953 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
8954 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
8955 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
8956 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
8958 dynamicvertex = true;
8959 batchneed |= BATCHNEED_ARRAY_VERTEX;
8960 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8964 if (rsurface.texture->materialshaderpass)
8966 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
8969 case Q3TCGEN_TEXTURE:
8971 case Q3TCGEN_LIGHTMAP:
8974 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
8975 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
8976 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
8977 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
8979 dynamicvertex = true;
8980 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8981 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8983 case Q3TCGEN_VECTOR:
8986 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
8987 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
8988 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
8989 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
8991 dynamicvertex = true;
8992 batchneed |= BATCHNEED_ARRAY_VERTEX;
8993 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8995 case Q3TCGEN_ENVIRONMENT:
8998 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
8999 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9000 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9001 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9003 dynamicvertex = true;
9004 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9005 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9008 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9012 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9013 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9014 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9015 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9017 dynamicvertex = true;
9018 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9019 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9023 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9027 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9028 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9029 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9030 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9032 dynamicvertex = true;
9033 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9036 // when the model data has no vertex buffer (dynamic mesh), we need to
9038 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9039 batchneed |= BATCHNEED_NOGAPS;
9041 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9042 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9043 // we ensure this by treating the vertex batch as dynamic...
9044 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9048 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9049 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9050 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9051 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9053 dynamicvertex = true;
9058 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9059 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9060 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9061 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9062 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9063 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9064 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9065 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9068 // if needsupdate, we have to do a dynamic vertex batch for sure
9069 if (needsupdate & batchneed)
9073 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9074 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9075 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9076 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9078 dynamicvertex = true;
9081 // see if we need to build vertexmesh from arrays
9082 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9086 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9087 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9088 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9089 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9091 dynamicvertex = true;
9094 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9095 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9096 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9098 rsurface.batchvertex3f = rsurface.modelvertex3f;
9099 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9100 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9101 rsurface.batchsvector3f = rsurface.modelsvector3f;
9102 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9103 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9104 rsurface.batchtvector3f = rsurface.modeltvector3f;
9105 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9106 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9107 rsurface.batchnormal3f = rsurface.modelnormal3f;
9108 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9109 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9110 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9111 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9112 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9113 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9114 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9115 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9116 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9117 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9118 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9119 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9120 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9121 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9122 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9123 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9124 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9125 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9126 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9127 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9128 rsurface.batchelement3i = rsurface.modelelement3i;
9129 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9130 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9131 rsurface.batchelement3s = rsurface.modelelement3s;
9132 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9133 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9134 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9135 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9136 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9137 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9138 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9140 // if any dynamic vertex processing has to occur in software, we copy the
9141 // entire surface list together before processing to rebase the vertices
9142 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9144 // if any gaps exist and we do not have a static vertex buffer, we have to
9145 // copy the surface list together to avoid wasting upload bandwidth on the
9146 // vertices in the gaps.
9148 // if gaps exist and we have a static vertex buffer, we can choose whether
9149 // to combine the index buffer ranges into one dynamic index buffer or
9150 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9152 // in many cases the batch is reduced to one draw call.
9154 rsurface.batchmultidraw = false;
9155 rsurface.batchmultidrawnumsurfaces = 0;
9156 rsurface.batchmultidrawsurfacelist = NULL;
9160 // static vertex data, just set pointers...
9161 rsurface.batchgeneratedvertex = false;
9162 // if there are gaps, we want to build a combined index buffer,
9163 // otherwise use the original static buffer with an appropriate offset
9166 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9167 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9168 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9169 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9170 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9172 rsurface.batchmultidraw = true;
9173 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9174 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9177 // build a new triangle elements array for this batch
9178 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9179 rsurface.batchfirsttriangle = 0;
9181 for (i = 0;i < texturenumsurfaces;i++)
9183 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9184 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9185 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9186 numtriangles += surfacenumtriangles;
9188 rsurface.batchelement3i_indexbuffer = NULL;
9189 rsurface.batchelement3i_bufferoffset = 0;
9190 rsurface.batchelement3s = NULL;
9191 rsurface.batchelement3s_indexbuffer = NULL;
9192 rsurface.batchelement3s_bufferoffset = 0;
9193 if (endvertex <= 65536)
9195 // make a 16bit (unsigned short) index array if possible
9196 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9197 for (i = 0;i < numtriangles*3;i++)
9198 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9200 // upload buffer data for the copytriangles batch
9201 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9203 if (rsurface.batchelement3s)
9204 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9205 else if (rsurface.batchelement3i)
9206 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9211 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9212 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9213 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9214 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9219 // something needs software processing, do it for real...
9220 // we only directly handle separate array data in this case and then
9221 // generate interleaved data if needed...
9222 rsurface.batchgeneratedvertex = true;
9223 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9224 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9225 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9226 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9228 // now copy the vertex data into a combined array and make an index array
9229 // (this is what Quake3 does all the time)
9230 // we also apply any skeletal animation here that would have been done in
9231 // the vertex shader, because most of the dynamic vertex animation cases
9232 // need actual vertex positions and normals
9233 //if (dynamicvertex)
9235 rsurface.batchvertexmesh = NULL;
9236 rsurface.batchvertexmesh_vertexbuffer = NULL;
9237 rsurface.batchvertexmesh_bufferoffset = 0;
9238 rsurface.batchvertex3f = NULL;
9239 rsurface.batchvertex3f_vertexbuffer = NULL;
9240 rsurface.batchvertex3f_bufferoffset = 0;
9241 rsurface.batchsvector3f = NULL;
9242 rsurface.batchsvector3f_vertexbuffer = NULL;
9243 rsurface.batchsvector3f_bufferoffset = 0;
9244 rsurface.batchtvector3f = NULL;
9245 rsurface.batchtvector3f_vertexbuffer = NULL;
9246 rsurface.batchtvector3f_bufferoffset = 0;
9247 rsurface.batchnormal3f = NULL;
9248 rsurface.batchnormal3f_vertexbuffer = NULL;
9249 rsurface.batchnormal3f_bufferoffset = 0;
9250 rsurface.batchlightmapcolor4f = NULL;
9251 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9252 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9253 rsurface.batchtexcoordtexture2f = NULL;
9254 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9255 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9256 rsurface.batchtexcoordlightmap2f = NULL;
9257 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9258 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9259 rsurface.batchskeletalindex4ub = NULL;
9260 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9261 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9262 rsurface.batchskeletalweight4ub = NULL;
9263 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9264 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9265 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9266 rsurface.batchelement3i_indexbuffer = NULL;
9267 rsurface.batchelement3i_bufferoffset = 0;
9268 rsurface.batchelement3s = NULL;
9269 rsurface.batchelement3s_indexbuffer = NULL;
9270 rsurface.batchelement3s_bufferoffset = 0;
9271 rsurface.batchskeletaltransform3x4buffer = NULL;
9272 rsurface.batchskeletaltransform3x4offset = 0;
9273 rsurface.batchskeletaltransform3x4size = 0;
9274 // we'll only be setting up certain arrays as needed
9275 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9276 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9277 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9278 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9279 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9280 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9281 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9283 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9284 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9286 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9287 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9288 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9289 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9290 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9291 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9292 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9294 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9295 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9299 for (i = 0;i < texturenumsurfaces;i++)
9301 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9302 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9303 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9304 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9305 // copy only the data requested
9306 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9307 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9308 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9310 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9312 if (rsurface.batchvertex3f)
9313 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9315 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9317 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9319 if (rsurface.modelnormal3f)
9320 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9322 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9324 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9326 if (rsurface.modelsvector3f)
9328 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9329 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9333 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9334 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9337 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9339 if (rsurface.modellightmapcolor4f)
9340 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9342 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9344 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9346 if (rsurface.modeltexcoordtexture2f)
9347 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9349 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9351 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9353 if (rsurface.modeltexcoordlightmap2f)
9354 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9356 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9358 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9360 if (rsurface.modelskeletalindex4ub)
9362 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9363 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9367 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9368 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9369 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9370 for (j = 0;j < surfacenumvertices;j++)
9375 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9376 numvertices += surfacenumvertices;
9377 numtriangles += surfacenumtriangles;
9380 // generate a 16bit index array as well if possible
9381 // (in general, dynamic batches fit)
9382 if (numvertices <= 65536)
9384 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9385 for (i = 0;i < numtriangles*3;i++)
9386 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9389 // since we've copied everything, the batch now starts at 0
9390 rsurface.batchfirstvertex = 0;
9391 rsurface.batchnumvertices = batchnumvertices;
9392 rsurface.batchfirsttriangle = 0;
9393 rsurface.batchnumtriangles = batchnumtriangles;
9396 // apply skeletal animation that would have been done in the vertex shader
9397 if (rsurface.batchskeletaltransform3x4)
9399 const unsigned char *si;
9400 const unsigned char *sw;
9402 const float *b = rsurface.batchskeletaltransform3x4;
9403 float *vp, *vs, *vt, *vn;
9405 float m[3][4], n[3][4];
9406 float tp[3], ts[3], tt[3], tn[3];
9407 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9408 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9409 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9410 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9411 si = rsurface.batchskeletalindex4ub;
9412 sw = rsurface.batchskeletalweight4ub;
9413 vp = rsurface.batchvertex3f;
9414 vs = rsurface.batchsvector3f;
9415 vt = rsurface.batchtvector3f;
9416 vn = rsurface.batchnormal3f;
9417 memset(m[0], 0, sizeof(m));
9418 memset(n[0], 0, sizeof(n));
9419 for (i = 0;i < batchnumvertices;i++)
9421 t[0] = b + si[0]*12;
9424 // common case - only one matrix
9438 else if (sw[2] + sw[3])
9441 t[1] = b + si[1]*12;
9442 t[2] = b + si[2]*12;
9443 t[3] = b + si[3]*12;
9444 w[0] = sw[0] * (1.0f / 255.0f);
9445 w[1] = sw[1] * (1.0f / 255.0f);
9446 w[2] = sw[2] * (1.0f / 255.0f);
9447 w[3] = sw[3] * (1.0f / 255.0f);
9448 // blend the matrices
9449 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9450 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9451 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9452 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9453 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9454 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9455 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9456 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9457 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9458 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9459 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9460 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9465 t[1] = b + si[1]*12;
9466 w[0] = sw[0] * (1.0f / 255.0f);
9467 w[1] = sw[1] * (1.0f / 255.0f);
9468 // blend the matrices
9469 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9470 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9471 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9472 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9473 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9474 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9475 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9476 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9477 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9478 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9479 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9480 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9484 // modify the vertex
9486 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9487 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9488 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9492 // the normal transformation matrix is a set of cross products...
9493 CrossProduct(m[1], m[2], n[0]);
9494 CrossProduct(m[2], m[0], n[1]);
9495 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9497 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9498 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9499 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9500 VectorNormalize(vn);
9505 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9506 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9507 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9508 VectorNormalize(vs);
9511 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9512 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9513 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9514 VectorNormalize(vt);
9519 rsurface.batchskeletaltransform3x4 = NULL;
9520 rsurface.batchskeletalnumtransforms = 0;
9523 // q1bsp surfaces rendered in vertex color mode have to have colors
9524 // calculated based on lightstyles
9525 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9527 // generate color arrays for the surfaces in this list
9532 const unsigned char *lm;
9533 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9534 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9535 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9537 for (i = 0;i < texturenumsurfaces;i++)
9539 surface = texturesurfacelist[i];
9540 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9541 surfacenumvertices = surface->num_vertices;
9542 if (surface->lightmapinfo->samples)
9544 for (j = 0;j < surfacenumvertices;j++)
9546 lm = surface->lightmapinfo->samples + offsets[j];
9547 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9548 VectorScale(lm, scale, c);
9549 if (surface->lightmapinfo->styles[1] != 255)
9551 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9553 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9554 VectorMA(c, scale, lm, c);
9555 if (surface->lightmapinfo->styles[2] != 255)
9558 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9559 VectorMA(c, scale, lm, c);
9560 if (surface->lightmapinfo->styles[3] != 255)
9563 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9564 VectorMA(c, scale, lm, c);
9571 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);
9577 for (j = 0;j < surfacenumvertices;j++)
9579 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9586 // if vertices are deformed (sprite flares and things in maps, possibly
9587 // water waves, bulges and other deformations), modify the copied vertices
9589 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9592 switch (deform->deform)
9595 case Q3DEFORM_PROJECTIONSHADOW:
9596 case Q3DEFORM_TEXT0:
9597 case Q3DEFORM_TEXT1:
9598 case Q3DEFORM_TEXT2:
9599 case Q3DEFORM_TEXT3:
9600 case Q3DEFORM_TEXT4:
9601 case Q3DEFORM_TEXT5:
9602 case Q3DEFORM_TEXT6:
9603 case Q3DEFORM_TEXT7:
9606 case Q3DEFORM_AUTOSPRITE:
9607 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9608 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9609 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9610 VectorNormalize(newforward);
9611 VectorNormalize(newright);
9612 VectorNormalize(newup);
9613 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9614 // rsurface.batchvertex3f_vertexbuffer = NULL;
9615 // rsurface.batchvertex3f_bufferoffset = 0;
9616 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9617 // rsurface.batchsvector3f_vertexbuffer = NULL;
9618 // rsurface.batchsvector3f_bufferoffset = 0;
9619 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9620 // rsurface.batchtvector3f_vertexbuffer = NULL;
9621 // rsurface.batchtvector3f_bufferoffset = 0;
9622 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9623 // rsurface.batchnormal3f_vertexbuffer = NULL;
9624 // rsurface.batchnormal3f_bufferoffset = 0;
9625 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9626 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9627 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9628 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9629 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);
9630 // a single autosprite surface can contain multiple sprites...
9631 for (j = 0;j < batchnumvertices - 3;j += 4)
9633 VectorClear(center);
9634 for (i = 0;i < 4;i++)
9635 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9636 VectorScale(center, 0.25f, center);
9637 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9638 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9639 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9640 for (i = 0;i < 4;i++)
9642 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9643 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9646 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9647 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9648 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);
9650 case Q3DEFORM_AUTOSPRITE2:
9651 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9652 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9653 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9654 VectorNormalize(newforward);
9655 VectorNormalize(newright);
9656 VectorNormalize(newup);
9657 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9658 // rsurface.batchvertex3f_vertexbuffer = NULL;
9659 // rsurface.batchvertex3f_bufferoffset = 0;
9661 const float *v1, *v2;
9671 memset(shortest, 0, sizeof(shortest));
9672 // a single autosprite surface can contain multiple sprites...
9673 for (j = 0;j < batchnumvertices - 3;j += 4)
9675 VectorClear(center);
9676 for (i = 0;i < 4;i++)
9677 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9678 VectorScale(center, 0.25f, center);
9679 // find the two shortest edges, then use them to define the
9680 // axis vectors for rotating around the central axis
9681 for (i = 0;i < 6;i++)
9683 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9684 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9685 l = VectorDistance2(v1, v2);
9686 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9688 l += (1.0f / 1024.0f);
9689 if (shortest[0].length2 > l || i == 0)
9691 shortest[1] = shortest[0];
9692 shortest[0].length2 = l;
9693 shortest[0].v1 = v1;
9694 shortest[0].v2 = v2;
9696 else if (shortest[1].length2 > l || i == 1)
9698 shortest[1].length2 = l;
9699 shortest[1].v1 = v1;
9700 shortest[1].v2 = v2;
9703 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9704 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9705 // this calculates the right vector from the shortest edge
9706 // and the up vector from the edge midpoints
9707 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9708 VectorNormalize(right);
9709 VectorSubtract(end, start, up);
9710 VectorNormalize(up);
9711 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9712 VectorSubtract(rsurface.localvieworigin, center, forward);
9713 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9714 VectorNegate(forward, forward);
9715 VectorReflect(forward, 0, up, forward);
9716 VectorNormalize(forward);
9717 CrossProduct(up, forward, newright);
9718 VectorNormalize(newright);
9719 // rotate the quad around the up axis vector, this is made
9720 // especially easy by the fact we know the quad is flat,
9721 // so we only have to subtract the center position and
9722 // measure distance along the right vector, and then
9723 // multiply that by the newright vector and add back the
9725 // we also need to subtract the old position to undo the
9726 // displacement from the center, which we do with a
9727 // DotProduct, the subtraction/addition of center is also
9728 // optimized into DotProducts here
9729 l = DotProduct(right, center);
9730 for (i = 0;i < 4;i++)
9732 v1 = rsurface.batchvertex3f + 3*(j+i);
9733 f = DotProduct(right, v1) - l;
9734 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9738 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9740 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9741 // rsurface.batchnormal3f_vertexbuffer = NULL;
9742 // rsurface.batchnormal3f_bufferoffset = 0;
9743 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9745 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9747 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9748 // rsurface.batchsvector3f_vertexbuffer = NULL;
9749 // rsurface.batchsvector3f_bufferoffset = 0;
9750 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9751 // rsurface.batchtvector3f_vertexbuffer = NULL;
9752 // rsurface.batchtvector3f_bufferoffset = 0;
9753 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);
9756 case Q3DEFORM_NORMAL:
9757 // deform the normals to make reflections wavey
9758 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9759 rsurface.batchnormal3f_vertexbuffer = NULL;
9760 rsurface.batchnormal3f_bufferoffset = 0;
9761 for (j = 0;j < batchnumvertices;j++)
9764 float *normal = rsurface.batchnormal3f + 3*j;
9765 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9766 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9767 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9768 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9769 VectorNormalize(normal);
9771 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9773 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9774 // rsurface.batchsvector3f_vertexbuffer = NULL;
9775 // rsurface.batchsvector3f_bufferoffset = 0;
9776 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9777 // rsurface.batchtvector3f_vertexbuffer = NULL;
9778 // rsurface.batchtvector3f_bufferoffset = 0;
9779 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);
9783 // deform vertex array to make wavey water and flags and such
9784 waveparms[0] = deform->waveparms[0];
9785 waveparms[1] = deform->waveparms[1];
9786 waveparms[2] = deform->waveparms[2];
9787 waveparms[3] = deform->waveparms[3];
9788 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9789 break; // if wavefunc is a nop, don't make a dynamic vertex array
9790 // this is how a divisor of vertex influence on deformation
9791 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9792 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9793 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9794 // rsurface.batchvertex3f_vertexbuffer = NULL;
9795 // rsurface.batchvertex3f_bufferoffset = 0;
9796 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9797 // rsurface.batchnormal3f_vertexbuffer = NULL;
9798 // rsurface.batchnormal3f_bufferoffset = 0;
9799 for (j = 0;j < batchnumvertices;j++)
9801 // if the wavefunc depends on time, evaluate it per-vertex
9804 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9805 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9807 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9809 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9810 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9811 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9813 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9814 // rsurface.batchsvector3f_vertexbuffer = NULL;
9815 // rsurface.batchsvector3f_bufferoffset = 0;
9816 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9817 // rsurface.batchtvector3f_vertexbuffer = NULL;
9818 // rsurface.batchtvector3f_bufferoffset = 0;
9819 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);
9822 case Q3DEFORM_BULGE:
9823 // deform vertex array to make the surface have moving bulges
9824 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9825 // rsurface.batchvertex3f_vertexbuffer = NULL;
9826 // rsurface.batchvertex3f_bufferoffset = 0;
9827 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9828 // rsurface.batchnormal3f_vertexbuffer = NULL;
9829 // rsurface.batchnormal3f_bufferoffset = 0;
9830 for (j = 0;j < batchnumvertices;j++)
9832 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9833 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9835 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9836 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9837 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9839 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9840 // rsurface.batchsvector3f_vertexbuffer = NULL;
9841 // rsurface.batchsvector3f_bufferoffset = 0;
9842 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9843 // rsurface.batchtvector3f_vertexbuffer = NULL;
9844 // rsurface.batchtvector3f_bufferoffset = 0;
9845 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);
9849 // deform vertex array
9850 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9851 break; // if wavefunc is a nop, don't make a dynamic vertex array
9852 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9853 VectorScale(deform->parms, scale, waveparms);
9854 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9855 // rsurface.batchvertex3f_vertexbuffer = NULL;
9856 // rsurface.batchvertex3f_bufferoffset = 0;
9857 for (j = 0;j < batchnumvertices;j++)
9858 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9863 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
9865 // generate texcoords based on the chosen texcoord source
9866 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
9869 case Q3TCGEN_TEXTURE:
9871 case Q3TCGEN_LIGHTMAP:
9872 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9873 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9874 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9875 if (rsurface.batchtexcoordlightmap2f)
9876 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
9878 case Q3TCGEN_VECTOR:
9879 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9880 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9881 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9882 for (j = 0;j < batchnumvertices;j++)
9884 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
9885 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
9888 case Q3TCGEN_ENVIRONMENT:
9889 // make environment reflections using a spheremap
9890 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9891 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9892 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9893 for (j = 0;j < batchnumvertices;j++)
9895 // identical to Q3A's method, but executed in worldspace so
9896 // carried models can be shiny too
9898 float viewer[3], d, reflected[3], worldreflected[3];
9900 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9901 // VectorNormalize(viewer);
9903 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9905 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9906 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9907 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9908 // note: this is proportinal to viewer, so we can normalize later
9910 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9911 VectorNormalize(worldreflected);
9913 // note: this sphere map only uses world x and z!
9914 // so positive and negative y will LOOK THE SAME.
9915 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9916 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9920 // the only tcmod that needs software vertex processing is turbulent, so
9921 // check for it here and apply the changes if needed
9922 // and we only support that as the first one
9923 // (handling a mixture of turbulent and other tcmods would be problematic
9924 // without punting it entirely to a software path)
9925 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9927 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
9928 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
9929 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9930 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9931 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9932 for (j = 0;j < batchnumvertices;j++)
9934 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);
9935 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9940 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9942 // convert the modified arrays to vertex structs
9943 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9944 // rsurface.batchvertexmesh_vertexbuffer = NULL;
9945 // rsurface.batchvertexmesh_bufferoffset = 0;
9946 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9947 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9948 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9949 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9950 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9951 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9952 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9954 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9956 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9957 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9960 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9961 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9962 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9963 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9964 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9965 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9966 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9967 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9968 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9969 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
9971 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9973 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
9974 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
9979 // upload buffer data for the dynamic batch
9980 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9982 if (rsurface.batchvertexmesh)
9983 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
9986 if (rsurface.batchvertex3f)
9987 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
9988 if (rsurface.batchsvector3f)
9989 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
9990 if (rsurface.batchtvector3f)
9991 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
9992 if (rsurface.batchnormal3f)
9993 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
9994 if (rsurface.batchlightmapcolor4f)
9995 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
9996 if (rsurface.batchtexcoordtexture2f)
9997 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
9998 if (rsurface.batchtexcoordlightmap2f)
9999 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10000 if (rsurface.batchskeletalindex4ub)
10001 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10002 if (rsurface.batchskeletalweight4ub)
10003 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10005 if (rsurface.batchelement3s)
10006 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10007 else if (rsurface.batchelement3i)
10008 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10012 void RSurf_DrawBatch(void)
10014 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10015 // through the pipeline, killing it earlier in the pipeline would have
10016 // per-surface overhead rather than per-batch overhead, so it's best to
10017 // reject it here, before it hits glDraw.
10018 if (rsurface.batchnumtriangles == 0)
10021 // batch debugging code
10022 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10028 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10029 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10032 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10034 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10036 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10037 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);
10044 if (rsurface.batchmultidraw)
10046 // issue multiple draws rather than copying index data
10047 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10048 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10049 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10050 for (i = 0;i < numsurfaces;)
10052 // combine consecutive surfaces as one draw
10053 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10054 if (surfacelist[j] != surfacelist[k] + 1)
10056 firstvertex = surfacelist[i]->num_firstvertex;
10057 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10058 firsttriangle = surfacelist[i]->num_firsttriangle;
10059 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10060 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);
10066 // there is only one consecutive run of index data (may have been combined)
10067 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);
10071 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10073 // pick the closest matching water plane
10074 int planeindex, vertexindex, bestplaneindex = -1;
10078 r_waterstate_waterplane_t *p;
10079 qboolean prepared = false;
10081 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10083 if(p->camera_entity != rsurface.texture->camera_entity)
10088 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10090 if(rsurface.batchnumvertices == 0)
10093 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10095 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10096 d += fabs(PlaneDiff(vert, &p->plane));
10098 if (bestd > d || bestplaneindex < 0)
10101 bestplaneindex = planeindex;
10104 return bestplaneindex;
10105 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10106 // this situation though, as it might be better to render single larger
10107 // batches with useless stuff (backface culled for example) than to
10108 // render multiple smaller batches
10111 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10114 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10115 rsurface.passcolor4f_vertexbuffer = 0;
10116 rsurface.passcolor4f_bufferoffset = 0;
10117 for (i = 0;i < rsurface.batchnumvertices;i++)
10118 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10121 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10128 if (rsurface.passcolor4f)
10130 // generate color arrays
10131 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10132 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10133 rsurface.passcolor4f_vertexbuffer = 0;
10134 rsurface.passcolor4f_bufferoffset = 0;
10135 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10137 f = RSurf_FogVertex(v);
10146 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10147 rsurface.passcolor4f_vertexbuffer = 0;
10148 rsurface.passcolor4f_bufferoffset = 0;
10149 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10151 f = RSurf_FogVertex(v);
10160 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10167 if (!rsurface.passcolor4f)
10169 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10170 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10171 rsurface.passcolor4f_vertexbuffer = 0;
10172 rsurface.passcolor4f_bufferoffset = 0;
10173 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10175 f = RSurf_FogVertex(v);
10176 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10177 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10178 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10183 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10188 if (!rsurface.passcolor4f)
10190 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10191 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10192 rsurface.passcolor4f_vertexbuffer = 0;
10193 rsurface.passcolor4f_bufferoffset = 0;
10194 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10203 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10208 if (!rsurface.passcolor4f)
10210 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10211 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10212 rsurface.passcolor4f_vertexbuffer = 0;
10213 rsurface.passcolor4f_bufferoffset = 0;
10214 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10216 c2[0] = c[0] + rsurface.texture->render_lightmap_ambient[0];
10217 c2[1] = c[1] + rsurface.texture->render_lightmap_ambient[1];
10218 c2[2] = c[2] + rsurface.texture->render_lightmap_ambient[2];
10223 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10226 rsurface.passcolor4f = NULL;
10227 rsurface.passcolor4f_vertexbuffer = 0;
10228 rsurface.passcolor4f_bufferoffset = 0;
10229 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10230 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10231 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10232 GL_Color(r, g, b, a);
10233 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10234 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10235 R_Mesh_TexMatrix(0, NULL);
10239 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10241 // TODO: optimize applyfog && applycolor case
10242 // just apply fog if necessary, and tint the fog color array if necessary
10243 rsurface.passcolor4f = NULL;
10244 rsurface.passcolor4f_vertexbuffer = 0;
10245 rsurface.passcolor4f_bufferoffset = 0;
10246 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10247 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10248 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10249 GL_Color(r, g, b, a);
10253 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10256 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10257 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10258 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10259 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10260 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10261 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10262 GL_Color(r, g, b, a);
10266 static void RSurf_DrawBatch_GL11_ClampColor(void)
10271 if (!rsurface.passcolor4f)
10273 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10275 c2[0] = bound(0.0f, c1[0], 1.0f);
10276 c2[1] = bound(0.0f, c1[1], 1.0f);
10277 c2[2] = bound(0.0f, c1[2], 1.0f);
10278 c2[3] = bound(0.0f, c1[3], 1.0f);
10282 static void RSurf_DrawBatch_GL11_ApplyFakeLight(float fakelightintensity)
10292 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10293 rsurface.passcolor4f_vertexbuffer = 0;
10294 rsurface.passcolor4f_bufferoffset = 0;
10295 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10297 f = -DotProduct(r_refdef.view.forward, n);
10299 f = f * 0.85 + 0.15; // work around so stuff won't get black
10300 f *= fakelightintensity;
10301 Vector4Set(c, f, f, f, 1);
10305 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10307 RSurf_DrawBatch_GL11_ApplyFakeLight(r_refdef.scene.lightmapintensity * r_fakelight_intensity.value);
10308 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10309 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10310 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10311 GL_Color(r, g, b, a);
10315 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, float lightmapintensity, qboolean *applycolor)
10323 vec3_t ambientcolor;
10324 vec3_t diffusecolor;
10328 VectorCopy(rsurface.texture->render_modellight_lightdir, lightdir);
10329 f = 0.5f * lightmapintensity;
10330 ambientcolor[0] = rsurface.texture->render_modellight_ambient[0] * *r * f;
10331 ambientcolor[1] = rsurface.texture->render_modellight_ambient[1] * *g * f;
10332 ambientcolor[2] = rsurface.texture->render_modellight_ambient[2] * *b * f;
10333 diffusecolor[0] = rsurface.texture->render_modellight_diffuse[0] * *r * f;
10334 diffusecolor[1] = rsurface.texture->render_modellight_diffuse[1] * *g * f;
10335 diffusecolor[2] = rsurface.texture->render_modellight_diffuse[2] * *b * f;
10337 if (VectorLength2(diffusecolor) > 0)
10339 // q3-style directional shading
10340 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10341 rsurface.passcolor4f_vertexbuffer = 0;
10342 rsurface.passcolor4f_bufferoffset = 0;
10343 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10345 if ((f = DotProduct(n, lightdir)) > 0)
10346 VectorMA(ambientcolor, f, diffusecolor, c);
10348 VectorCopy(ambientcolor, c);
10355 *applycolor = false;
10359 *r = ambientcolor[0];
10360 *g = ambientcolor[1];
10361 *b = ambientcolor[2];
10362 rsurface.passcolor4f = NULL;
10363 rsurface.passcolor4f_vertexbuffer = 0;
10364 rsurface.passcolor4f_bufferoffset = 0;
10368 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10370 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, r_refdef.scene.lightmapintensity, &applycolor);
10371 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10372 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10373 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10374 GL_Color(r, g, b, a);
10378 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10386 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10387 rsurface.passcolor4f_vertexbuffer = 0;
10388 rsurface.passcolor4f_bufferoffset = 0;
10390 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10392 f = 1 - RSurf_FogVertex(v);
10400 void RSurf_SetupDepthAndCulling(void)
10402 // submodels are biased to avoid z-fighting with world surfaces that they
10403 // may be exactly overlapping (avoids z-fighting artifacts on certain
10404 // doors and things in Quake maps)
10405 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10406 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10407 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10408 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10411 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10414 // transparent sky would be ridiculous
10415 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10417 R_SetupShader_Generic_NoTexture(false, false);
10418 skyrenderlater = true;
10419 RSurf_SetupDepthAndCulling();
10420 GL_DepthMask(true);
10422 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
10423 if (r_sky_scissor.integer)
10425 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10426 for (i = 0; i < texturenumsurfaces; i++)
10428 const msurface_t *surf = texturesurfacelist[i];
10431 float mins[3], maxs[3];
10433 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
10435 Matrix4x4_Transform(&rsurface.matrix, v, p);
10438 if (mins[0] > p[0]) mins[0] = p[0];
10439 if (mins[1] > p[1]) mins[1] = p[1];
10440 if (mins[2] > p[2]) mins[2] = p[2];
10441 if (maxs[0] < p[0]) maxs[0] = p[0];
10442 if (maxs[1] < p[1]) maxs[1] = p[1];
10443 if (maxs[2] < p[2]) maxs[2] = p[2];
10447 VectorCopy(p, mins);
10448 VectorCopy(p, maxs);
10451 if (!R_ScissorForBBox(mins, maxs, scissor))
10455 if (skyscissor[0] > scissor[0])
10457 skyscissor[2] += skyscissor[0] - scissor[0];
10458 skyscissor[0] = scissor[0];
10460 if (skyscissor[1] > scissor[1])
10462 skyscissor[3] += skyscissor[1] - scissor[1];
10463 skyscissor[1] = scissor[1];
10465 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
10466 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
10467 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
10468 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
10471 Vector4Copy(scissor, skyscissor);
10476 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
10477 // skymasking on them, and Quake3 never did sky masking (unlike
10478 // software Quake and software Quake2), so disable the sky masking
10479 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10480 // and skymasking also looks very bad when noclipping outside the
10481 // level, so don't use it then either.
10482 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)
10484 R_Mesh_ResetTextureState();
10485 if (skyrendermasked)
10487 R_SetupShader_DepthOrShadow(false, false, false);
10488 // depth-only (masking)
10489 GL_ColorMask(0, 0, 0, 0);
10490 // just to make sure that braindead drivers don't draw
10491 // anything despite that colormask...
10492 GL_BlendFunc(GL_ZERO, GL_ONE);
10493 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10494 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10498 R_SetupShader_Generic_NoTexture(false, false);
10500 GL_BlendFunc(GL_ONE, GL_ZERO);
10501 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10502 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10503 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10506 if (skyrendermasked)
10507 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10509 R_Mesh_ResetTextureState();
10510 GL_Color(1, 1, 1, 1);
10513 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10514 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10515 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10517 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10521 // render screenspace normalmap to texture
10522 GL_DepthMask(true);
10523 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10528 // bind lightmap texture
10530 // water/refraction/reflection/camera surfaces have to be handled specially
10531 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10533 int start, end, startplaneindex;
10534 for (start = 0;start < texturenumsurfaces;start = end)
10536 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10537 if(startplaneindex < 0)
10539 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10540 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10544 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10546 // now that we have a batch using the same planeindex, render it
10547 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10549 // render water or distortion background
10550 GL_DepthMask(true);
10551 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10553 // blend surface on top
10554 GL_DepthMask(false);
10555 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10558 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10560 // render surface with reflection texture as input
10561 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10562 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10569 // render surface batch normally
10570 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10571 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10575 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10577 // OpenGL 1.3 path - anything not completely ancient
10578 qboolean applycolor;
10581 const texturelayer_t *layer;
10582 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10583 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10585 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10588 int layertexrgbscale;
10589 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10591 if (layerindex == 0)
10592 GL_AlphaTest(true);
10595 GL_AlphaTest(false);
10596 GL_DepthFunc(GL_EQUAL);
10599 GL_DepthMask(layer->depthmask && writedepth);
10600 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10601 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10603 layertexrgbscale = 4;
10604 VectorScale(layer->color, 0.25f, layercolor);
10606 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10608 layertexrgbscale = 2;
10609 VectorScale(layer->color, 0.5f, layercolor);
10613 layertexrgbscale = 1;
10614 VectorScale(layer->color, 1.0f, layercolor);
10616 layercolor[3] = layer->color[3];
10617 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10618 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10619 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10620 switch (layer->type)
10622 case TEXTURELAYERTYPE_LITTEXTURE:
10623 // single-pass lightmapped texture with 2x rgbscale
10624 R_Mesh_TexBind(0, r_texture_white);
10625 R_Mesh_TexMatrix(0, NULL);
10626 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10627 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10628 R_Mesh_TexBind(1, layer->texture);
10629 R_Mesh_TexMatrix(1, &layer->texmatrix);
10630 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10631 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10632 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10633 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10634 else if (FAKELIGHT_ENABLED)
10635 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10636 else if (rsurface.uselightmaptexture)
10637 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10639 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10641 case TEXTURELAYERTYPE_TEXTURE:
10642 // singletexture unlit texture with transparency support
10643 R_Mesh_TexBind(0, layer->texture);
10644 R_Mesh_TexMatrix(0, &layer->texmatrix);
10645 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10646 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10647 R_Mesh_TexBind(1, 0);
10648 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10649 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10651 case TEXTURELAYERTYPE_FOG:
10652 // singletexture fogging
10653 if (layer->texture)
10655 R_Mesh_TexBind(0, layer->texture);
10656 R_Mesh_TexMatrix(0, &layer->texmatrix);
10657 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10658 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10662 R_Mesh_TexBind(0, 0);
10663 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10665 R_Mesh_TexBind(1, 0);
10666 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10667 // generate a color array for the fog pass
10668 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10669 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10673 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10676 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10678 GL_DepthFunc(GL_LEQUAL);
10679 GL_AlphaTest(false);
10683 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10685 // OpenGL 1.1 - crusty old voodoo path
10688 const texturelayer_t *layer;
10689 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10690 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10692 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10694 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10696 if (layerindex == 0)
10697 GL_AlphaTest(true);
10700 GL_AlphaTest(false);
10701 GL_DepthFunc(GL_EQUAL);
10704 GL_DepthMask(layer->depthmask && writedepth);
10705 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10706 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10707 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10708 switch (layer->type)
10710 case TEXTURELAYERTYPE_LITTEXTURE:
10711 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10713 // two-pass lit texture with 2x rgbscale
10714 // first the lightmap pass
10715 R_Mesh_TexBind(0, r_texture_white);
10716 R_Mesh_TexMatrix(0, NULL);
10717 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10718 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10719 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10720 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10721 else if (FAKELIGHT_ENABLED)
10722 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10723 else if (rsurface.uselightmaptexture)
10724 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10726 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10727 // then apply the texture to it
10728 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10729 R_Mesh_TexBind(0, layer->texture);
10730 R_Mesh_TexMatrix(0, &layer->texmatrix);
10731 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10732 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10733 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10737 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10738 R_Mesh_TexBind(0, layer->texture);
10739 R_Mesh_TexMatrix(0, &layer->texmatrix);
10740 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10741 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10742 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10743 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10744 else if (FAKELIGHT_ENABLED)
10745 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10747 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10750 case TEXTURELAYERTYPE_TEXTURE:
10751 // singletexture unlit texture with transparency support
10752 R_Mesh_TexBind(0, layer->texture);
10753 R_Mesh_TexMatrix(0, &layer->texmatrix);
10754 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10755 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10756 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10758 case TEXTURELAYERTYPE_FOG:
10759 // singletexture fogging
10760 if (layer->texture)
10762 R_Mesh_TexBind(0, layer->texture);
10763 R_Mesh_TexMatrix(0, &layer->texmatrix);
10764 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10765 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10769 R_Mesh_TexBind(0, 0);
10770 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10772 // generate a color array for the fog pass
10773 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10774 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10778 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10781 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10783 GL_DepthFunc(GL_LEQUAL);
10784 GL_AlphaTest(false);
10788 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10792 r_vertexgeneric_t *batchvertex;
10794 texture_t *t = rsurface.texture;
10796 // R_Mesh_ResetTextureState();
10797 R_SetupShader_Generic_NoTexture(false, false);
10799 if(t && t->currentskinframe)
10801 memcpy(c, t->currentskinframe->avgcolor, sizeof(c));
10802 c[3] *= t->currentalpha;
10812 if (t->pantstexture || t->shirttexture)
10814 c[0] = 0.5 * (t->render_colormap_pants[0] * 0.3 + t->render_colormap_shirt[0] * 0.7);
10815 c[1] = 0.5 * (t->render_colormap_pants[1] * 0.3 + t->render_colormap_shirt[1] * 0.7);
10816 c[2] = 0.5 * (t->render_colormap_pants[2] * 0.3 + t->render_colormap_shirt[2] * 0.7);
10819 // brighten it up (as texture value 127 means "unlit")
10820 c[0] *= 2 * r_refdef.view.colorscale;
10821 c[1] *= 2 * r_refdef.view.colorscale;
10822 c[2] *= 2 * r_refdef.view.colorscale;
10824 if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10825 c[3] *= r_wateralpha.value;
10827 if(t->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10829 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10830 GL_DepthMask(false);
10832 else if(t->currentmaterialflags & MATERIALFLAG_ADD)
10834 GL_BlendFunc(GL_ONE, GL_ONE);
10835 GL_DepthMask(false);
10837 else if(t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10839 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10840 GL_DepthMask(false);
10842 else if(t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10844 GL_BlendFunc(t->customblendfunc[0], t->customblendfunc[1]);
10845 GL_DepthMask(false);
10849 GL_BlendFunc(GL_ONE, GL_ZERO);
10850 GL_DepthMask(writedepth);
10853 if (r_showsurfaces.integer == 3)
10855 rsurface.passcolor4f = NULL;
10857 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10859 qboolean applycolor = true;
10862 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10864 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, 1.0f, &applycolor);
10866 else if (FAKELIGHT_ENABLED)
10868 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10870 RSurf_DrawBatch_GL11_ApplyFakeLight(r_fakelight_intensity.value);
10874 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10876 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10877 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10878 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10879 RSurf_DrawBatch_GL11_ApplyAmbient();
10882 if(!rsurface.passcolor4f)
10883 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10885 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10886 if(r_refdef.fogenabled)
10887 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10888 RSurf_DrawBatch_GL11_ClampColor();
10890 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10891 R_SetupShader_Generic_NoTexture(false, false);
10894 else if (!r_refdef.view.showdebug)
10896 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10897 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10898 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10900 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10901 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10903 R_Mesh_PrepareVertices_Generic_Unlock();
10906 else if (r_showsurfaces.integer == 4)
10908 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10909 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10910 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10912 unsigned char d = (vi << 3) * (1.0f / 256.0f);
10913 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10914 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
10916 R_Mesh_PrepareVertices_Generic_Unlock();
10919 else if (r_showsurfaces.integer == 2)
10922 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10923 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10924 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10926 unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10927 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10928 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10929 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10930 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
10931 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
10932 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
10934 R_Mesh_PrepareVertices_Generic_Unlock();
10935 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10939 int texturesurfaceindex;
10941 const msurface_t *surface;
10942 float surfacecolor4f[4];
10943 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10944 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10946 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10948 surface = texturesurfacelist[texturesurfaceindex];
10949 k = (int)(((size_t)surface) / sizeof(msurface_t));
10950 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10951 for (j = 0;j < surface->num_vertices;j++)
10953 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10954 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10958 R_Mesh_PrepareVertices_Generic_Unlock();
10963 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10966 RSurf_SetupDepthAndCulling();
10967 if (r_showsurfaces.integer)
10969 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10972 switch (vid.renderpath)
10974 case RENDERPATH_GL20:
10975 case RENDERPATH_D3D9:
10976 case RENDERPATH_D3D10:
10977 case RENDERPATH_D3D11:
10978 case RENDERPATH_SOFT:
10979 case RENDERPATH_GLES2:
10980 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10982 case RENDERPATH_GL13:
10983 case RENDERPATH_GLES1:
10984 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10986 case RENDERPATH_GL11:
10987 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10993 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10996 int texturenumsurfaces, endsurface;
10997 texture_t *texture;
10998 const msurface_t *surface;
10999 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11001 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11002 RSurf_ActiveModelEntity(ent, false, false, false);
11005 switch (vid.renderpath)
11007 case RENDERPATH_GL20:
11008 case RENDERPATH_D3D9:
11009 case RENDERPATH_D3D10:
11010 case RENDERPATH_D3D11:
11011 case RENDERPATH_SOFT:
11012 case RENDERPATH_GLES2:
11013 RSurf_ActiveModelEntity(ent, true, true, false);
11015 case RENDERPATH_GL11:
11016 case RENDERPATH_GL13:
11017 case RENDERPATH_GLES1:
11018 RSurf_ActiveModelEntity(ent, true, false, false);
11023 if (r_transparentdepthmasking.integer)
11025 qboolean setup = false;
11026 for (i = 0;i < numsurfaces;i = j)
11029 surface = rsurface.modelsurfaces + surfacelist[i];
11030 texture = surface->texture;
11031 rsurface.texture = R_GetCurrentTexture(texture);
11032 rsurface.lightmaptexture = NULL;
11033 rsurface.deluxemaptexture = NULL;
11034 rsurface.uselightmaptexture = false;
11035 // scan ahead until we find a different texture
11036 endsurface = min(i + 1024, numsurfaces);
11037 texturenumsurfaces = 0;
11038 texturesurfacelist[texturenumsurfaces++] = surface;
11039 for (;j < endsurface;j++)
11041 surface = rsurface.modelsurfaces + surfacelist[j];
11042 if (texture != surface->texture)
11044 texturesurfacelist[texturenumsurfaces++] = surface;
11046 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11048 // render the range of surfaces as depth
11052 GL_ColorMask(0,0,0,0);
11054 GL_DepthTest(true);
11055 GL_BlendFunc(GL_ONE, GL_ZERO);
11056 GL_DepthMask(true);
11057 // R_Mesh_ResetTextureState();
11059 RSurf_SetupDepthAndCulling();
11060 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11061 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11062 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11066 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11069 for (i = 0;i < numsurfaces;i = j)
11072 surface = rsurface.modelsurfaces + surfacelist[i];
11073 texture = surface->texture;
11074 rsurface.texture = R_GetCurrentTexture(texture);
11075 // scan ahead until we find a different texture
11076 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11077 texturenumsurfaces = 0;
11078 texturesurfacelist[texturenumsurfaces++] = surface;
11079 if(FAKELIGHT_ENABLED)
11081 rsurface.lightmaptexture = NULL;
11082 rsurface.deluxemaptexture = NULL;
11083 rsurface.uselightmaptexture = false;
11084 for (;j < endsurface;j++)
11086 surface = rsurface.modelsurfaces + surfacelist[j];
11087 if (texture != surface->texture)
11089 texturesurfacelist[texturenumsurfaces++] = surface;
11094 rsurface.lightmaptexture = surface->lightmaptexture;
11095 rsurface.deluxemaptexture = surface->deluxemaptexture;
11096 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11097 for (;j < endsurface;j++)
11099 surface = rsurface.modelsurfaces + surfacelist[j];
11100 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11102 texturesurfacelist[texturenumsurfaces++] = surface;
11105 // render the range of surfaces
11106 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11108 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
11111 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11113 // transparent surfaces get pushed off into the transparent queue
11114 int surfacelistindex;
11115 const msurface_t *surface;
11116 vec3_t tempcenter, center;
11117 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11119 surface = texturesurfacelist[surfacelistindex];
11120 if (r_transparent_sortsurfacesbynearest.integer)
11122 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11123 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11124 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11128 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11129 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11130 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11132 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11133 if (rsurface.entity->transparent_offset) // transparent offset
11135 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11136 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11137 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11139 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);
11143 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11145 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11147 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11149 RSurf_SetupDepthAndCulling();
11150 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11151 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11152 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11156 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11160 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11163 if (!rsurface.texture->currentnumlayers)
11165 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11166 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11168 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11170 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11171 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11172 else if (!rsurface.texture->currentnumlayers)
11174 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11176 // in the deferred case, transparent surfaces were queued during prepass
11177 if (!r_shadow_usingdeferredprepass)
11178 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11182 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11183 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11188 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11191 texture_t *texture;
11192 R_FrameData_SetMark();
11193 // break the surface list down into batches by texture and use of lightmapping
11194 for (i = 0;i < numsurfaces;i = j)
11197 // texture is the base texture pointer, rsurface.texture is the
11198 // current frame/skin the texture is directing us to use (for example
11199 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11200 // use skin 1 instead)
11201 texture = surfacelist[i]->texture;
11202 rsurface.texture = R_GetCurrentTexture(texture);
11203 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11205 // if this texture is not the kind we want, skip ahead to the next one
11206 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11210 if(FAKELIGHT_ENABLED || depthonly || prepass)
11212 rsurface.lightmaptexture = NULL;
11213 rsurface.deluxemaptexture = NULL;
11214 rsurface.uselightmaptexture = false;
11215 // simply scan ahead until we find a different texture or lightmap state
11216 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11221 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11222 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11223 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11224 // simply scan ahead until we find a different texture or lightmap state
11225 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11228 // render the range of surfaces
11229 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11231 R_FrameData_ReturnToMark();
11234 float locboxvertex3f[6*4*3] =
11236 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11237 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11238 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11239 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11240 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11241 1,0,0, 0,0,0, 0,1,0, 1,1,0
11244 unsigned short locboxelements[6*2*3] =
11249 12,13,14, 12,14,15,
11250 16,17,18, 16,18,19,
11254 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11257 cl_locnode_t *loc = (cl_locnode_t *)ent;
11259 float vertex3f[6*4*3];
11261 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11262 GL_DepthMask(false);
11263 GL_DepthRange(0, 1);
11264 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11265 GL_DepthTest(true);
11266 GL_CullFace(GL_NONE);
11267 R_EntityMatrix(&identitymatrix);
11269 // R_Mesh_ResetTextureState();
11271 i = surfacelist[0];
11272 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11273 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11274 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11275 surfacelist[0] < 0 ? 0.5f : 0.125f);
11277 if (VectorCompare(loc->mins, loc->maxs))
11279 VectorSet(size, 2, 2, 2);
11280 VectorMA(loc->mins, -0.5f, size, mins);
11284 VectorCopy(loc->mins, mins);
11285 VectorSubtract(loc->maxs, loc->mins, size);
11288 for (i = 0;i < 6*4*3;)
11289 for (j = 0;j < 3;j++, i++)
11290 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11292 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11293 R_SetupShader_Generic_NoTexture(false, false);
11294 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11297 void R_DrawLocs(void)
11300 cl_locnode_t *loc, *nearestloc;
11302 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11303 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11305 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11306 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11310 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11312 if (decalsystem->decals)
11313 Mem_Free(decalsystem->decals);
11314 memset(decalsystem, 0, sizeof(*decalsystem));
11317 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)
11320 tridecal_t *decals;
11323 // expand or initialize the system
11324 if (decalsystem->maxdecals <= decalsystem->numdecals)
11326 decalsystem_t old = *decalsystem;
11327 qboolean useshortelements;
11328 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11329 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11330 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)));
11331 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11332 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11333 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11334 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11335 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11336 if (decalsystem->numdecals)
11337 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11339 Mem_Free(old.decals);
11340 for (i = 0;i < decalsystem->maxdecals*3;i++)
11341 decalsystem->element3i[i] = i;
11342 if (useshortelements)
11343 for (i = 0;i < decalsystem->maxdecals*3;i++)
11344 decalsystem->element3s[i] = i;
11347 // grab a decal and search for another free slot for the next one
11348 decals = decalsystem->decals;
11349 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11350 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11352 decalsystem->freedecal = i;
11353 if (decalsystem->numdecals <= i)
11354 decalsystem->numdecals = i + 1;
11356 // initialize the decal
11358 decal->triangleindex = triangleindex;
11359 decal->surfaceindex = surfaceindex;
11360 decal->decalsequence = decalsequence;
11361 decal->color4f[0][0] = c0[0];
11362 decal->color4f[0][1] = c0[1];
11363 decal->color4f[0][2] = c0[2];
11364 decal->color4f[0][3] = 1;
11365 decal->color4f[1][0] = c1[0];
11366 decal->color4f[1][1] = c1[1];
11367 decal->color4f[1][2] = c1[2];
11368 decal->color4f[1][3] = 1;
11369 decal->color4f[2][0] = c2[0];
11370 decal->color4f[2][1] = c2[1];
11371 decal->color4f[2][2] = c2[2];
11372 decal->color4f[2][3] = 1;
11373 decal->vertex3f[0][0] = v0[0];
11374 decal->vertex3f[0][1] = v0[1];
11375 decal->vertex3f[0][2] = v0[2];
11376 decal->vertex3f[1][0] = v1[0];
11377 decal->vertex3f[1][1] = v1[1];
11378 decal->vertex3f[1][2] = v1[2];
11379 decal->vertex3f[2][0] = v2[0];
11380 decal->vertex3f[2][1] = v2[1];
11381 decal->vertex3f[2][2] = v2[2];
11382 decal->texcoord2f[0][0] = t0[0];
11383 decal->texcoord2f[0][1] = t0[1];
11384 decal->texcoord2f[1][0] = t1[0];
11385 decal->texcoord2f[1][1] = t1[1];
11386 decal->texcoord2f[2][0] = t2[0];
11387 decal->texcoord2f[2][1] = t2[1];
11388 TriangleNormal(v0, v1, v2, decal->plane);
11389 VectorNormalize(decal->plane);
11390 decal->plane[3] = DotProduct(v0, decal->plane);
11393 extern cvar_t cl_decals_bias;
11394 extern cvar_t cl_decals_models;
11395 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11396 // baseparms, parms, temps
11397 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)
11402 const float *vertex3f;
11403 const float *normal3f;
11405 float points[2][9][3];
11412 e = rsurface.modelelement3i + 3*triangleindex;
11414 vertex3f = rsurface.modelvertex3f;
11415 normal3f = rsurface.modelnormal3f;
11419 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11421 index = 3*e[cornerindex];
11422 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11427 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11429 index = 3*e[cornerindex];
11430 VectorCopy(vertex3f + index, v[cornerindex]);
11435 //TriangleNormal(v[0], v[1], v[2], normal);
11436 //if (DotProduct(normal, localnormal) < 0.0f)
11438 // clip by each of the box planes formed from the projection matrix
11439 // if anything survives, we emit the decal
11440 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]);
11443 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]);
11446 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]);
11449 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]);
11452 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]);
11455 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]);
11458 // some part of the triangle survived, so we have to accept it...
11461 // dynamic always uses the original triangle
11463 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11465 index = 3*e[cornerindex];
11466 VectorCopy(vertex3f + index, v[cornerindex]);
11469 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11471 // convert vertex positions to texcoords
11472 Matrix4x4_Transform(projection, v[cornerindex], temp);
11473 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11474 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11475 // calculate distance fade from the projection origin
11476 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11477 f = bound(0.0f, f, 1.0f);
11478 c[cornerindex][0] = r * f;
11479 c[cornerindex][1] = g * f;
11480 c[cornerindex][2] = b * f;
11481 c[cornerindex][3] = 1.0f;
11482 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11485 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);
11487 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11488 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);
11490 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)
11492 matrix4x4_t projection;
11493 decalsystem_t *decalsystem;
11496 const msurface_t *surface;
11497 const msurface_t *surfaces;
11498 const int *surfacelist;
11499 const texture_t *texture;
11501 int numsurfacelist;
11502 int surfacelistindex;
11505 float localorigin[3];
11506 float localnormal[3];
11507 float localmins[3];
11508 float localmaxs[3];
11511 float planes[6][4];
11514 int bih_triangles_count;
11515 int bih_triangles[256];
11516 int bih_surfaces[256];
11518 decalsystem = &ent->decalsystem;
11519 model = ent->model;
11520 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11522 R_DecalSystem_Reset(&ent->decalsystem);
11526 if (!model->brush.data_leafs && !cl_decals_models.integer)
11528 if (decalsystem->model)
11529 R_DecalSystem_Reset(decalsystem);
11533 if (decalsystem->model != model)
11534 R_DecalSystem_Reset(decalsystem);
11535 decalsystem->model = model;
11537 RSurf_ActiveModelEntity(ent, true, false, false);
11539 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11540 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11541 VectorNormalize(localnormal);
11542 localsize = worldsize*rsurface.inversematrixscale;
11543 localmins[0] = localorigin[0] - localsize;
11544 localmins[1] = localorigin[1] - localsize;
11545 localmins[2] = localorigin[2] - localsize;
11546 localmaxs[0] = localorigin[0] + localsize;
11547 localmaxs[1] = localorigin[1] + localsize;
11548 localmaxs[2] = localorigin[2] + localsize;
11550 //VectorCopy(localnormal, planes[4]);
11551 //VectorVectors(planes[4], planes[2], planes[0]);
11552 AnglesFromVectors(angles, localnormal, NULL, false);
11553 AngleVectors(angles, planes[0], planes[2], planes[4]);
11554 VectorNegate(planes[0], planes[1]);
11555 VectorNegate(planes[2], planes[3]);
11556 VectorNegate(planes[4], planes[5]);
11557 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11558 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11559 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11560 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11561 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11562 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11567 matrix4x4_t forwardprojection;
11568 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11569 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11574 float projectionvector[4][3];
11575 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11576 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11577 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11578 projectionvector[0][0] = planes[0][0] * ilocalsize;
11579 projectionvector[0][1] = planes[1][0] * ilocalsize;
11580 projectionvector[0][2] = planes[2][0] * ilocalsize;
11581 projectionvector[1][0] = planes[0][1] * ilocalsize;
11582 projectionvector[1][1] = planes[1][1] * ilocalsize;
11583 projectionvector[1][2] = planes[2][1] * ilocalsize;
11584 projectionvector[2][0] = planes[0][2] * ilocalsize;
11585 projectionvector[2][1] = planes[1][2] * ilocalsize;
11586 projectionvector[2][2] = planes[2][2] * ilocalsize;
11587 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11588 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11589 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11590 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11594 dynamic = model->surfmesh.isanimated;
11595 numsurfacelist = model->nummodelsurfaces;
11596 surfacelist = model->sortedmodelsurfaces;
11597 surfaces = model->data_surfaces;
11600 bih_triangles_count = -1;
11603 if(model->render_bih.numleafs)
11604 bih = &model->render_bih;
11605 else if(model->collision_bih.numleafs)
11606 bih = &model->collision_bih;
11609 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11610 if(bih_triangles_count == 0)
11612 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11614 if(bih_triangles_count > 0)
11616 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11618 surfaceindex = bih_surfaces[triangleindex];
11619 surface = surfaces + surfaceindex;
11620 texture = surface->texture;
11621 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11623 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11625 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11630 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11632 surfaceindex = surfacelist[surfacelistindex];
11633 surface = surfaces + surfaceindex;
11634 // check cull box first because it rejects more than any other check
11635 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11637 // skip transparent surfaces
11638 texture = surface->texture;
11639 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11641 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11643 numtriangles = surface->num_triangles;
11644 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11645 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11650 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11651 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)
11653 int renderentityindex;
11654 float worldmins[3];
11655 float worldmaxs[3];
11656 entity_render_t *ent;
11658 if (!cl_decals_newsystem.integer)
11661 worldmins[0] = worldorigin[0] - worldsize;
11662 worldmins[1] = worldorigin[1] - worldsize;
11663 worldmins[2] = worldorigin[2] - worldsize;
11664 worldmaxs[0] = worldorigin[0] + worldsize;
11665 worldmaxs[1] = worldorigin[1] + worldsize;
11666 worldmaxs[2] = worldorigin[2] + worldsize;
11668 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11670 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11672 ent = r_refdef.scene.entities[renderentityindex];
11673 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11676 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11680 typedef struct r_decalsystem_splatqueue_s
11682 vec3_t worldorigin;
11683 vec3_t worldnormal;
11687 unsigned int decalsequence;
11689 r_decalsystem_splatqueue_t;
11691 int r_decalsystem_numqueued = 0;
11692 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11694 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)
11696 r_decalsystem_splatqueue_t *queue;
11698 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11701 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11702 VectorCopy(worldorigin, queue->worldorigin);
11703 VectorCopy(worldnormal, queue->worldnormal);
11704 Vector4Set(queue->color, r, g, b, a);
11705 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11706 queue->worldsize = worldsize;
11707 queue->decalsequence = cl.decalsequence++;
11710 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11713 r_decalsystem_splatqueue_t *queue;
11715 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11716 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);
11717 r_decalsystem_numqueued = 0;
11720 extern cvar_t cl_decals_max;
11721 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11724 decalsystem_t *decalsystem = &ent->decalsystem;
11726 unsigned int killsequence;
11731 if (!decalsystem->numdecals)
11734 if (r_showsurfaces.integer)
11737 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11739 R_DecalSystem_Reset(decalsystem);
11743 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
11744 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11746 if (decalsystem->lastupdatetime)
11747 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11750 decalsystem->lastupdatetime = r_refdef.scene.time;
11751 numdecals = decalsystem->numdecals;
11753 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11755 if (decal->color4f[0][3])
11757 decal->lived += frametime;
11758 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
11760 memset(decal, 0, sizeof(*decal));
11761 if (decalsystem->freedecal > i)
11762 decalsystem->freedecal = i;
11766 decal = decalsystem->decals;
11767 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11770 // collapse the array by shuffling the tail decals into the gaps
11773 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11774 decalsystem->freedecal++;
11775 if (decalsystem->freedecal == numdecals)
11777 decal[decalsystem->freedecal] = decal[--numdecals];
11780 decalsystem->numdecals = numdecals;
11782 if (numdecals <= 0)
11784 // if there are no decals left, reset decalsystem
11785 R_DecalSystem_Reset(decalsystem);
11789 extern skinframe_t *decalskinframe;
11790 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11793 decalsystem_t *decalsystem = &ent->decalsystem;
11802 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11805 numdecals = decalsystem->numdecals;
11809 if (r_showsurfaces.integer)
11812 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11814 R_DecalSystem_Reset(decalsystem);
11818 // if the model is static it doesn't matter what value we give for
11819 // wantnormals and wanttangents, so this logic uses only rules applicable
11820 // to a model, knowing that they are meaningless otherwise
11821 RSurf_ActiveModelEntity(ent, false, false, false);
11823 decalsystem->lastupdatetime = r_refdef.scene.time;
11825 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11827 // update vertex positions for animated models
11828 v3f = decalsystem->vertex3f;
11829 c4f = decalsystem->color4f;
11830 t2f = decalsystem->texcoord2f;
11831 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11833 if (!decal->color4f[0][3])
11836 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11840 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11843 // update color values for fading decals
11844 if (decal->lived >= cl_decals_time.value)
11845 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11849 c4f[ 0] = decal->color4f[0][0] * alpha;
11850 c4f[ 1] = decal->color4f[0][1] * alpha;
11851 c4f[ 2] = decal->color4f[0][2] * alpha;
11853 c4f[ 4] = decal->color4f[1][0] * alpha;
11854 c4f[ 5] = decal->color4f[1][1] * alpha;
11855 c4f[ 6] = decal->color4f[1][2] * alpha;
11857 c4f[ 8] = decal->color4f[2][0] * alpha;
11858 c4f[ 9] = decal->color4f[2][1] * alpha;
11859 c4f[10] = decal->color4f[2][2] * alpha;
11862 t2f[0] = decal->texcoord2f[0][0];
11863 t2f[1] = decal->texcoord2f[0][1];
11864 t2f[2] = decal->texcoord2f[1][0];
11865 t2f[3] = decal->texcoord2f[1][1];
11866 t2f[4] = decal->texcoord2f[2][0];
11867 t2f[5] = decal->texcoord2f[2][1];
11869 // update vertex positions for animated models
11870 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11872 e = rsurface.modelelement3i + 3*decal->triangleindex;
11873 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11874 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11875 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11879 VectorCopy(decal->vertex3f[0], v3f);
11880 VectorCopy(decal->vertex3f[1], v3f + 3);
11881 VectorCopy(decal->vertex3f[2], v3f + 6);
11884 if (r_refdef.fogenabled)
11886 alpha = RSurf_FogVertex(v3f);
11887 VectorScale(c4f, alpha, c4f);
11888 alpha = RSurf_FogVertex(v3f + 3);
11889 VectorScale(c4f + 4, alpha, c4f + 4);
11890 alpha = RSurf_FogVertex(v3f + 6);
11891 VectorScale(c4f + 8, alpha, c4f + 8);
11902 r_refdef.stats[r_stat_drawndecals] += numtris;
11904 // now render the decals all at once
11905 // (this assumes they all use one particle font texture!)
11906 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);
11907 // R_Mesh_ResetTextureState();
11908 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11909 GL_DepthMask(false);
11910 GL_DepthRange(0, 1);
11911 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11912 GL_DepthTest(true);
11913 GL_CullFace(GL_NONE);
11914 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11915 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11916 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11920 static void R_DrawModelDecals(void)
11924 // fade faster when there are too many decals
11925 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11926 for (i = 0;i < r_refdef.scene.numentities;i++)
11927 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11929 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11930 for (i = 0;i < r_refdef.scene.numentities;i++)
11931 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11932 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11934 R_DecalSystem_ApplySplatEntitiesQueue();
11936 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11937 for (i = 0;i < r_refdef.scene.numentities;i++)
11938 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11940 r_refdef.stats[r_stat_totaldecals] += numdecals;
11942 if (r_showsurfaces.integer)
11945 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11947 for (i = 0;i < r_refdef.scene.numentities;i++)
11949 if (!r_refdef.viewcache.entityvisible[i])
11951 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11952 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11956 extern cvar_t mod_collision_bih;
11957 static void R_DrawDebugModel(void)
11959 entity_render_t *ent = rsurface.entity;
11960 int i, j, flagsmask;
11961 const msurface_t *surface;
11962 dp_model_t *model = ent->model;
11964 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11967 if (r_showoverdraw.value > 0)
11969 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11970 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11971 R_SetupShader_Generic_NoTexture(false, false);
11972 GL_DepthTest(false);
11973 GL_DepthMask(false);
11974 GL_DepthRange(0, 1);
11975 GL_BlendFunc(GL_ONE, GL_ONE);
11976 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11978 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11980 rsurface.texture = R_GetCurrentTexture(surface->texture);
11981 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11983 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11984 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11985 if (!rsurface.texture->currentlayers->depthmask)
11986 GL_Color(c, 0, 0, 1.0f);
11987 else if (ent == r_refdef.scene.worldentity)
11988 GL_Color(c, c, c, 1.0f);
11990 GL_Color(0, c, 0, 1.0f);
11991 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11995 rsurface.texture = NULL;
11998 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12000 // R_Mesh_ResetTextureState();
12001 R_SetupShader_Generic_NoTexture(false, false);
12002 GL_DepthRange(0, 1);
12003 GL_DepthTest(!r_showdisabledepthtest.integer);
12004 GL_DepthMask(false);
12005 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12007 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12011 qboolean cullbox = false;
12012 const q3mbrush_t *brush;
12013 const bih_t *bih = &model->collision_bih;
12014 const bih_leaf_t *bihleaf;
12015 float vertex3f[3][3];
12016 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12017 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12019 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12021 switch (bihleaf->type)
12024 brush = model->brush.data_brushes + bihleaf->itemindex;
12025 if (brush->colbrushf && brush->colbrushf->numtriangles)
12027 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);
12028 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12029 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12032 case BIH_COLLISIONTRIANGLE:
12033 triangleindex = bihleaf->itemindex;
12034 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12035 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12036 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12037 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);
12038 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12039 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12041 case BIH_RENDERTRIANGLE:
12042 triangleindex = bihleaf->itemindex;
12043 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12044 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12045 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12046 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);
12047 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12048 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12054 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12057 if (r_showtris.value > 0 && qglPolygonMode)
12059 if (r_showdisabledepthtest.integer)
12061 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12062 GL_DepthMask(false);
12066 GL_BlendFunc(GL_ONE, GL_ZERO);
12067 GL_DepthMask(true);
12069 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12070 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12072 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12074 rsurface.texture = R_GetCurrentTexture(surface->texture);
12075 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12077 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12078 if (!rsurface.texture->currentlayers->depthmask)
12079 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12080 else if (ent == r_refdef.scene.worldentity)
12081 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12083 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12084 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12088 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12089 rsurface.texture = NULL;
12092 if (r_shownormals.value != 0 && qglBegin)
12096 if (r_showdisabledepthtest.integer)
12098 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12099 GL_DepthMask(false);
12103 GL_BlendFunc(GL_ONE, GL_ZERO);
12104 GL_DepthMask(true);
12106 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12108 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12110 rsurface.texture = R_GetCurrentTexture(surface->texture);
12111 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12113 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12114 qglBegin(GL_LINES);
12115 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12117 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12119 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12120 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12121 qglVertex3f(v[0], v[1], v[2]);
12122 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12123 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12124 qglVertex3f(v[0], v[1], v[2]);
12127 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12129 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12131 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12132 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12133 qglVertex3f(v[0], v[1], v[2]);
12134 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12135 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12136 qglVertex3f(v[0], v[1], v[2]);
12139 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12141 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12143 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12144 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12145 qglVertex3f(v[0], v[1], v[2]);
12146 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12147 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12148 qglVertex3f(v[0], v[1], v[2]);
12151 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12153 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12155 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12156 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12157 qglVertex3f(v[0], v[1], v[2]);
12158 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12159 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12160 qglVertex3f(v[0], v[1], v[2]);
12167 rsurface.texture = NULL;
12172 int r_maxsurfacelist = 0;
12173 const msurface_t **r_surfacelist = NULL;
12174 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12176 int i, j, endj, flagsmask;
12177 dp_model_t *model = ent->model;
12178 msurface_t *surfaces;
12179 unsigned char *update;
12180 int numsurfacelist = 0;
12184 if (r_maxsurfacelist < model->num_surfaces)
12186 r_maxsurfacelist = model->num_surfaces;
12188 Mem_Free((msurface_t **)r_surfacelist);
12189 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12192 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12193 RSurf_ActiveModelEntity(ent, false, false, false);
12195 RSurf_ActiveModelEntity(ent, true, true, true);
12196 else if (depthonly)
12198 switch (vid.renderpath)
12200 case RENDERPATH_GL20:
12201 case RENDERPATH_D3D9:
12202 case RENDERPATH_D3D10:
12203 case RENDERPATH_D3D11:
12204 case RENDERPATH_SOFT:
12205 case RENDERPATH_GLES2:
12206 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12208 case RENDERPATH_GL11:
12209 case RENDERPATH_GL13:
12210 case RENDERPATH_GLES1:
12211 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12217 switch (vid.renderpath)
12219 case RENDERPATH_GL20:
12220 case RENDERPATH_D3D9:
12221 case RENDERPATH_D3D10:
12222 case RENDERPATH_D3D11:
12223 case RENDERPATH_SOFT:
12224 case RENDERPATH_GLES2:
12225 RSurf_ActiveModelEntity(ent, true, true, false);
12227 case RENDERPATH_GL11:
12228 case RENDERPATH_GL13:
12229 case RENDERPATH_GLES1:
12230 RSurf_ActiveModelEntity(ent, true, false, false);
12235 surfaces = model->data_surfaces;
12236 update = model->brushq1.lightmapupdateflags;
12238 // update light styles
12239 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
12241 model_brush_lightstyleinfo_t *style;
12242 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12244 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12246 int *list = style->surfacelist;
12247 style->value = r_refdef.scene.lightstylevalue[style->style];
12248 for (j = 0;j < style->numsurfaces;j++)
12249 update[list[j]] = true;
12254 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12258 R_DrawDebugModel();
12259 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12263 rsurface.lightmaptexture = NULL;
12264 rsurface.deluxemaptexture = NULL;
12265 rsurface.uselightmaptexture = false;
12266 rsurface.texture = NULL;
12267 rsurface.rtlight = NULL;
12268 numsurfacelist = 0;
12269 // add visible surfaces to draw list
12270 if (ent == r_refdef.scene.worldentity)
12272 // for the world entity, check surfacevisible
12273 for (i = 0;i < model->nummodelsurfaces;i++)
12275 j = model->sortedmodelsurfaces[i];
12276 if (r_refdef.viewcache.world_surfacevisible[j])
12277 r_surfacelist[numsurfacelist++] = surfaces + j;
12282 // add all surfaces
12283 for (i = 0; i < model->nummodelsurfaces; i++)
12284 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12286 // don't do anything if there were no surfaces
12287 if (!numsurfacelist)
12289 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12292 // update lightmaps if needed
12296 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12301 R_BuildLightMap(ent, surfaces + j);
12306 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12308 // add to stats if desired
12309 if (r_speeds.integer && !skysurfaces && !depthonly)
12311 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12312 for (j = 0;j < numsurfacelist;j++)
12313 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12316 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12319 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12322 static texture_t texture;
12323 static msurface_t surface;
12324 const msurface_t *surfacelist = &surface;
12326 // fake enough texture and surface state to render this geometry
12328 texture.update_lastrenderframe = -1; // regenerate this texture
12329 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12330 texture.basealpha = 1.0f;
12331 texture.currentskinframe = skinframe;
12332 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12333 texture.offsetmapping = OFFSETMAPPING_OFF;
12334 texture.offsetscale = 1;
12335 texture.specularscalemod = 1;
12336 texture.specularpowermod = 1;
12337 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12338 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12339 // JUST GREP FOR "specularscalemod = 1".
12341 for (q = 0; q < 3; q++)
12343 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
12344 texture.render_modellight_lightdir[q] = q == 2;
12345 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
12346 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
12347 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
12348 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
12349 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
12350 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
12351 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
12352 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
12354 texture.currentalpha = 1.0f;
12356 surface.texture = &texture;
12357 surface.num_triangles = numtriangles;
12358 surface.num_firsttriangle = firsttriangle;
12359 surface.num_vertices = numvertices;
12360 surface.num_firstvertex = firstvertex;
12363 rsurface.texture = R_GetCurrentTexture(surface.texture);
12364 rsurface.lightmaptexture = NULL;
12365 rsurface.deluxemaptexture = NULL;
12366 rsurface.uselightmaptexture = false;
12367 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12370 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)
12372 static msurface_t surface;
12373 const msurface_t *surfacelist = &surface;
12375 // fake enough texture and surface state to render this geometry
12376 surface.texture = texture;
12377 surface.num_triangles = numtriangles;
12378 surface.num_firsttriangle = firsttriangle;
12379 surface.num_vertices = numvertices;
12380 surface.num_firstvertex = firstvertex;
12383 rsurface.texture = R_GetCurrentTexture(surface.texture);
12384 rsurface.lightmaptexture = NULL;
12385 rsurface.deluxemaptexture = NULL;
12386 rsurface.uselightmaptexture = false;
12387 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);