2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CF_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CF_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CF_CLIENT | CF_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CF_CLIENT | CF_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
211 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
214 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
221 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
232 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
234 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
236 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
238 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
240 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "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)"};
241 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
245 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "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."};
250 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
251 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
253 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
254 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
255 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
256 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
259 extern cvar_t v_glslgamma_2d;
261 extern qbool v_flipped_state;
263 r_framebufferstate_t r_fb;
265 /// shadow volume bsp struct with automatically growing nodes buffer
268 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
270 rtexture_t *r_texture_blanknormalmap;
271 rtexture_t *r_texture_white;
272 rtexture_t *r_texture_grey128;
273 rtexture_t *r_texture_black;
274 rtexture_t *r_texture_notexture;
275 rtexture_t *r_texture_whitecube;
276 rtexture_t *r_texture_normalizationcube;
277 rtexture_t *r_texture_fogattenuation;
278 rtexture_t *r_texture_fogheighttexture;
279 rtexture_t *r_texture_gammaramps;
280 unsigned int r_texture_gammaramps_serial;
281 //rtexture_t *r_texture_fogintensity;
282 rtexture_t *r_texture_reflectcube;
284 // TODO: hash lookups?
285 typedef struct cubemapinfo_s
292 int r_texture_numcubemaps;
293 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
295 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
296 unsigned int r_numqueries;
297 unsigned int r_maxqueries;
299 typedef struct r_qwskincache_s
301 char name[MAX_QPATH];
302 skinframe_t *skinframe;
306 static r_qwskincache_t *r_qwskincache;
307 static int r_qwskincache_size;
309 /// vertex coordinates for a quad that covers the screen exactly
310 extern const float r_screenvertex3f[12];
311 const float r_screenvertex3f[12] =
319 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
322 for (i = 0;i < verts;i++)
333 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
336 for (i = 0;i < verts;i++)
346 // FIXME: move this to client?
349 if (gamemode == GAME_NEHAHRA)
351 Cvar_Set(&cvars_all, "gl_fogenable", "0");
352 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
353 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
354 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
355 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
357 r_refdef.fog_density = 0;
358 r_refdef.fog_red = 0;
359 r_refdef.fog_green = 0;
360 r_refdef.fog_blue = 0;
361 r_refdef.fog_alpha = 1;
362 r_refdef.fog_start = 0;
363 r_refdef.fog_end = 16384;
364 r_refdef.fog_height = 1<<30;
365 r_refdef.fog_fadedepth = 128;
366 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
369 static void R_BuildBlankTextures(void)
371 unsigned char data[4];
372 data[2] = 128; // normal X
373 data[1] = 128; // normal Y
374 data[0] = 255; // normal Z
375 data[3] = 255; // height
376 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
381 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 static void R_BuildNoTexture(void)
396 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
399 static void R_BuildWhiteCube(void)
401 unsigned char data[6*1*1*4];
402 memset(data, 255, sizeof(data));
403 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
406 static void R_BuildNormalizationCube(void)
410 vec_t s, t, intensity;
413 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
414 for (side = 0;side < 6;side++)
416 for (y = 0;y < NORMSIZE;y++)
418 for (x = 0;x < NORMSIZE;x++)
420 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
421 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
456 intensity = 127.0f / sqrt(DotProduct(v, v));
457 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
458 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
459 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
460 data[((side*64+y)*64+x)*4+3] = 255;
464 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
468 static void R_BuildFogTexture(void)
472 unsigned char data1[FOGWIDTH][4];
473 //unsigned char data2[FOGWIDTH][4];
476 r_refdef.fogmasktable_start = r_refdef.fog_start;
477 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
478 r_refdef.fogmasktable_range = r_refdef.fogrange;
479 r_refdef.fogmasktable_density = r_refdef.fog_density;
481 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
482 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
484 d = (x * r - r_refdef.fogmasktable_start);
485 if(developer_extra.integer)
486 Con_DPrintf("%f ", d);
488 if (r_fog_exp2.integer)
489 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
491 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
492 if(developer_extra.integer)
493 Con_DPrintf(" : %f ", alpha);
494 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
495 if(developer_extra.integer)
496 Con_DPrintf(" = %f\n", alpha);
497 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
500 for (x = 0;x < FOGWIDTH;x++)
502 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
507 //data2[x][0] = 255 - b;
508 //data2[x][1] = 255 - b;
509 //data2[x][2] = 255 - b;
512 if (r_texture_fogattenuation)
514 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
515 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
519 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
520 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
524 static void R_BuildFogHeightTexture(void)
526 unsigned char *inpixels;
534 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
535 if (r_refdef.fogheighttexturename[0])
536 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
539 r_refdef.fog_height_tablesize = 0;
540 if (r_texture_fogheighttexture)
541 R_FreeTexture(r_texture_fogheighttexture);
542 r_texture_fogheighttexture = NULL;
543 if (r_refdef.fog_height_table2d)
544 Mem_Free(r_refdef.fog_height_table2d);
545 r_refdef.fog_height_table2d = NULL;
546 if (r_refdef.fog_height_table1d)
547 Mem_Free(r_refdef.fog_height_table1d);
548 r_refdef.fog_height_table1d = NULL;
552 r_refdef.fog_height_tablesize = size;
553 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
554 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
555 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
557 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
558 // average fog color table accounting for every fog layer between a point
559 // and the camera. (Note: attenuation is handled separately!)
560 for (y = 0;y < size;y++)
562 for (x = 0;x < size;x++)
568 for (j = x;j <= y;j++)
570 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
576 for (j = x;j >= y;j--)
578 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
583 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
585 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
589 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
592 //=======================================================================================================================================================
594 static const char *builtinshaderstrings[] =
596 #include "shader_glsl.h"
600 //=======================================================================================================================================================
602 typedef struct shaderpermutationinfo_s
607 shaderpermutationinfo_t;
609 typedef struct shadermodeinfo_s
611 const char *sourcebasename;
612 const char *extension;
613 const char **builtinshaderstrings;
622 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
623 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
625 {"#define USEDIFFUSE\n", " diffuse"},
626 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
627 {"#define USEVIEWTINT\n", " viewtint"},
628 {"#define USECOLORMAPPING\n", " colormapping"},
629 {"#define USESATURATION\n", " saturation"},
630 {"#define USEFOGINSIDE\n", " foginside"},
631 {"#define USEFOGOUTSIDE\n", " fogoutside"},
632 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
633 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
634 {"#define USEGAMMARAMPS\n", " gammaramps"},
635 {"#define USECUBEFILTER\n", " cubefilter"},
636 {"#define USEGLOW\n", " glow"},
637 {"#define USEBLOOM\n", " bloom"},
638 {"#define USESPECULAR\n", " specular"},
639 {"#define USEPOSTPROCESSING\n", " postprocessing"},
640 {"#define USEREFLECTION\n", " reflection"},
641 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
642 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
643 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
644 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
645 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
646 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
647 {"#define USEALPHAKILL\n", " alphakill"},
648 {"#define USEREFLECTCUBE\n", " reflectcube"},
649 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
650 {"#define USEBOUNCEGRID\n", " bouncegrid"},
651 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
652 {"#define USETRIPPY\n", " trippy"},
653 {"#define USEDEPTHRGB\n", " depthrgb"},
654 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
655 {"#define USESKELETAL\n", " skeletal"},
656 {"#define USEOCCLUDE\n", " occlude"}
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
662 // SHADERLANGUAGE_GLSL
664 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
665 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
666 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
668 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
684 struct r_glsl_permutation_s;
685 typedef struct r_glsl_permutation_s
688 struct r_glsl_permutation_s *hashnext;
690 uint64_t permutation;
692 /// indicates if we have tried compiling this permutation already
694 /// 0 if compilation failed
696 // texture units assigned to each detected uniform
697 int tex_Texture_First;
698 int tex_Texture_Second;
699 int tex_Texture_GammaRamps;
700 int tex_Texture_Normal;
701 int tex_Texture_Color;
702 int tex_Texture_Gloss;
703 int tex_Texture_Glow;
704 int tex_Texture_SecondaryNormal;
705 int tex_Texture_SecondaryColor;
706 int tex_Texture_SecondaryGloss;
707 int tex_Texture_SecondaryGlow;
708 int tex_Texture_Pants;
709 int tex_Texture_Shirt;
710 int tex_Texture_FogHeightTexture;
711 int tex_Texture_FogMask;
712 int tex_Texture_LightGrid;
713 int tex_Texture_Lightmap;
714 int tex_Texture_Deluxemap;
715 int tex_Texture_Attenuation;
716 int tex_Texture_Cube;
717 int tex_Texture_Refraction;
718 int tex_Texture_Reflection;
719 int tex_Texture_ShadowMap2D;
720 int tex_Texture_CubeProjection;
721 int tex_Texture_ScreenNormalMap;
722 int tex_Texture_ScreenDiffuse;
723 int tex_Texture_ScreenSpecular;
724 int tex_Texture_ReflectMask;
725 int tex_Texture_ReflectCube;
726 int tex_Texture_BounceGrid;
727 /// locations of detected uniforms in program object, or -1 if not found
728 int loc_Texture_First;
729 int loc_Texture_Second;
730 int loc_Texture_GammaRamps;
731 int loc_Texture_Normal;
732 int loc_Texture_Color;
733 int loc_Texture_Gloss;
734 int loc_Texture_Glow;
735 int loc_Texture_SecondaryNormal;
736 int loc_Texture_SecondaryColor;
737 int loc_Texture_SecondaryGloss;
738 int loc_Texture_SecondaryGlow;
739 int loc_Texture_Pants;
740 int loc_Texture_Shirt;
741 int loc_Texture_FogHeightTexture;
742 int loc_Texture_FogMask;
743 int loc_Texture_LightGrid;
744 int loc_Texture_Lightmap;
745 int loc_Texture_Deluxemap;
746 int loc_Texture_Attenuation;
747 int loc_Texture_Cube;
748 int loc_Texture_Refraction;
749 int loc_Texture_Reflection;
750 int loc_Texture_ShadowMap2D;
751 int loc_Texture_CubeProjection;
752 int loc_Texture_ScreenNormalMap;
753 int loc_Texture_ScreenDiffuse;
754 int loc_Texture_ScreenSpecular;
755 int loc_Texture_ReflectMask;
756 int loc_Texture_ReflectCube;
757 int loc_Texture_BounceGrid;
759 int loc_BloomBlur_Parameters;
761 int loc_Color_Ambient;
762 int loc_Color_Diffuse;
763 int loc_Color_Specular;
767 int loc_DeferredColor_Ambient;
768 int loc_DeferredColor_Diffuse;
769 int loc_DeferredColor_Specular;
770 int loc_DeferredMod_Diffuse;
771 int loc_DeferredMod_Specular;
772 int loc_DistortScaleRefractReflect;
775 int loc_FogHeightFade;
777 int loc_FogPlaneViewDist;
778 int loc_FogRangeRecip;
781 int loc_LightGridMatrix;
782 int loc_LightGridNormalMatrix;
783 int loc_LightPosition;
784 int loc_OffsetMapping_ScaleSteps;
785 int loc_OffsetMapping_LodDistance;
786 int loc_OffsetMapping_Bias;
788 int loc_ReflectColor;
789 int loc_ReflectFactor;
790 int loc_ReflectOffset;
791 int loc_RefractColor;
793 int loc_ScreenCenterRefractReflect;
794 int loc_ScreenScaleRefractReflect;
795 int loc_ScreenToDepth;
796 int loc_ShadowMap_Parameters;
797 int loc_ShadowMap_TextureScale;
798 int loc_SpecularPower;
799 int loc_Skeletal_Transform12;
805 int loc_ViewTintColor;
807 int loc_ModelToLight;
809 int loc_BackgroundTexMatrix;
810 int loc_ModelViewProjectionMatrix;
811 int loc_ModelViewMatrix;
812 int loc_PixelToScreenTexCoord;
813 int loc_ModelToReflectCube;
814 int loc_ShadowMapMatrix;
815 int loc_BloomColorSubtract;
816 int loc_NormalmapScrollBlend;
817 int loc_BounceGridMatrix;
818 int loc_BounceGridIntensity;
819 /// uniform block bindings
820 int ubibind_Skeletal_Transform12_UniformBlock;
821 /// uniform block indices
822 int ubiloc_Skeletal_Transform12_UniformBlock;
824 r_glsl_permutation_t;
826 #define SHADERPERMUTATION_HASHSIZE 256
829 // non-degradable "lightweight" shader parameters to keep the permutations simpler
830 // these can NOT degrade! only use for simple stuff
833 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
834 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
835 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
836 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
837 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
838 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
839 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
840 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
841 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
842 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
843 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
844 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
845 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
846 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
848 #define SHADERSTATICPARMS_COUNT 14
850 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
851 static int shaderstaticparms_count = 0;
853 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
854 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
856 extern qbool r_shadow_shadowmapsampler;
857 extern int r_shadow_shadowmappcf;
858 qbool R_CompileShader_CheckStaticParms(void)
860 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
861 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
862 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
865 if (r_glsl_saturation_redcompensate.integer)
866 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
867 if (r_glsl_vertextextureblend_usebothalphas.integer)
868 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
869 if (r_shadow_glossexact.integer)
870 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
871 if (r_glsl_postprocess.integer)
873 if (r_glsl_postprocess_uservec1_enable.integer)
874 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
875 if (r_glsl_postprocess_uservec2_enable.integer)
876 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
877 if (r_glsl_postprocess_uservec3_enable.integer)
878 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
879 if (r_glsl_postprocess_uservec4_enable.integer)
880 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
884 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887 if (r_shadow_shadowmapsampler)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
889 if (r_shadow_shadowmappcf > 1)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
891 else if (r_shadow_shadowmappcf)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
893 if (r_celshading.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
895 if (r_celoutlines.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
898 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
901 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
902 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
903 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
905 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
906 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
908 shaderstaticparms_count = 0;
911 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
912 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
913 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
914 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
915 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
936 //unsigned int hashdepth = 0;
937 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938 r_glsl_permutation_t *p;
939 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
941 if (p->mode == mode && p->permutation == permutation)
943 //if (hashdepth > 10)
944 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
949 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
951 p->permutation = permutation;
952 p->hashnext = r_glsl_permutationhash[mode][hashindex];
953 r_glsl_permutationhash[mode][hashindex] = p;
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 static char *R_ShaderStrCat(const char **strings)
962 const char **p = strings;
965 for (p = strings;(t = *p);p++)
968 s = string = (char *)Mem_Alloc(r_main_mempool, len);
970 for (p = strings;(t = *p);p++)
980 static char *R_ShaderStrCat(const char **strings);
981 static void R_InitShaderModeInfo(void)
984 shadermodeinfo_t *modeinfo;
985 // 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)
986 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
988 for (i = 0; i < SHADERMODE_COUNT; i++)
990 char filename[MAX_QPATH];
991 modeinfo = &shadermodeinfo[language][i];
992 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
993 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
994 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
995 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1000 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1003 // if the mode has no filename we have to return the builtin string
1004 if (builtinonly || !modeinfo->filename)
1005 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1006 // note that FS_LoadFile appends a 0 byte to make it a valid string
1007 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1010 if (printfromdisknotice)
1011 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1012 return shaderstring;
1014 // fall back to builtinstring
1015 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1018 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1023 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1025 char permutationname[256];
1026 int vertstrings_count = 0;
1027 int geomstrings_count = 0;
1028 int fragstrings_count = 0;
1029 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1030 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1031 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1038 permutationname[0] = 0;
1039 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1041 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1043 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1044 if(vid.support.glshaderversion >= 140)
1046 vertstrings_list[vertstrings_count++] = "#version 140\n";
1047 geomstrings_list[geomstrings_count++] = "#version 140\n";
1048 fragstrings_list[fragstrings_count++] = "#version 140\n";
1049 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1050 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1051 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1053 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1054 else if(vid.support.glshaderversion >= 130)
1056 vertstrings_list[vertstrings_count++] = "#version 130\n";
1057 geomstrings_list[geomstrings_count++] = "#version 130\n";
1058 fragstrings_list[fragstrings_count++] = "#version 130\n";
1059 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1060 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1061 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1063 // if we can do #version 120, we should (this adds the invariant keyword)
1064 else if(vid.support.glshaderversion >= 120)
1066 vertstrings_list[vertstrings_count++] = "#version 120\n";
1067 geomstrings_list[geomstrings_count++] = "#version 120\n";
1068 fragstrings_list[fragstrings_count++] = "#version 120\n";
1069 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1070 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1071 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1073 // GLES also adds several things from GLSL120
1074 switch(vid.renderpath)
1076 case RENDERPATH_GLES2:
1077 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1078 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1079 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1085 // the first pretext is which type of shader to compile as
1086 // (later these will all be bound together as a program object)
1087 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1088 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1089 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1091 // the second pretext is the mode (for example a light source)
1092 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1093 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1094 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1095 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1097 // now add all the permutation pretexts
1098 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1100 if (permutation & (1ll<<i))
1102 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1103 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1104 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1105 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1109 // keep line numbers correct
1110 vertstrings_list[vertstrings_count++] = "\n";
1111 geomstrings_list[geomstrings_count++] = "\n";
1112 fragstrings_list[fragstrings_count++] = "\n";
1117 R_CompileShader_AddStaticParms(mode, permutation);
1118 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1119 vertstrings_count += shaderstaticparms_count;
1120 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1121 geomstrings_count += shaderstaticparms_count;
1122 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1123 fragstrings_count += shaderstaticparms_count;
1125 // now append the shader text itself
1126 vertstrings_list[vertstrings_count++] = sourcestring;
1127 geomstrings_list[geomstrings_count++] = sourcestring;
1128 fragstrings_list[fragstrings_count++] = sourcestring;
1130 // we don't currently use geometry shaders for anything, so just empty the list
1131 geomstrings_count = 0;
1133 // compile the shader program
1134 if (vertstrings_count + geomstrings_count + fragstrings_count)
1135 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1139 qglUseProgram(p->program);CHECKGLERROR
1140 // look up all the uniform variable names we care about, so we don't
1141 // have to look them up every time we set them
1146 GLint activeuniformindex = 0;
1147 GLint numactiveuniforms = 0;
1148 char uniformname[128];
1149 GLsizei uniformnamelength = 0;
1150 GLint uniformsize = 0;
1151 GLenum uniformtype = 0;
1152 memset(uniformname, 0, sizeof(uniformname));
1153 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1154 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1155 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1157 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1158 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1163 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1164 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1165 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1166 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1167 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1168 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1169 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1170 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1171 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1172 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1173 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1174 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1175 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1176 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1177 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1178 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1179 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1180 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1181 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1182 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1183 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1184 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1185 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1186 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1187 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1188 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1189 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1190 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1191 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1192 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1193 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1194 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1195 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1196 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1197 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1198 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1199 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1200 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1201 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1202 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1203 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1204 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1205 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1206 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1207 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1208 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1209 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1210 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1211 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1212 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1213 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1214 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1215 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1216 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1217 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1218 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1219 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1220 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1221 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1222 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1223 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1224 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1225 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1226 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1227 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1228 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1229 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1230 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1231 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1232 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1233 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1234 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1235 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1236 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1237 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1238 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1239 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1240 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1241 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1242 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1243 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1244 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1245 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1246 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1247 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1248 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1249 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1250 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1251 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1252 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1253 // initialize the samplers to refer to the texture units we use
1254 p->tex_Texture_First = -1;
1255 p->tex_Texture_Second = -1;
1256 p->tex_Texture_GammaRamps = -1;
1257 p->tex_Texture_Normal = -1;
1258 p->tex_Texture_Color = -1;
1259 p->tex_Texture_Gloss = -1;
1260 p->tex_Texture_Glow = -1;
1261 p->tex_Texture_SecondaryNormal = -1;
1262 p->tex_Texture_SecondaryColor = -1;
1263 p->tex_Texture_SecondaryGloss = -1;
1264 p->tex_Texture_SecondaryGlow = -1;
1265 p->tex_Texture_Pants = -1;
1266 p->tex_Texture_Shirt = -1;
1267 p->tex_Texture_FogHeightTexture = -1;
1268 p->tex_Texture_FogMask = -1;
1269 p->tex_Texture_LightGrid = -1;
1270 p->tex_Texture_Lightmap = -1;
1271 p->tex_Texture_Deluxemap = -1;
1272 p->tex_Texture_Attenuation = -1;
1273 p->tex_Texture_Cube = -1;
1274 p->tex_Texture_Refraction = -1;
1275 p->tex_Texture_Reflection = -1;
1276 p->tex_Texture_ShadowMap2D = -1;
1277 p->tex_Texture_CubeProjection = -1;
1278 p->tex_Texture_ScreenNormalMap = -1;
1279 p->tex_Texture_ScreenDiffuse = -1;
1280 p->tex_Texture_ScreenSpecular = -1;
1281 p->tex_Texture_ReflectMask = -1;
1282 p->tex_Texture_ReflectCube = -1;
1283 p->tex_Texture_BounceGrid = -1;
1284 // bind the texture samplers in use
1286 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1287 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1288 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1289 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1290 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1291 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1292 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1293 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1294 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1295 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1296 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1297 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1298 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1299 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1300 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1301 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1302 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1303 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1304 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1305 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1306 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1307 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1308 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1309 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1310 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1311 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1312 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1313 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1314 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1315 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1316 // get the uniform block indices so we can bind them
1317 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1318 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1319 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1321 // clear the uniform block bindings
1322 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1323 // bind the uniform blocks in use
1325 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1326 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1328 // we're done compiling and setting up the shader, at least until it is used
1330 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1333 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1337 Mem_Free(sourcestring);
1340 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1342 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1343 if (r_glsl_permutation != perm)
1345 r_glsl_permutation = perm;
1346 if (!r_glsl_permutation->program)
1348 if (!r_glsl_permutation->compiled)
1350 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1351 R_GLSL_CompilePermutation(perm, mode, permutation);
1353 if (!r_glsl_permutation->program)
1355 // remove features until we find a valid permutation
1357 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1359 // reduce i more quickly whenever it would not remove any bits
1360 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1361 if (!(permutation & j))
1364 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1365 if (!r_glsl_permutation->compiled)
1366 R_GLSL_CompilePermutation(perm, mode, permutation);
1367 if (r_glsl_permutation->program)
1370 if (i >= SHADERPERMUTATION_COUNT)
1372 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1373 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1374 qglUseProgram(0);CHECKGLERROR
1375 return; // no bit left to clear, entire mode is broken
1380 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1382 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1383 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1384 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1388 void R_GLSL_Restart_f(cmd_state_t *cmd)
1390 unsigned int i, limit;
1391 switch(vid.renderpath)
1393 case RENDERPATH_GL32:
1394 case RENDERPATH_GLES2:
1396 r_glsl_permutation_t *p;
1397 r_glsl_permutation = NULL;
1398 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1399 for (i = 0;i < limit;i++)
1401 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1403 GL_Backend_FreeProgram(p->program);
1404 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1407 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1413 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1415 int i, language, mode, dupe;
1417 shadermodeinfo_t *modeinfo;
1420 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1422 modeinfo = shadermodeinfo[language];
1423 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1425 // don't dump the same file multiple times (most or all shaders come from the same file)
1426 for (dupe = mode - 1;dupe >= 0;dupe--)
1427 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1431 text = modeinfo[mode].builtinstring;
1434 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1437 FS_Print(file, "/* The engine may define the following macros:\n");
1438 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1439 for (i = 0;i < SHADERMODE_COUNT;i++)
1440 FS_Print(file, modeinfo[i].pretext);
1441 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1442 FS_Print(file, shaderpermutationinfo[i].pretext);
1443 FS_Print(file, "*/\n");
1444 FS_Print(file, text);
1446 Con_Printf("%s written\n", modeinfo[mode].filename);
1449 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1454 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1456 uint64_t permutation = 0;
1457 if (r_trippy.integer && !notrippy)
1458 permutation |= SHADERPERMUTATION_TRIPPY;
1459 permutation |= SHADERPERMUTATION_VIEWTINT;
1461 permutation |= SHADERPERMUTATION_DIFFUSE;
1462 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1463 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1464 if (suppresstexalpha)
1465 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1466 if (vid.allowalphatocoverage)
1467 GL_AlphaToCoverage(false);
1468 switch (vid.renderpath)
1470 case RENDERPATH_GL32:
1471 case RENDERPATH_GLES2:
1472 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1473 if (r_glsl_permutation->tex_Texture_First >= 0)
1474 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1475 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1476 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1481 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1483 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1486 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1488 uint64_t permutation = 0;
1489 if (r_trippy.integer && !notrippy)
1490 permutation |= SHADERPERMUTATION_TRIPPY;
1492 permutation |= SHADERPERMUTATION_DEPTHRGB;
1494 permutation |= SHADERPERMUTATION_SKELETAL;
1496 if (vid.allowalphatocoverage)
1497 GL_AlphaToCoverage(false);
1498 switch (vid.renderpath)
1500 case RENDERPATH_GL32:
1501 case RENDERPATH_GLES2:
1502 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1503 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1504 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);
1510 #define BLENDFUNC_ALLOWS_COLORMOD 1
1511 #define BLENDFUNC_ALLOWS_FOG 2
1512 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1513 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1514 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1515 static int R_BlendFuncFlags(int src, int dst)
1519 // a blendfunc allows colormod if:
1520 // a) it can never keep the destination pixel invariant, or
1521 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1522 // this is to prevent unintended side effects from colormod
1524 // a blendfunc allows fog if:
1525 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1526 // this is to prevent unintended side effects from fog
1528 // these checks are the output of fogeval.pl
1530 r |= BLENDFUNC_ALLOWS_COLORMOD;
1531 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1532 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1533 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1534 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1535 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1536 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1537 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1538 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1539 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1540 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1541 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1542 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1543 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1544 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1545 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1546 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1547 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1548 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1551 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 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, qbool notrippy)
1558 // select a permutation of the lighting shader appropriate to this
1559 // combination of texture, entity, light source, and fogging, only use the
1560 // minimum features necessary to avoid wasting rendering time in the
1561 // fragment shader on features that are not being used
1562 uint64_t permutation = 0;
1563 unsigned int mode = 0;
1565 texture_t *t = rsurface.texture;
1567 matrix4x4_t tempmatrix;
1568 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1569 if (r_trippy.integer && !notrippy)
1570 permutation |= SHADERPERMUTATION_TRIPPY;
1571 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1572 permutation |= SHADERPERMUTATION_ALPHAKILL;
1573 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1574 permutation |= SHADERPERMUTATION_OCCLUDE;
1575 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1576 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1577 if (rsurfacepass == RSURFPASS_BACKGROUND)
1579 // distorted background
1580 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1582 mode = SHADERMODE_WATER;
1583 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1584 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1585 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1587 // this is the right thing to do for wateralpha
1588 GL_BlendFunc(GL_ONE, GL_ZERO);
1589 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1593 // this is the right thing to do for entity alpha
1594 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1595 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1598 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1600 mode = SHADERMODE_REFRACTION;
1601 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1602 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1603 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1608 mode = SHADERMODE_GENERIC;
1609 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1610 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1611 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1613 if (vid.allowalphatocoverage)
1614 GL_AlphaToCoverage(false);
1616 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1618 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1620 switch(t->offsetmapping)
1622 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1623 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1624 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1625 case OFFSETMAPPING_OFF: break;
1628 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1629 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1630 // normalmap (deferred prepass), may use alpha test on diffuse
1631 mode = SHADERMODE_DEFERREDGEOMETRY;
1632 GL_BlendFunc(GL_ONE, GL_ZERO);
1633 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1634 if (vid.allowalphatocoverage)
1635 GL_AlphaToCoverage(false);
1637 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1639 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1641 switch(t->offsetmapping)
1643 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1644 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1645 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1646 case OFFSETMAPPING_OFF: break;
1649 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1650 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1651 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1652 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1654 mode = SHADERMODE_LIGHTSOURCE;
1655 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1656 permutation |= SHADERPERMUTATION_CUBEFILTER;
1657 if (VectorLength2(rtlightdiffuse) > 0)
1658 permutation |= SHADERPERMUTATION_DIFFUSE;
1659 if (VectorLength2(rtlightspecular) > 0)
1660 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1661 if (r_refdef.fogenabled)
1662 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1663 if (t->colormapping)
1664 permutation |= SHADERPERMUTATION_COLORMAPPING;
1665 if (r_shadow_usingshadowmap2d)
1667 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1668 if(r_shadow_shadowmapvsdct)
1669 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1671 if (r_shadow_shadowmap2ddepthbuffer)
1672 permutation |= SHADERPERMUTATION_DEPTHRGB;
1674 if (t->reflectmasktexture)
1675 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1676 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1677 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1678 if (vid.allowalphatocoverage)
1679 GL_AlphaToCoverage(false);
1681 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1683 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1685 switch(t->offsetmapping)
1687 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1688 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1689 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1690 case OFFSETMAPPING_OFF: break;
1693 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1694 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1695 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1696 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1697 // directional model lighting
1698 mode = SHADERMODE_LIGHTGRID;
1699 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1700 permutation |= SHADERPERMUTATION_GLOW;
1701 permutation |= SHADERPERMUTATION_DIFFUSE;
1702 if (t->glosstexture || t->backgroundglosstexture)
1703 permutation |= SHADERPERMUTATION_SPECULAR;
1704 if (r_refdef.fogenabled)
1705 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1706 if (t->colormapping)
1707 permutation |= SHADERPERMUTATION_COLORMAPPING;
1708 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1710 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1711 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1713 if (r_shadow_shadowmap2ddepthbuffer)
1714 permutation |= SHADERPERMUTATION_DEPTHRGB;
1716 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1717 permutation |= SHADERPERMUTATION_REFLECTION;
1718 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1719 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1720 if (t->reflectmasktexture)
1721 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1722 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1724 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1725 if (r_shadow_bouncegrid_state.directional)
1726 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1728 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1729 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1730 // when using alphatocoverage, we don't need alphakill
1731 if (vid.allowalphatocoverage)
1733 if (r_transparent_alphatocoverage.integer)
1735 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1736 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1739 GL_AlphaToCoverage(false);
1742 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1744 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1746 switch(t->offsetmapping)
1748 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1749 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1750 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1751 case OFFSETMAPPING_OFF: break;
1754 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1755 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1756 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1757 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1758 // directional model lighting
1759 mode = SHADERMODE_LIGHTDIRECTION;
1760 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1761 permutation |= SHADERPERMUTATION_GLOW;
1762 if (VectorLength2(t->render_modellight_diffuse))
1763 permutation |= SHADERPERMUTATION_DIFFUSE;
1764 if (VectorLength2(t->render_modellight_specular) > 0)
1765 permutation |= SHADERPERMUTATION_SPECULAR;
1766 if (r_refdef.fogenabled)
1767 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1768 if (t->colormapping)
1769 permutation |= SHADERPERMUTATION_COLORMAPPING;
1770 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1772 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1773 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1775 if (r_shadow_shadowmap2ddepthbuffer)
1776 permutation |= SHADERPERMUTATION_DEPTHRGB;
1778 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1779 permutation |= SHADERPERMUTATION_REFLECTION;
1780 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1781 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1782 if (t->reflectmasktexture)
1783 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1784 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1786 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1787 if (r_shadow_bouncegrid_state.directional)
1788 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1790 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1791 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1792 // when using alphatocoverage, we don't need alphakill
1793 if (vid.allowalphatocoverage)
1795 if (r_transparent_alphatocoverage.integer)
1797 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1798 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1801 GL_AlphaToCoverage(false);
1806 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1808 switch(t->offsetmapping)
1810 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1811 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1812 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1813 case OFFSETMAPPING_OFF: break;
1816 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1817 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1818 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1819 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1821 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1822 permutation |= SHADERPERMUTATION_GLOW;
1823 if (r_refdef.fogenabled && !notrippy)
1824 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1825 if (t->colormapping)
1826 permutation |= SHADERPERMUTATION_COLORMAPPING;
1827 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1829 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1830 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1832 if (r_shadow_shadowmap2ddepthbuffer)
1833 permutation |= SHADERPERMUTATION_DEPTHRGB;
1835 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1836 permutation |= SHADERPERMUTATION_REFLECTION;
1837 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1838 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1839 if (t->reflectmasktexture)
1840 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1841 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1843 // deluxemapping (light direction texture)
1844 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1845 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1847 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1848 permutation |= SHADERPERMUTATION_DIFFUSE;
1849 if (VectorLength2(t->render_lightmap_specular) > 0)
1850 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1852 else if (r_glsl_deluxemapping.integer >= 2)
1854 // fake deluxemapping (uniform light direction in tangentspace)
1855 if (rsurface.uselightmaptexture)
1856 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1858 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1859 permutation |= SHADERPERMUTATION_DIFFUSE;
1860 if (VectorLength2(t->render_lightmap_specular) > 0)
1861 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1863 else if (rsurface.uselightmaptexture)
1865 // ordinary lightmapping (q1bsp, q3bsp)
1866 mode = SHADERMODE_LIGHTMAP;
1870 // ordinary vertex coloring (q3bsp)
1871 mode = SHADERMODE_VERTEXCOLOR;
1873 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1875 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1876 if (r_shadow_bouncegrid_state.directional)
1877 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1879 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1880 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1881 // when using alphatocoverage, we don't need alphakill
1882 if (vid.allowalphatocoverage)
1884 if (r_transparent_alphatocoverage.integer)
1886 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1887 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1890 GL_AlphaToCoverage(false);
1893 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1894 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1895 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
1896 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1897 switch(vid.renderpath)
1899 case RENDERPATH_GL32:
1900 case RENDERPATH_GLES2:
1901 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);
1902 RSurf_UploadBuffersForBatch();
1903 // this has to be after RSurf_PrepareVerticesForBatch
1904 if (rsurface.batchskeletaltransform3x4buffer)
1905 permutation |= SHADERPERMUTATION_SKELETAL;
1906 R_SetupShader_SetPermutationGLSL(mode, permutation);
1907 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1908 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);
1910 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1911 if (mode == SHADERMODE_LIGHTSOURCE)
1913 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1914 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1915 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1916 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1917 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1918 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1920 // additive passes are only darkened by fog, not tinted
1921 if (r_glsl_permutation->loc_FogColor >= 0)
1922 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1923 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);
1927 if (mode == SHADERMODE_FLATCOLOR)
1929 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]);
1931 else if (mode == SHADERMODE_LIGHTGRID)
1933 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]);
1934 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]);
1935 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]);
1936 // other LightGrid uniforms handled below
1938 else if (mode == SHADERMODE_LIGHTDIRECTION)
1940 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]);
1941 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]);
1942 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]);
1943 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]);
1944 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]);
1945 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1946 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1950 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]);
1951 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]);
1952 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]);
1953 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]);
1954 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]);
1956 // additive passes are only darkened by fog, not tinted
1957 if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
1959 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1960 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1962 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1964 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);
1965 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]);
1966 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]);
1967 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);
1968 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);
1969 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1970 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1971 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);
1972 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1974 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1975 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1976 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1977 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1979 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]);
1980 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]);
1984 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]);
1985 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]);
1988 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]);
1989 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));
1990 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1991 if (r_glsl_permutation->loc_Color_Pants >= 0)
1993 if (t->pantstexture)
1994 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1996 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1998 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2000 if (t->shirttexture)
2001 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2003 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2005 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]);
2006 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2007 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2008 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2009 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2010 r_glsl_offsetmapping_scale.value*t->offsetscale,
2011 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2012 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2013 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2015 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);
2016 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2017 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]);
2018 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2019 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);}
2020 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2021 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2024 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2025 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2026 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2027 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2028 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2029 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2030 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2031 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2032 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2035 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2036 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2037 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2038 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2039 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2040 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2041 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2042 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2043 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2044 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2045 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2046 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2047 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2048 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2049 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2050 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2051 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2052 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2053 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2054 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2055 if (rsurfacepass == RSURFPASS_BACKGROUND)
2057 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);
2058 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);
2059 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);
2063 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);
2065 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2066 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2067 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2068 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2070 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2071 if (rsurface.rtlight)
2073 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2074 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2077 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2078 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2084 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2086 // select a permutation of the lighting shader appropriate to this
2087 // combination of texture, entity, light source, and fogging, only use the
2088 // minimum features necessary to avoid wasting rendering time in the
2089 // fragment shader on features that are not being used
2090 uint64_t permutation = 0;
2091 unsigned int mode = 0;
2092 const float *lightcolorbase = rtlight->currentcolor;
2093 float ambientscale = rtlight->ambientscale;
2094 float diffusescale = rtlight->diffusescale;
2095 float specularscale = rtlight->specularscale;
2096 // this is the location of the light in view space
2097 vec3_t viewlightorigin;
2098 // this transforms from view space (camera) to light space (cubemap)
2099 matrix4x4_t viewtolight;
2100 matrix4x4_t lighttoview;
2101 float viewtolight16f[16];
2103 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2104 if (rtlight->currentcubemap != r_texture_whitecube)
2105 permutation |= SHADERPERMUTATION_CUBEFILTER;
2106 if (diffusescale > 0)
2107 permutation |= SHADERPERMUTATION_DIFFUSE;
2108 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2109 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2110 if (r_shadow_usingshadowmap2d)
2112 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2113 if (r_shadow_shadowmapvsdct)
2114 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2116 if (r_shadow_shadowmap2ddepthbuffer)
2117 permutation |= SHADERPERMUTATION_DEPTHRGB;
2119 if (vid.allowalphatocoverage)
2120 GL_AlphaToCoverage(false);
2121 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2122 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2123 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2124 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2125 switch(vid.renderpath)
2127 case RENDERPATH_GL32:
2128 case RENDERPATH_GLES2:
2129 R_SetupShader_SetPermutationGLSL(mode, permutation);
2130 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2131 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2132 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2133 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2134 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2135 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]);
2136 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]);
2137 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);
2138 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]);
2139 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2141 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2142 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2143 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2144 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2145 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2150 #define SKINFRAME_HASH 1024
2154 unsigned int loadsequence; // incremented each level change
2155 memexpandablearray_t array;
2156 skinframe_t *hash[SKINFRAME_HASH];
2159 r_skinframe_t r_skinframe;
2161 void R_SkinFrame_PrepareForPurge(void)
2163 r_skinframe.loadsequence++;
2164 // wrap it without hitting zero
2165 if (r_skinframe.loadsequence >= 200)
2166 r_skinframe.loadsequence = 1;
2169 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2173 // mark the skinframe as used for the purging code
2174 skinframe->loadsequence = r_skinframe.loadsequence;
2177 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2181 if (s->merged == s->base)
2183 R_PurgeTexture(s->stain); s->stain = NULL;
2184 R_PurgeTexture(s->merged); s->merged = NULL;
2185 R_PurgeTexture(s->base); s->base = NULL;
2186 R_PurgeTexture(s->pants); s->pants = NULL;
2187 R_PurgeTexture(s->shirt); s->shirt = NULL;
2188 R_PurgeTexture(s->nmap); s->nmap = NULL;
2189 R_PurgeTexture(s->gloss); s->gloss = NULL;
2190 R_PurgeTexture(s->glow); s->glow = NULL;
2191 R_PurgeTexture(s->fog); s->fog = NULL;
2192 R_PurgeTexture(s->reflect); s->reflect = NULL;
2193 s->loadsequence = 0;
2196 void R_SkinFrame_Purge(void)
2200 for (i = 0;i < SKINFRAME_HASH;i++)
2202 for (s = r_skinframe.hash[i];s;s = s->next)
2204 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2205 R_SkinFrame_PurgeSkinFrame(s);
2210 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2212 char basename[MAX_QPATH];
2214 Image_StripImageExtension(name, basename, sizeof(basename));
2216 if( last == NULL ) {
2218 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2219 item = r_skinframe.hash[hashindex];
2224 // linearly search through the hash bucket
2225 for( ; item ; item = item->next ) {
2226 if( !strcmp( item->basename, basename ) ) {
2233 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2236 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2238 char basename[MAX_QPATH];
2240 Image_StripImageExtension(name, basename, sizeof(basename));
2242 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2243 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2244 if (!strcmp(item->basename, basename) &&
2245 item->textureflags == compareflags &&
2246 item->comparewidth == comparewidth &&
2247 item->compareheight == compareheight &&
2248 item->comparecrc == comparecrc)
2255 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2256 memset(item, 0, sizeof(*item));
2257 strlcpy(item->basename, basename, sizeof(item->basename));
2258 item->textureflags = compareflags;
2259 item->comparewidth = comparewidth;
2260 item->compareheight = compareheight;
2261 item->comparecrc = comparecrc;
2262 item->next = r_skinframe.hash[hashindex];
2263 r_skinframe.hash[hashindex] = item;
2265 else if (textureflags & TEXF_FORCE_RELOAD)
2266 R_SkinFrame_PurgeSkinFrame(item);
2268 R_SkinFrame_MarkUsed(item);
2272 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2274 unsigned long long avgcolor[5], wsum; \
2282 for(pix = 0; pix < cnt; ++pix) \
2285 for(comp = 0; comp < 3; ++comp) \
2287 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2290 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2292 for(comp = 0; comp < 3; ++comp) \
2293 avgcolor[comp] += getpixel * w; \
2296 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2297 avgcolor[4] += getpixel; \
2299 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2301 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2302 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2303 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2304 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2307 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2309 skinframe_t *skinframe;
2311 if (cls.state == ca_dedicated)
2314 // return an existing skinframe if already loaded
2315 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2316 if (skinframe && skinframe->base)
2319 // if the skinframe doesn't exist this will create it
2320 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2323 extern cvar_t gl_picmip;
2324 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2327 unsigned char *pixels;
2328 unsigned char *bumppixels;
2329 unsigned char *basepixels = NULL;
2330 int basepixels_width = 0;
2331 int basepixels_height = 0;
2332 rtexture_t *ddsbase = NULL;
2333 qbool ddshasalpha = false;
2334 float ddsavgcolor[4];
2335 char basename[MAX_QPATH];
2336 int miplevel = R_PicmipForFlags(textureflags);
2337 int savemiplevel = miplevel;
2341 if (cls.state == ca_dedicated)
2344 Image_StripImageExtension(name, basename, sizeof(basename));
2346 // check for DDS texture file first
2347 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2349 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2350 if (basepixels == NULL && fallbacknotexture)
2351 basepixels = Image_GenerateNoTexture();
2352 if (basepixels == NULL)
2356 // FIXME handle miplevel
2358 if (developer_loading.integer)
2359 Con_Printf("loading skin \"%s\"\n", name);
2361 // we've got some pixels to store, so really allocate this new texture now
2363 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2364 textureflags &= ~TEXF_FORCE_RELOAD;
2365 skinframe->stain = NULL;
2366 skinframe->merged = NULL;
2367 skinframe->base = NULL;
2368 skinframe->pants = NULL;
2369 skinframe->shirt = NULL;
2370 skinframe->nmap = NULL;
2371 skinframe->gloss = NULL;
2372 skinframe->glow = NULL;
2373 skinframe->fog = NULL;
2374 skinframe->reflect = NULL;
2375 skinframe->hasalpha = false;
2376 // we could store the q2animname here too
2380 skinframe->base = ddsbase;
2381 skinframe->hasalpha = ddshasalpha;
2382 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2383 if (r_loadfog && skinframe->hasalpha)
2384 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);
2385 //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]);
2389 basepixels_width = image_width;
2390 basepixels_height = image_height;
2391 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);
2392 if (textureflags & TEXF_ALPHA)
2394 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2396 if (basepixels[j] < 255)
2398 skinframe->hasalpha = true;
2402 if (r_loadfog && skinframe->hasalpha)
2404 // has transparent pixels
2405 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2406 for (j = 0;j < image_width * image_height * 4;j += 4)
2411 pixels[j+3] = basepixels[j+3];
2413 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);
2417 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2419 //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]);
2420 if (r_savedds && skinframe->base)
2421 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2422 if (r_savedds && skinframe->fog)
2423 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2429 mymiplevel = savemiplevel;
2430 if (r_loadnormalmap)
2431 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);
2432 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2434 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2435 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2436 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2437 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2440 // _norm is the name used by tenebrae and has been adopted as standard
2441 if (r_loadnormalmap && skinframe->nmap == NULL)
2443 mymiplevel = savemiplevel;
2444 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2446 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);
2450 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2452 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2453 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2454 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);
2456 Mem_Free(bumppixels);
2458 else if (r_shadow_bumpscale_basetexture.value > 0)
2460 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2461 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2462 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);
2466 if (r_savedds && skinframe->nmap)
2467 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2471 // _luma is supported only for tenebrae compatibility
2472 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2473 // _glow is the preferred name
2474 mymiplevel = savemiplevel;
2475 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2477 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);
2479 if (r_savedds && skinframe->glow)
2480 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2482 Mem_Free(pixels);pixels = NULL;
2485 mymiplevel = savemiplevel;
2486 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2488 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);
2490 if (r_savedds && skinframe->gloss)
2491 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2497 mymiplevel = savemiplevel;
2498 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2500 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);
2502 if (r_savedds && skinframe->pants)
2503 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2509 mymiplevel = savemiplevel;
2510 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2512 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);
2514 if (r_savedds && skinframe->shirt)
2515 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2521 mymiplevel = savemiplevel;
2522 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2524 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);
2526 if (r_savedds && skinframe->reflect)
2527 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2534 Mem_Free(basepixels);
2539 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2542 skinframe_t *skinframe;
2545 if (cls.state == ca_dedicated)
2548 // if already loaded just return it, otherwise make a new skinframe
2549 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2550 if (skinframe->base)
2552 textureflags &= ~TEXF_FORCE_RELOAD;
2554 skinframe->stain = NULL;
2555 skinframe->merged = NULL;
2556 skinframe->base = NULL;
2557 skinframe->pants = NULL;
2558 skinframe->shirt = NULL;
2559 skinframe->nmap = NULL;
2560 skinframe->gloss = NULL;
2561 skinframe->glow = NULL;
2562 skinframe->fog = NULL;
2563 skinframe->reflect = NULL;
2564 skinframe->hasalpha = false;
2566 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2570 if (developer_loading.integer)
2571 Con_Printf("loading 32bit skin \"%s\"\n", name);
2573 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2575 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2576 unsigned char *b = a + width * height * 4;
2577 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2578 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);
2581 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2582 if (textureflags & TEXF_ALPHA)
2584 for (i = 3;i < width * height * 4;i += 4)
2586 if (skindata[i] < 255)
2588 skinframe->hasalpha = true;
2592 if (r_loadfog && skinframe->hasalpha)
2594 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2595 memcpy(fogpixels, skindata, width * height * 4);
2596 for (i = 0;i < width * height * 4;i += 4)
2597 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2598 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2599 Mem_Free(fogpixels);
2603 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2604 //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]);
2609 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2613 skinframe_t *skinframe;
2615 if (cls.state == ca_dedicated)
2618 // if already loaded just return it, otherwise make a new skinframe
2619 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2620 if (skinframe->base)
2622 //textureflags &= ~TEXF_FORCE_RELOAD;
2624 skinframe->stain = NULL;
2625 skinframe->merged = NULL;
2626 skinframe->base = NULL;
2627 skinframe->pants = NULL;
2628 skinframe->shirt = NULL;
2629 skinframe->nmap = NULL;
2630 skinframe->gloss = NULL;
2631 skinframe->glow = NULL;
2632 skinframe->fog = NULL;
2633 skinframe->reflect = NULL;
2634 skinframe->hasalpha = false;
2636 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2640 if (developer_loading.integer)
2641 Con_Printf("loading quake skin \"%s\"\n", name);
2643 // 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)
2644 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2645 memcpy(skinframe->qpixels, skindata, width*height);
2646 skinframe->qwidth = width;
2647 skinframe->qheight = height;
2650 for (i = 0;i < width * height;i++)
2651 featuresmask |= palette_featureflags[skindata[i]];
2653 skinframe->hasalpha = false;
2656 skinframe->hasalpha = true;
2657 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2658 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2659 skinframe->qgeneratemerged = true;
2660 skinframe->qgeneratebase = skinframe->qhascolormapping;
2661 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2663 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2664 //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]);
2669 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2673 unsigned char *skindata;
2676 if (!skinframe->qpixels)
2679 if (!skinframe->qhascolormapping)
2680 colormapped = false;
2684 if (!skinframe->qgeneratebase)
2689 if (!skinframe->qgeneratemerged)
2693 width = skinframe->qwidth;
2694 height = skinframe->qheight;
2695 skindata = skinframe->qpixels;
2697 if (skinframe->qgeneratenmap)
2699 unsigned char *a, *b;
2700 skinframe->qgeneratenmap = false;
2701 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2702 b = a + width * height * 4;
2703 // use either a custom palette or the quake palette
2704 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2705 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2706 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);
2710 if (skinframe->qgenerateglow)
2712 skinframe->qgenerateglow = false;
2713 if (skinframe->hasalpha) // fence textures
2714 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
2716 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
2721 skinframe->qgeneratebase = false;
2722 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);
2723 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);
2724 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);
2728 skinframe->qgeneratemerged = false;
2729 if (skinframe->hasalpha) // fence textures
2730 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);
2732 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);
2735 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2737 Mem_Free(skinframe->qpixels);
2738 skinframe->qpixels = NULL;
2742 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)
2745 skinframe_t *skinframe;
2748 if (cls.state == ca_dedicated)
2751 // if already loaded just return it, otherwise make a new skinframe
2752 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2753 if (skinframe->base)
2755 textureflags &= ~TEXF_FORCE_RELOAD;
2757 skinframe->stain = NULL;
2758 skinframe->merged = NULL;
2759 skinframe->base = NULL;
2760 skinframe->pants = NULL;
2761 skinframe->shirt = NULL;
2762 skinframe->nmap = NULL;
2763 skinframe->gloss = NULL;
2764 skinframe->glow = NULL;
2765 skinframe->fog = NULL;
2766 skinframe->reflect = NULL;
2767 skinframe->hasalpha = false;
2769 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2773 if (developer_loading.integer)
2774 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2776 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2777 if ((textureflags & TEXF_ALPHA) && alphapalette)
2779 for (i = 0;i < width * height;i++)
2781 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2783 skinframe->hasalpha = true;
2787 if (r_loadfog && skinframe->hasalpha)
2788 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2791 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2792 //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]);
2797 skinframe_t *R_SkinFrame_LoadMissing(void)
2799 skinframe_t *skinframe;
2801 if (cls.state == ca_dedicated)
2804 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2805 skinframe->stain = NULL;
2806 skinframe->merged = NULL;
2807 skinframe->base = NULL;
2808 skinframe->pants = NULL;
2809 skinframe->shirt = NULL;
2810 skinframe->nmap = NULL;
2811 skinframe->gloss = NULL;
2812 skinframe->glow = NULL;
2813 skinframe->fog = NULL;
2814 skinframe->reflect = NULL;
2815 skinframe->hasalpha = false;
2817 skinframe->avgcolor[0] = rand() / RAND_MAX;
2818 skinframe->avgcolor[1] = rand() / RAND_MAX;
2819 skinframe->avgcolor[2] = rand() / RAND_MAX;
2820 skinframe->avgcolor[3] = 1;
2825 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2827 if (cls.state == ca_dedicated)
2830 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2833 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2835 skinframe_t *skinframe;
2836 if (cls.state == ca_dedicated)
2838 // if already loaded just return it, otherwise make a new skinframe
2839 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2840 if (skinframe->base)
2842 textureflags &= ~TEXF_FORCE_RELOAD;
2843 skinframe->stain = NULL;
2844 skinframe->merged = NULL;
2845 skinframe->base = NULL;
2846 skinframe->pants = NULL;
2847 skinframe->shirt = NULL;
2848 skinframe->nmap = NULL;
2849 skinframe->gloss = NULL;
2850 skinframe->glow = NULL;
2851 skinframe->fog = NULL;
2852 skinframe->reflect = NULL;
2853 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2854 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2857 if (developer_loading.integer)
2858 Con_Printf("loading 32bit skin \"%s\"\n", name);
2859 skinframe->base = skinframe->merged = tex;
2860 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2864 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2865 typedef struct suffixinfo_s
2868 qbool flipx, flipy, flipdiagonal;
2871 static suffixinfo_t suffix[3][6] =
2874 {"px", false, false, false},
2875 {"nx", false, false, false},
2876 {"py", false, false, false},
2877 {"ny", false, false, false},
2878 {"pz", false, false, false},
2879 {"nz", false, false, false}
2882 {"posx", false, false, false},
2883 {"negx", false, false, false},
2884 {"posy", false, false, false},
2885 {"negy", false, false, false},
2886 {"posz", false, false, false},
2887 {"negz", false, false, false}
2890 {"rt", true, false, true},
2891 {"lf", false, true, true},
2892 {"ft", true, true, false},
2893 {"bk", false, false, false},
2894 {"up", true, false, true},
2895 {"dn", true, false, true}
2899 static int componentorder[4] = {0, 1, 2, 3};
2901 static rtexture_t *R_LoadCubemap(const char *basename)
2903 int i, j, cubemapsize, forcefilter;
2904 unsigned char *cubemappixels, *image_buffer;
2905 rtexture_t *cubemaptexture;
2908 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2909 forcefilter = TEXF_FORCELINEAR;
2910 if (basename && basename[0] == '!')
2913 forcefilter = TEXF_FORCENEAREST;
2915 // must start 0 so the first loadimagepixels has no requested width/height
2917 cubemappixels = NULL;
2918 cubemaptexture = NULL;
2919 // keep trying different suffix groups (posx, px, rt) until one loads
2920 for (j = 0;j < 3 && !cubemappixels;j++)
2922 // load the 6 images in the suffix group
2923 for (i = 0;i < 6;i++)
2925 // generate an image name based on the base and and suffix
2926 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2928 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2930 // an image loaded, make sure width and height are equal
2931 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2933 // if this is the first image to load successfully, allocate the cubemap memory
2934 if (!cubemappixels && image_width >= 1)
2936 cubemapsize = image_width;
2937 // note this clears to black, so unavailable sides are black
2938 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2940 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2942 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);
2945 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2947 Mem_Free(image_buffer);
2951 // if a cubemap loaded, upload it
2954 if (developer_loading.integer)
2955 Con_Printf("loading cubemap \"%s\"\n", basename);
2957 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) | forcefilter | TEXF_CLAMP, -1, NULL);
2958 Mem_Free(cubemappixels);
2962 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2963 if (developer_loading.integer)
2965 Con_Printf("(tried tried images ");
2966 for (j = 0;j < 3;j++)
2967 for (i = 0;i < 6;i++)
2968 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2969 Con_Print(" and was unable to find any of them).\n");
2972 return cubemaptexture;
2975 rtexture_t *R_GetCubemap(const char *basename)
2978 for (i = 0;i < r_texture_numcubemaps;i++)
2979 if (r_texture_cubemaps[i] != NULL)
2980 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2981 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2982 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2983 return r_texture_whitecube;
2984 r_texture_numcubemaps++;
2985 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2986 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2987 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2988 return r_texture_cubemaps[i]->texture;
2991 static void R_Main_FreeViewCache(void)
2993 if (r_refdef.viewcache.entityvisible)
2994 Mem_Free(r_refdef.viewcache.entityvisible);
2995 if (r_refdef.viewcache.world_pvsbits)
2996 Mem_Free(r_refdef.viewcache.world_pvsbits);
2997 if (r_refdef.viewcache.world_leafvisible)
2998 Mem_Free(r_refdef.viewcache.world_leafvisible);
2999 if (r_refdef.viewcache.world_surfacevisible)
3000 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3001 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3004 static void R_Main_ResizeViewCache(void)
3006 int numentities = r_refdef.scene.numentities;
3007 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3008 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3009 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3010 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3011 if (r_refdef.viewcache.maxentities < numentities)
3013 r_refdef.viewcache.maxentities = numentities;
3014 if (r_refdef.viewcache.entityvisible)
3015 Mem_Free(r_refdef.viewcache.entityvisible);
3016 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3018 if (r_refdef.viewcache.world_numclusters != numclusters)
3020 r_refdef.viewcache.world_numclusters = numclusters;
3021 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3022 if (r_refdef.viewcache.world_pvsbits)
3023 Mem_Free(r_refdef.viewcache.world_pvsbits);
3024 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3026 if (r_refdef.viewcache.world_numleafs != numleafs)
3028 r_refdef.viewcache.world_numleafs = numleafs;
3029 if (r_refdef.viewcache.world_leafvisible)
3030 Mem_Free(r_refdef.viewcache.world_leafvisible);
3031 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3033 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3035 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3036 if (r_refdef.viewcache.world_surfacevisible)
3037 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3038 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3042 extern rtexture_t *loadingscreentexture;
3043 static void gl_main_start(void)
3045 loadingscreentexture = NULL;
3046 r_texture_blanknormalmap = NULL;
3047 r_texture_white = NULL;
3048 r_texture_grey128 = NULL;
3049 r_texture_black = NULL;
3050 r_texture_whitecube = NULL;
3051 r_texture_normalizationcube = NULL;
3052 r_texture_fogattenuation = NULL;
3053 r_texture_fogheighttexture = NULL;
3054 r_texture_gammaramps = NULL;
3055 r_texture_numcubemaps = 0;
3056 r_uniformbufferalignment = 32;
3058 r_loaddds = r_texture_dds_load.integer != 0;
3059 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3061 switch(vid.renderpath)
3063 case RENDERPATH_GL32:
3064 case RENDERPATH_GLES2:
3065 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3066 Cvar_SetValueQuick(&gl_combine, 1);
3067 Cvar_SetValueQuick(&r_glsl, 1);
3068 r_loadnormalmap = true;
3071 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3072 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3078 R_FrameData_Reset();
3079 R_BufferData_Reset();
3083 memset(r_queries, 0, sizeof(r_queries));
3085 r_qwskincache = NULL;
3086 r_qwskincache_size = 0;
3088 // due to caching of texture_t references, the collision cache must be reset
3089 Collision_Cache_Reset(true);
3091 // set up r_skinframe loading system for textures
3092 memset(&r_skinframe, 0, sizeof(r_skinframe));
3093 r_skinframe.loadsequence = 1;
3094 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3096 r_main_texturepool = R_AllocTexturePool();
3097 R_BuildBlankTextures();
3101 R_BuildNormalizationCube();
3103 r_texture_fogattenuation = NULL;
3104 r_texture_fogheighttexture = NULL;
3105 r_texture_gammaramps = NULL;
3106 //r_texture_fogintensity = NULL;
3107 memset(&r_fb, 0, sizeof(r_fb));
3108 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3109 r_glsl_permutation = NULL;
3110 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3111 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3112 memset(&r_svbsp, 0, sizeof (r_svbsp));
3114 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3115 r_texture_numcubemaps = 0;
3117 r_refdef.fogmasktable_density = 0;
3120 // For Steelstorm Android
3121 // FIXME CACHE the program and reload
3122 // FIXME see possible combinations for SS:BR android
3123 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3124 R_SetupShader_SetPermutationGLSL(0, 12);
3125 R_SetupShader_SetPermutationGLSL(0, 13);
3126 R_SetupShader_SetPermutationGLSL(0, 8388621);
3127 R_SetupShader_SetPermutationGLSL(3, 0);
3128 R_SetupShader_SetPermutationGLSL(3, 2048);
3129 R_SetupShader_SetPermutationGLSL(5, 0);
3130 R_SetupShader_SetPermutationGLSL(5, 2);
3131 R_SetupShader_SetPermutationGLSL(5, 2048);
3132 R_SetupShader_SetPermutationGLSL(5, 8388608);
3133 R_SetupShader_SetPermutationGLSL(11, 1);
3134 R_SetupShader_SetPermutationGLSL(11, 2049);
3135 R_SetupShader_SetPermutationGLSL(11, 8193);
3136 R_SetupShader_SetPermutationGLSL(11, 10241);
3137 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3141 extern unsigned int r_shadow_occlusion_buf;
3143 static void gl_main_shutdown(void)
3145 R_RenderTarget_FreeUnused(true);
3146 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3148 R_FrameData_Reset();
3149 R_BufferData_Reset();
3151 R_Main_FreeViewCache();
3153 switch(vid.renderpath)
3155 case RENDERPATH_GL32:
3156 case RENDERPATH_GLES2:
3157 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3159 qglDeleteQueries(r_maxqueries, r_queries);
3163 r_shadow_occlusion_buf = 0;
3166 memset(r_queries, 0, sizeof(r_queries));
3168 r_qwskincache = NULL;
3169 r_qwskincache_size = 0;
3171 // clear out the r_skinframe state
3172 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3173 memset(&r_skinframe, 0, sizeof(r_skinframe));
3176 Mem_Free(r_svbsp.nodes);
3177 memset(&r_svbsp, 0, sizeof (r_svbsp));
3178 R_FreeTexturePool(&r_main_texturepool);
3179 loadingscreentexture = NULL;
3180 r_texture_blanknormalmap = NULL;
3181 r_texture_white = NULL;
3182 r_texture_grey128 = NULL;
3183 r_texture_black = NULL;
3184 r_texture_whitecube = NULL;
3185 r_texture_normalizationcube = NULL;
3186 r_texture_fogattenuation = NULL;
3187 r_texture_fogheighttexture = NULL;
3188 r_texture_gammaramps = NULL;
3189 r_texture_numcubemaps = 0;
3190 //r_texture_fogintensity = NULL;
3191 memset(&r_fb, 0, sizeof(r_fb));
3192 R_GLSL_Restart_f(&cmd_client);
3194 r_glsl_permutation = NULL;
3195 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3196 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3199 static void gl_main_newmap(void)
3201 // FIXME: move this code to client
3202 char *entities, entname[MAX_QPATH];
3204 Mem_Free(r_qwskincache);
3205 r_qwskincache = NULL;
3206 r_qwskincache_size = 0;
3209 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3210 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3212 CL_ParseEntityLump(entities);
3216 if (cl.worldmodel->brush.entities)
3217 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3219 R_Main_FreeViewCache();
3221 R_FrameData_Reset();
3222 R_BufferData_Reset();
3225 void GL_Main_Init(void)
3228 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3229 R_InitShaderModeInfo();
3231 Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3232 Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3233 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3234 if (gamemode == GAME_NEHAHRA)
3236 Cvar_RegisterVariable (&gl_fogenable);
3237 Cvar_RegisterVariable (&gl_fogdensity);
3238 Cvar_RegisterVariable (&gl_fogred);
3239 Cvar_RegisterVariable (&gl_foggreen);
3240 Cvar_RegisterVariable (&gl_fogblue);
3241 Cvar_RegisterVariable (&gl_fogstart);
3242 Cvar_RegisterVariable (&gl_fogend);
3243 Cvar_RegisterVariable (&gl_skyclip);
3245 Cvar_RegisterVariable(&r_motionblur);
3246 Cvar_RegisterVariable(&r_damageblur);
3247 Cvar_RegisterVariable(&r_motionblur_averaging);
3248 Cvar_RegisterVariable(&r_motionblur_randomize);
3249 Cvar_RegisterVariable(&r_motionblur_minblur);
3250 Cvar_RegisterVariable(&r_motionblur_maxblur);
3251 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3252 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3253 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3254 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3255 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3256 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3257 Cvar_RegisterVariable(&r_depthfirst);
3258 Cvar_RegisterVariable(&r_useinfinitefarclip);
3259 Cvar_RegisterVariable(&r_farclip_base);
3260 Cvar_RegisterVariable(&r_farclip_world);
3261 Cvar_RegisterVariable(&r_nearclip);
3262 Cvar_RegisterVariable(&r_deformvertexes);
3263 Cvar_RegisterVariable(&r_transparent);
3264 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3265 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3266 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3267 Cvar_RegisterVariable(&r_showoverdraw);
3268 Cvar_RegisterVariable(&r_showbboxes);
3269 Cvar_RegisterVariable(&r_showbboxes_client);
3270 Cvar_RegisterVariable(&r_showsurfaces);
3271 Cvar_RegisterVariable(&r_showtris);
3272 Cvar_RegisterVariable(&r_shownormals);
3273 Cvar_RegisterVariable(&r_showlighting);
3274 Cvar_RegisterVariable(&r_showcollisionbrushes);
3275 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3276 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3277 Cvar_RegisterVariable(&r_showdisabledepthtest);
3278 Cvar_RegisterVariable(&r_showspriteedges);
3279 Cvar_RegisterVariable(&r_showparticleedges);
3280 Cvar_RegisterVariable(&r_drawportals);
3281 Cvar_RegisterVariable(&r_drawentities);
3282 Cvar_RegisterVariable(&r_draw2d);
3283 Cvar_RegisterVariable(&r_drawworld);
3284 Cvar_RegisterVariable(&r_cullentities_trace);
3285 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3286 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3287 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3288 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3289 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3290 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3291 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3292 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3293 Cvar_RegisterVariable(&r_sortentities);
3294 Cvar_RegisterVariable(&r_drawviewmodel);
3295 Cvar_RegisterVariable(&r_drawexteriormodel);
3296 Cvar_RegisterVariable(&r_speeds);
3297 Cvar_RegisterVariable(&r_fullbrights);
3298 Cvar_RegisterVariable(&r_wateralpha);
3299 Cvar_RegisterVariable(&r_dynamic);
3300 Cvar_RegisterVariable(&r_fullbright_directed);
3301 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3302 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3303 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3304 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3305 Cvar_RegisterVariable(&r_fullbright);
3306 Cvar_RegisterVariable(&r_shadows);
3307 Cvar_RegisterVariable(&r_shadows_darken);
3308 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3309 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3310 Cvar_RegisterVariable(&r_shadows_throwdistance);
3311 Cvar_RegisterVariable(&r_shadows_throwdirection);
3312 Cvar_RegisterVariable(&r_shadows_focus);
3313 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3314 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3315 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3316 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3317 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3318 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3319 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3320 Cvar_RegisterVariable(&r_fog_exp2);
3321 Cvar_RegisterVariable(&r_fog_clear);
3322 Cvar_RegisterVariable(&r_drawfog);
3323 Cvar_RegisterVariable(&r_transparentdepthmasking);
3324 Cvar_RegisterVariable(&r_transparent_sortmindist);
3325 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3326 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3327 Cvar_RegisterVariable(&r_texture_dds_load);
3328 Cvar_RegisterVariable(&r_texture_dds_save);
3329 Cvar_RegisterVariable(&r_textureunits);
3330 Cvar_RegisterVariable(&gl_combine);
3331 Cvar_RegisterVariable(&r_usedepthtextures);
3332 Cvar_RegisterVariable(&r_viewfbo);
3333 Cvar_RegisterVariable(&r_rendertarget_debug);
3334 Cvar_RegisterVariable(&r_viewscale);
3335 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3336 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3337 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3338 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3339 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3340 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3341 Cvar_RegisterVariable(&r_glsl);
3342 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3343 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3344 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3345 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3346 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3347 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3348 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3349 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3350 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3351 Cvar_RegisterVariable(&r_glsl_postprocess);
3352 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3353 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3354 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3355 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3356 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3357 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3358 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3359 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3360 Cvar_RegisterVariable(&r_celshading);
3361 Cvar_RegisterVariable(&r_celoutlines);
3363 Cvar_RegisterVariable(&r_water);
3364 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3365 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3366 Cvar_RegisterVariable(&r_water_clippingplanebias);
3367 Cvar_RegisterVariable(&r_water_refractdistort);
3368 Cvar_RegisterVariable(&r_water_reflectdistort);
3369 Cvar_RegisterVariable(&r_water_scissormode);
3370 Cvar_RegisterVariable(&r_water_lowquality);
3371 Cvar_RegisterVariable(&r_water_hideplayer);
3373 Cvar_RegisterVariable(&r_lerpsprites);
3374 Cvar_RegisterVariable(&r_lerpmodels);
3375 Cvar_RegisterVariable(&r_nolerp_list);
3376 Cvar_RegisterVariable(&r_lerplightstyles);
3377 Cvar_RegisterVariable(&r_waterscroll);
3378 Cvar_RegisterVariable(&r_bloom);
3379 Cvar_RegisterVariable(&r_colorfringe);
3380 Cvar_RegisterVariable(&r_bloom_colorscale);
3381 Cvar_RegisterVariable(&r_bloom_brighten);
3382 Cvar_RegisterVariable(&r_bloom_blur);
3383 Cvar_RegisterVariable(&r_bloom_resolution);
3384 Cvar_RegisterVariable(&r_bloom_colorexponent);
3385 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3386 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3387 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3388 Cvar_RegisterVariable(&r_hdr_glowintensity);
3389 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3390 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3391 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3392 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3393 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3394 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3395 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3396 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3397 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3398 Cvar_RegisterVariable(&developer_texturelogging);
3399 Cvar_RegisterVariable(&gl_lightmaps);
3400 Cvar_RegisterVariable(&r_test);
3401 Cvar_RegisterVariable(&r_batch_multidraw);
3402 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3403 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3404 Cvar_RegisterVariable(&r_glsl_skeletal);
3405 Cvar_RegisterVariable(&r_glsl_saturation);
3406 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3407 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3408 Cvar_RegisterVariable(&r_framedatasize);
3409 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3410 Cvar_RegisterVariable(&r_buffermegs[i]);
3411 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3412 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3413 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3414 #ifdef DP_MOBILETOUCH
3415 // GLES devices have terrible depth precision in general, so...
3416 Cvar_SetValueQuick(&r_nearclip, 4);
3417 Cvar_SetValueQuick(&r_farclip_base, 4096);
3418 Cvar_SetValueQuick(&r_farclip_world, 0);
3419 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3421 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3424 void Render_Init(void)
3437 R_LightningBeams_Init();
3441 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3445 if (r_trippy.integer)
3447 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3449 p = r_refdef.view.frustum + i;
3454 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3458 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3462 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3466 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3470 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3474 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3478 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3482 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3490 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3494 if (r_trippy.integer)
3496 for (i = 0;i < numplanes;i++)
3503 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3507 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3511 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3515 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3519 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3523 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3527 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3531 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3539 //==================================================================================
3541 // LadyHavoc: this stores temporary data used within the same frame
3543 typedef struct r_framedata_mem_s
3545 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3546 size_t size; // how much usable space
3547 size_t current; // how much space in use
3548 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3549 size_t wantedsize; // how much space was allocated
3550 unsigned char *data; // start of real data (16byte aligned)
3554 static r_framedata_mem_t *r_framedata_mem;
3556 void R_FrameData_Reset(void)
3558 while (r_framedata_mem)
3560 r_framedata_mem_t *next = r_framedata_mem->purge;
3561 Mem_Free(r_framedata_mem);
3562 r_framedata_mem = next;
3566 static void R_FrameData_Resize(qbool mustgrow)
3569 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3570 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3571 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3573 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3574 newmem->wantedsize = wantedsize;
3575 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3576 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3577 newmem->current = 0;
3579 newmem->purge = r_framedata_mem;
3580 r_framedata_mem = newmem;
3584 void R_FrameData_NewFrame(void)
3586 R_FrameData_Resize(false);
3587 if (!r_framedata_mem)
3589 // if we ran out of space on the last frame, free the old memory now
3590 while (r_framedata_mem->purge)
3592 // repeatedly remove the second item in the list, leaving only head
3593 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3594 Mem_Free(r_framedata_mem->purge);
3595 r_framedata_mem->purge = next;
3597 // reset the current mem pointer
3598 r_framedata_mem->current = 0;
3599 r_framedata_mem->mark = 0;
3602 void *R_FrameData_Alloc(size_t size)
3607 // align to 16 byte boundary - the data pointer is already aligned, so we
3608 // only need to ensure the size of every allocation is also aligned
3609 size = (size + 15) & ~15;
3611 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3613 // emergency - we ran out of space, allocate more memory
3614 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3615 newvalue = r_framedatasize.value * 2.0f;
3616 // 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
3617 if (sizeof(size_t) >= 8)
3618 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3620 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3621 // this might not be a growing it, but we'll allocate another buffer every time
3622 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3623 R_FrameData_Resize(true);
3626 data = r_framedata_mem->data + r_framedata_mem->current;
3627 r_framedata_mem->current += size;
3629 // count the usage for stats
3630 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3631 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3633 return (void *)data;
3636 void *R_FrameData_Store(size_t size, void *data)
3638 void *d = R_FrameData_Alloc(size);
3640 memcpy(d, data, size);
3644 void R_FrameData_SetMark(void)
3646 if (!r_framedata_mem)
3648 r_framedata_mem->mark = r_framedata_mem->current;
3651 void R_FrameData_ReturnToMark(void)
3653 if (!r_framedata_mem)
3655 r_framedata_mem->current = r_framedata_mem->mark;
3658 //==================================================================================
3660 // avoid reusing the same buffer objects on consecutive frames
3661 #define R_BUFFERDATA_CYCLE 3
3663 typedef struct r_bufferdata_buffer_s
3665 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3666 size_t size; // how much usable space
3667 size_t current; // how much space in use
3668 r_meshbuffer_t *buffer; // the buffer itself
3670 r_bufferdata_buffer_t;
3672 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3673 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3675 /// frees all dynamic buffers
3676 void R_BufferData_Reset(void)
3679 r_bufferdata_buffer_t **p, *mem;
3680 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3682 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3685 p = &r_bufferdata_buffer[cycle][type];
3691 R_Mesh_DestroyMeshBuffer(mem->buffer);
3698 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3699 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3701 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3703 float newvalue = r_buffermegs[type].value;
3705 // increase the cvar if we have to (but only if we already have a mem)
3706 if (mustgrow && mem)
3708 newvalue = bound(0.25f, newvalue, 256.0f);
3709 while (newvalue * 1024*1024 < minsize)
3712 // clamp the cvar to valid range
3713 newvalue = bound(0.25f, newvalue, 256.0f);
3714 if (r_buffermegs[type].value != newvalue)
3715 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3717 // calculate size in bytes
3718 size = (size_t)(newvalue * 1024*1024);
3719 size = bound(131072, size, 256*1024*1024);
3721 // allocate a new buffer if the size is different (purge old one later)
3722 // or if we were told we must grow the buffer
3723 if (!mem || mem->size != size || mustgrow)
3725 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3728 if (type == R_BUFFERDATA_VERTEX)
3729 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3730 else if (type == R_BUFFERDATA_INDEX16)
3731 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3732 else if (type == R_BUFFERDATA_INDEX32)
3733 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3734 else if (type == R_BUFFERDATA_UNIFORM)
3735 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3736 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3737 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3741 void R_BufferData_NewFrame(void)
3744 r_bufferdata_buffer_t **p, *mem;
3745 // cycle to the next frame's buffers
3746 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3747 // if we ran out of space on the last time we used these buffers, free the old memory now
3748 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3750 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3752 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3753 // free all but the head buffer, this is how we recycle obsolete
3754 // buffers after they are no longer in use
3755 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3761 R_Mesh_DestroyMeshBuffer(mem->buffer);
3764 // reset the current offset
3765 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3770 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3772 r_bufferdata_buffer_t *mem;
3776 *returnbufferoffset = 0;
3778 // align size to a byte boundary appropriate for the buffer type, this
3779 // makes all allocations have aligned start offsets
3780 if (type == R_BUFFERDATA_UNIFORM)
3781 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3783 padsize = (datasize + 15) & ~15;
3785 // if we ran out of space in this buffer we must allocate a new one
3786 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)
3787 R_BufferData_Resize(type, true, padsize);
3789 // if the resize did not give us enough memory, fail
3790 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)
3791 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3793 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3794 offset = (int)mem->current;
3795 mem->current += padsize;
3797 // upload the data to the buffer at the chosen offset
3799 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3800 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3802 // count the usage for stats
3803 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3804 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3806 // return the buffer offset
3807 *returnbufferoffset = offset;
3812 //==================================================================================
3814 // LadyHavoc: animcache originally written by Echon, rewritten since then
3817 * Animation cache prevents re-generating mesh data for an animated model
3818 * multiple times in one frame for lighting, shadowing, reflections, etc.
3821 void R_AnimCache_Free(void)
3825 void R_AnimCache_ClearCache(void)
3828 entity_render_t *ent;
3830 for (i = 0;i < r_refdef.scene.numentities;i++)
3832 ent = r_refdef.scene.entities[i];
3833 ent->animcache_vertex3f = NULL;
3834 ent->animcache_vertex3f_vertexbuffer = NULL;
3835 ent->animcache_vertex3f_bufferoffset = 0;
3836 ent->animcache_normal3f = NULL;
3837 ent->animcache_normal3f_vertexbuffer = NULL;
3838 ent->animcache_normal3f_bufferoffset = 0;
3839 ent->animcache_svector3f = NULL;
3840 ent->animcache_svector3f_vertexbuffer = NULL;
3841 ent->animcache_svector3f_bufferoffset = 0;
3842 ent->animcache_tvector3f = NULL;
3843 ent->animcache_tvector3f_vertexbuffer = NULL;
3844 ent->animcache_tvector3f_bufferoffset = 0;
3845 ent->animcache_skeletaltransform3x4 = NULL;
3846 ent->animcache_skeletaltransform3x4buffer = NULL;
3847 ent->animcache_skeletaltransform3x4offset = 0;
3848 ent->animcache_skeletaltransform3x4size = 0;
3852 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3854 model_t *model = ent->model;
3857 // see if this ent is worth caching
3858 if (!model || !model->Draw || !model->AnimateVertices)
3860 // nothing to cache if it contains no animations and has no skeleton
3861 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3863 // see if it is already cached for gpuskeletal
3864 if (ent->animcache_skeletaltransform3x4)
3866 // see if it is already cached as a mesh
3867 if (ent->animcache_vertex3f)
3869 // check if we need to add normals or tangents
3870 if (ent->animcache_normal3f)
3871 wantnormals = false;
3872 if (ent->animcache_svector3f)
3873 wanttangents = false;
3874 if (!wantnormals && !wanttangents)
3878 // check which kind of cache we need to generate
3879 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3881 // cache the skeleton so the vertex shader can use it
3882 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3883 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3884 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3885 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3886 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3887 // note: this can fail if the buffer is at the grow limit
3888 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3889 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3891 else if (ent->animcache_vertex3f)
3893 // mesh was already cached but we may need to add normals/tangents
3894 // (this only happens with multiple views, reflections, cameras, etc)
3895 if (wantnormals || wanttangents)
3897 numvertices = model->surfmesh.num_vertices;
3899 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3902 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3903 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3905 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3906 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3907 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3908 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3913 // generate mesh cache
3914 numvertices = model->surfmesh.num_vertices;
3915 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3917 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3920 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3921 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3923 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3924 if (wantnormals || wanttangents)
3926 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3927 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3928 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3930 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3931 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3932 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3937 void R_AnimCache_CacheVisibleEntities(void)
3941 // TODO: thread this
3942 // NOTE: R_PrepareRTLights() also caches entities
3944 for (i = 0;i < r_refdef.scene.numentities;i++)
3945 if (r_refdef.viewcache.entityvisible[i])
3946 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3949 //==================================================================================
3951 qbool 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)
3953 long unsigned int i;
3955 vec3_t eyemins, eyemaxs;
3956 vec3_t boxmins, boxmaxs;
3957 vec3_t padmins, padmaxs;
3960 model_t *model = r_refdef.scene.worldmodel;
3961 static vec3_t positions[] = {
3962 { 0.5f, 0.5f, 0.5f },
3963 { 0.0f, 0.0f, 0.0f },
3964 { 0.0f, 0.0f, 1.0f },
3965 { 0.0f, 1.0f, 0.0f },
3966 { 0.0f, 1.0f, 1.0f },
3967 { 1.0f, 0.0f, 0.0f },
3968 { 1.0f, 0.0f, 1.0f },
3969 { 1.0f, 1.0f, 0.0f },
3970 { 1.0f, 1.0f, 1.0f },
3973 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3977 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3978 if (!r_refdef.view.usevieworiginculling)
3981 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3984 // expand the eye box a little
3985 eyemins[0] = eye[0] - eyejitter;
3986 eyemaxs[0] = eye[0] + eyejitter;
3987 eyemins[1] = eye[1] - eyejitter;
3988 eyemaxs[1] = eye[1] + eyejitter;
3989 eyemins[2] = eye[2] - eyejitter;
3990 eyemaxs[2] = eye[2] + eyejitter;
3991 // expand the box a little
3992 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3993 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3994 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3995 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3996 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3997 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3998 // make an even larger box for the acceptable area
3999 padmins[0] = boxmins[0] - pad;
4000 padmaxs[0] = boxmaxs[0] + pad;
4001 padmins[1] = boxmins[1] - pad;
4002 padmaxs[1] = boxmaxs[1] + pad;
4003 padmins[2] = boxmins[2] - pad;
4004 padmaxs[2] = boxmaxs[2] + pad;
4006 // return true if eye overlaps enlarged box
4007 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4010 // try specific positions in the box first - note that these can be cached
4011 if (r_cullentities_trace_entityocclusion.integer)
4013 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4016 VectorCopy(eye, start);
4017 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4018 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4019 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4020 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4021 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4022 // not picky - if the trace ended anywhere in the box we're good
4023 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4027 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4030 // try various random positions
4031 for (j = 0; j < numsamples; j++)
4033 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4034 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4035 if (r_cullentities_trace_entityocclusion.integer)
4037 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4038 // not picky - if the trace ended anywhere in the box we're good
4039 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4042 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4050 static void R_View_UpdateEntityVisible (void)
4055 entity_render_t *ent;
4057 if (r_refdef.envmap || r_fb.water.hideplayer)
4058 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4059 else if (chase_active.integer || r_fb.water.renderingscene)
4060 renderimask = RENDER_VIEWMODEL;
4062 renderimask = RENDER_EXTERIORMODEL;
4063 if (!r_drawviewmodel.integer)
4064 renderimask |= RENDER_VIEWMODEL;
4065 if (!r_drawexteriormodel.integer)
4066 renderimask |= RENDER_EXTERIORMODEL;
4067 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4068 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4070 // worldmodel can check visibility
4071 for (i = 0;i < r_refdef.scene.numentities;i++)
4073 ent = r_refdef.scene.entities[i];
4074 if (ent != &cl.viewent.render && r_refdef.viewcache.world_novis)
4076 r_refdef.viewcache.entityvisible[i] = false;
4079 if (!(ent->flags & renderimask))
4080 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)))
4081 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))
4082 r_refdef.viewcache.entityvisible[i] = true;
4087 // no worldmodel or it can't check visibility
4088 for (i = 0;i < r_refdef.scene.numentities;i++)
4090 ent = r_refdef.scene.entities[i];
4091 if (!(ent->flags & renderimask))
4092 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)))
4093 r_refdef.viewcache.entityvisible[i] = true;
4096 if (r_cullentities_trace.integer)
4098 for (i = 0;i < r_refdef.scene.numentities;i++)
4100 if (!r_refdef.viewcache.entityvisible[i])
4102 ent = r_refdef.scene.entities[i];
4103 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4105 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4106 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))
4107 ent->last_trace_visibility = host.realtime;
4108 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4109 r_refdef.viewcache.entityvisible[i] = 0;
4115 /// only used if skyrendermasked, and normally returns false
4116 static int R_DrawBrushModelsSky (void)
4119 entity_render_t *ent;
4122 for (i = 0;i < r_refdef.scene.numentities;i++)
4124 if (!r_refdef.viewcache.entityvisible[i])
4126 ent = r_refdef.scene.entities[i];
4127 if (!ent->model || !ent->model->DrawSky)
4129 ent->model->DrawSky(ent);
4135 static void R_DrawNoModel(entity_render_t *ent);
4136 static void R_DrawModels(void)
4139 entity_render_t *ent;
4141 for (i = 0;i < r_refdef.scene.numentities;i++)
4143 if (!r_refdef.viewcache.entityvisible[i])
4145 ent = r_refdef.scene.entities[i];
4146 r_refdef.stats[r_stat_entities]++;
4148 if (ent->model && ent->model->Draw != NULL)
4149 ent->model->Draw(ent);
4155 static void R_DrawModelsDepth(void)
4158 entity_render_t *ent;
4160 for (i = 0;i < r_refdef.scene.numentities;i++)
4162 if (!r_refdef.viewcache.entityvisible[i])
4164 ent = r_refdef.scene.entities[i];
4165 if (ent->model && ent->model->DrawDepth != NULL)
4166 ent->model->DrawDepth(ent);
4170 static void R_DrawModelsDebug(void)
4173 entity_render_t *ent;
4175 for (i = 0;i < r_refdef.scene.numentities;i++)
4177 if (!r_refdef.viewcache.entityvisible[i])
4179 ent = r_refdef.scene.entities[i];
4180 if (ent->model && ent->model->DrawDebug != NULL)
4181 ent->model->DrawDebug(ent);
4185 static void R_DrawModelsAddWaterPlanes(void)
4188 entity_render_t *ent;
4190 for (i = 0;i < r_refdef.scene.numentities;i++)
4192 if (!r_refdef.viewcache.entityvisible[i])
4194 ent = r_refdef.scene.entities[i];
4195 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4196 ent->model->DrawAddWaterPlanes(ent);
4200 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}};
4202 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4204 if (r_hdr_irisadaptation.integer)
4209 vec3_t diffusenormal;
4211 vec_t brightness = 0.0f;
4216 VectorCopy(r_refdef.view.forward, forward);
4217 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4219 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4220 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4221 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4222 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4223 d = DotProduct(forward, diffusenormal);
4224 brightness += VectorLength(ambient);
4226 brightness += d * VectorLength(diffuse);
4228 brightness *= 1.0f / c;
4229 brightness += 0.00001f; // make sure it's never zero
4230 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4231 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4232 current = r_hdr_irisadaptation_value.value;
4234 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4235 else if (current > goal)
4236 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4237 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4238 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4240 else if (r_hdr_irisadaptation_value.value != 1.0f)
4241 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4244 extern cvar_t r_lockvisibility;
4245 extern cvar_t r_lockpvs;
4247 static void R_View_SetFrustum(const int *scissor)
4250 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4251 vec3_t forward, left, up, origin, v;
4252 if(r_lockvisibility.integer || r_lockpvs.integer)
4256 // flipped x coordinates (because x points left here)
4257 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4258 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4259 // non-flipped y coordinates
4260 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4261 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4264 // we can't trust r_refdef.view.forward and friends in reflected scenes
4265 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4268 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4269 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4270 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4271 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4272 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4273 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4274 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4275 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4276 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4277 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4278 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4279 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4283 zNear = r_refdef.nearclip;
4284 nudge = 1.0 - 1.0 / (1<<23);
4285 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4286 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4287 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4288 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4289 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4290 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4291 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4292 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4298 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4299 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4300 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4301 r_refdef.view.frustum[0].dist = m[15] - m[12];
4303 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4304 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4305 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4306 r_refdef.view.frustum[1].dist = m[15] + m[12];
4308 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4309 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4310 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4311 r_refdef.view.frustum[2].dist = m[15] - m[13];
4313 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4314 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4315 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4316 r_refdef.view.frustum[3].dist = m[15] + m[13];
4318 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4319 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4320 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4321 r_refdef.view.frustum[4].dist = m[15] - m[14];
4323 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4324 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4325 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4326 r_refdef.view.frustum[5].dist = m[15] + m[14];
4329 if (r_refdef.view.useperspective)
4331 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4332 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]);
4333 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]);
4334 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]);
4335 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]);
4337 // then the normals from the corners relative to origin
4338 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4339 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4340 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4341 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4343 // in a NORMAL view, forward cross left == up
4344 // in a REFLECTED view, forward cross left == down
4345 // so our cross products above need to be adjusted for a left handed coordinate system
4346 CrossProduct(forward, left, v);
4347 if(DotProduct(v, up) < 0)
4349 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4350 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4351 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4352 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4355 // Leaving those out was a mistake, those were in the old code, and they
4356 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4357 // I couldn't reproduce it after adding those normalizations. --blub
4358 VectorNormalize(r_refdef.view.frustum[0].normal);
4359 VectorNormalize(r_refdef.view.frustum[1].normal);
4360 VectorNormalize(r_refdef.view.frustum[2].normal);
4361 VectorNormalize(r_refdef.view.frustum[3].normal);
4363 // make the corners absolute
4364 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4365 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4366 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4367 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4370 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4372 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4373 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4374 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4375 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4376 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4380 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4381 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4382 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4383 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4384 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4385 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4386 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4387 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4388 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4389 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4391 r_refdef.view.numfrustumplanes = 5;
4393 if (r_refdef.view.useclipplane)
4395 r_refdef.view.numfrustumplanes = 6;
4396 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4399 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4400 PlaneClassify(r_refdef.view.frustum + i);
4402 // LadyHavoc: note to all quake engine coders, Quake had a special case
4403 // for 90 degrees which assumed a square view (wrong), so I removed it,
4404 // Quake2 has it disabled as well.
4406 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4407 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4408 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4409 //PlaneClassify(&frustum[0]);
4411 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4412 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4413 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4414 //PlaneClassify(&frustum[1]);
4416 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4417 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4418 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4419 //PlaneClassify(&frustum[2]);
4421 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4422 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4423 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4424 //PlaneClassify(&frustum[3]);
4427 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4428 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4429 //PlaneClassify(&frustum[4]);
4432 static void R_View_UpdateWithScissor(const int *myscissor)
4434 R_Main_ResizeViewCache();
4435 R_View_SetFrustum(myscissor);
4436 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4437 R_View_UpdateEntityVisible();
4440 static void R_View_Update(void)
4442 R_Main_ResizeViewCache();
4443 R_View_SetFrustum(NULL);
4444 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4445 R_View_UpdateEntityVisible();
4448 float viewscalefpsadjusted = 1.0f;
4450 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4452 const float *customclipplane = NULL;
4454 int /*rtwidth,*/ rtheight;
4455 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4457 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4458 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4459 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4460 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4461 dist = r_refdef.view.clipplane.dist;
4462 plane[0] = r_refdef.view.clipplane.normal[0];
4463 plane[1] = r_refdef.view.clipplane.normal[1];
4464 plane[2] = r_refdef.view.clipplane.normal[2];
4466 customclipplane = plane;
4469 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4470 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4472 if (!r_refdef.view.useperspective)
4473 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4474 else if (vid.stencil && r_useinfinitefarclip.integer)
4475 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);
4477 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);
4478 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4479 R_SetViewport(&r_refdef.view.viewport);
4482 void R_EntityMatrix(const matrix4x4_t *matrix)
4484 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4486 gl_modelmatrixchanged = false;
4487 gl_modelmatrix = *matrix;
4488 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4489 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4490 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4491 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4493 switch(vid.renderpath)
4495 case RENDERPATH_GL32:
4496 case RENDERPATH_GLES2:
4497 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4498 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4504 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4506 r_viewport_t viewport;
4510 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4511 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4512 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4513 R_SetViewport(&viewport);
4514 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4515 GL_Color(1, 1, 1, 1);
4516 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4517 GL_BlendFunc(GL_ONE, GL_ZERO);
4518 GL_ScissorTest(false);
4519 GL_DepthMask(false);
4520 GL_DepthRange(0, 1);
4521 GL_DepthTest(false);
4522 GL_DepthFunc(GL_LEQUAL);
4523 R_EntityMatrix(&identitymatrix);
4524 R_Mesh_ResetTextureState();
4525 GL_PolygonOffset(0, 0);
4526 switch(vid.renderpath)
4528 case RENDERPATH_GL32:
4529 case RENDERPATH_GLES2:
4530 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4533 GL_CullFace(GL_NONE);
4538 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4540 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4543 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4545 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4546 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4547 GL_Color(1, 1, 1, 1);
4548 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4549 GL_BlendFunc(GL_ONE, GL_ZERO);
4550 GL_ScissorTest(true);
4552 GL_DepthRange(0, 1);
4554 GL_DepthFunc(GL_LEQUAL);
4555 R_EntityMatrix(&identitymatrix);
4556 R_Mesh_ResetTextureState();
4557 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4558 switch(vid.renderpath)
4560 case RENDERPATH_GL32:
4561 case RENDERPATH_GLES2:
4562 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4565 GL_CullFace(r_refdef.view.cullface_back);
4570 R_RenderView_UpdateViewVectors
4573 void R_RenderView_UpdateViewVectors(void)
4575 // break apart the view matrix into vectors for various purposes
4576 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4577 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4578 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4579 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4580 // make an inverted copy of the view matrix for tracking sprites
4581 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4584 void R_RenderTarget_FreeUnused(qbool force)
4586 unsigned int i, j, end;
4587 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4588 for (i = 0; i < end; i++)
4590 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4591 // free resources for rendertargets that have not been used for a while
4592 // (note: this check is run after the frame render, so any targets used
4593 // this frame will not be affected even at low framerates)
4594 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4597 R_Mesh_DestroyFramebufferObject(r->fbo);
4598 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4599 if (r->colortexture[j])
4600 R_FreeTexture(r->colortexture[j]);
4601 if (r->depthtexture)
4602 R_FreeTexture(r->depthtexture);
4603 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4608 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4610 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4614 y2 = (th - y - h) * ih;
4625 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4627 unsigned int i, j, end;
4628 r_rendertarget_t *r = NULL;
4630 // first try to reuse an existing slot if possible
4631 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4632 for (i = 0; i < end; i++)
4634 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4635 if (r && r->lastusetime != host.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)
4640 // no unused exact match found, so we have to make one in the first unused slot
4641 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4642 r->texturewidth = texturewidth;
4643 r->textureheight = textureheight;
4644 r->colortextype[0] = colortextype0;
4645 r->colortextype[1] = colortextype1;
4646 r->colortextype[2] = colortextype2;
4647 r->colortextype[3] = colortextype3;
4648 r->depthtextype = depthtextype;
4649 r->depthisrenderbuffer = depthisrenderbuffer;
4650 for (j = 0; j < 4; j++)
4651 if (r->colortextype[j])
4652 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);
4653 if (r->depthtextype)
4655 if (r->depthisrenderbuffer)
4656 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);
4658 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4660 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4662 r_refdef.stats[r_stat_rendertargets_used]++;
4663 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4664 r->lastusetime = host.realtime;
4665 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4669 static void R_Water_StartFrame(int viewwidth, int viewheight)
4671 int waterwidth, waterheight;
4673 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4676 // set waterwidth and waterheight to the water resolution that will be
4677 // used (often less than the screen resolution for faster rendering)
4678 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4679 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4681 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4682 waterwidth = waterheight = 0;
4684 // set up variables that will be used in shader setup
4685 r_fb.water.waterwidth = waterwidth;
4686 r_fb.water.waterheight = waterheight;
4687 r_fb.water.texturewidth = waterwidth;
4688 r_fb.water.textureheight = waterheight;
4689 r_fb.water.camerawidth = waterwidth;
4690 r_fb.water.cameraheight = waterheight;
4691 r_fb.water.screenscale[0] = 0.5f;
4692 r_fb.water.screenscale[1] = 0.5f;
4693 r_fb.water.screencenter[0] = 0.5f;
4694 r_fb.water.screencenter[1] = 0.5f;
4695 r_fb.water.enabled = waterwidth != 0;
4697 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4698 r_fb.water.numwaterplanes = 0;
4701 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4703 int planeindex, bestplaneindex, vertexindex;
4704 vec3_t mins, maxs, normal, center, v, n;
4705 vec_t planescore, bestplanescore;
4707 r_waterstate_waterplane_t *p;
4708 texture_t *t = R_GetCurrentTexture(surface->texture);
4710 rsurface.texture = t;
4711 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4712 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4713 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4715 // average the vertex normals, find the surface bounds (after deformvertexes)
4716 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4717 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4718 VectorCopy(n, normal);
4719 VectorCopy(v, mins);
4720 VectorCopy(v, maxs);
4721 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4723 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4724 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4725 VectorAdd(normal, n, normal);
4726 mins[0] = min(mins[0], v[0]);
4727 mins[1] = min(mins[1], v[1]);
4728 mins[2] = min(mins[2], v[2]);
4729 maxs[0] = max(maxs[0], v[0]);
4730 maxs[1] = max(maxs[1], v[1]);
4731 maxs[2] = max(maxs[2], v[2]);
4733 VectorNormalize(normal);
4734 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4736 VectorCopy(normal, plane.normal);
4737 VectorNormalize(plane.normal);
4738 plane.dist = DotProduct(center, plane.normal);
4739 PlaneClassify(&plane);
4740 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4742 // skip backfaces (except if nocullface is set)
4743 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4745 VectorNegate(plane.normal, plane.normal);
4747 PlaneClassify(&plane);
4751 // find a matching plane if there is one
4752 bestplaneindex = -1;
4753 bestplanescore = 1048576.0f;
4754 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4756 if(p->camera_entity == t->camera_entity)
4758 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4759 if (bestplaneindex < 0 || bestplanescore > planescore)
4761 bestplaneindex = planeindex;
4762 bestplanescore = planescore;
4766 planeindex = bestplaneindex;
4768 // if this surface does not fit any known plane rendered this frame, add one
4769 if (planeindex < 0 || bestplanescore > 0.001f)
4771 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4773 // store the new plane
4774 planeindex = r_fb.water.numwaterplanes++;
4775 p = r_fb.water.waterplanes + planeindex;
4777 // clear materialflags and pvs
4778 p->materialflags = 0;
4779 p->pvsvalid = false;
4780 p->camera_entity = t->camera_entity;
4781 VectorCopy(mins, p->mins);
4782 VectorCopy(maxs, p->maxs);
4786 // We're totally screwed.
4792 // merge mins/maxs when we're adding this surface to the plane
4793 p = r_fb.water.waterplanes + planeindex;
4794 p->mins[0] = min(p->mins[0], mins[0]);
4795 p->mins[1] = min(p->mins[1], mins[1]);
4796 p->mins[2] = min(p->mins[2], mins[2]);
4797 p->maxs[0] = max(p->maxs[0], maxs[0]);
4798 p->maxs[1] = max(p->maxs[1], maxs[1]);
4799 p->maxs[2] = max(p->maxs[2], maxs[2]);
4801 // merge this surface's materialflags into the waterplane
4802 p->materialflags |= t->currentmaterialflags;
4803 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4805 // merge this surface's PVS into the waterplane
4806 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4807 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4809 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4815 extern cvar_t r_drawparticles;
4816 extern cvar_t r_drawdecals;
4818 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4821 r_refdef_view_t originalview;
4822 r_refdef_view_t myview;
4823 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;
4824 r_waterstate_waterplane_t *p;
4826 r_rendertarget_t *rt;
4828 originalview = r_refdef.view;
4830 // lowquality hack, temporarily shut down some cvars and restore afterwards
4831 qualityreduction = r_water_lowquality.integer;
4832 if (qualityreduction > 0)
4834 if (qualityreduction >= 1)
4836 old_r_shadows = r_shadows.integer;
4837 old_r_worldrtlight = r_shadow_realtime_world.integer;
4838 old_r_dlight = r_shadow_realtime_dlight.integer;
4839 Cvar_SetValueQuick(&r_shadows, 0);
4840 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4841 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4843 if (qualityreduction >= 2)
4845 old_r_dynamic = r_dynamic.integer;
4846 old_r_particles = r_drawparticles.integer;
4847 old_r_decals = r_drawdecals.integer;
4848 Cvar_SetValueQuick(&r_dynamic, 0);
4849 Cvar_SetValueQuick(&r_drawparticles, 0);
4850 Cvar_SetValueQuick(&r_drawdecals, 0);
4854 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4856 p->rt_reflection = NULL;
4857 p->rt_refraction = NULL;
4858 p->rt_camera = NULL;
4862 r_refdef.view = originalview;
4863 r_refdef.view.showdebug = false;
4864 r_refdef.view.width = r_fb.water.waterwidth;
4865 r_refdef.view.height = r_fb.water.waterheight;
4866 r_refdef.view.useclipplane = true;
4867 myview = r_refdef.view;
4868 r_fb.water.renderingscene = true;
4869 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4871 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4874 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4876 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);
4877 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4879 r_refdef.view = myview;
4880 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4881 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4882 if(r_water_scissormode.integer)
4884 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4885 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4887 p->rt_reflection = NULL;
4888 p->rt_refraction = NULL;
4889 p->rt_camera = NULL;
4894 r_refdef.view.clipplane = p->plane;
4895 // reflected view origin may be in solid, so don't cull with it
4896 r_refdef.view.usevieworiginculling = false;
4897 // reverse the cullface settings for this render
4898 r_refdef.view.cullface_front = GL_FRONT;
4899 r_refdef.view.cullface_back = GL_BACK;
4900 // combined pvs (based on what can be seen from each surface center)
4901 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4903 r_refdef.view.usecustompvs = true;
4905 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4907 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4910 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4911 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4912 GL_ScissorTest(false);
4913 R_ClearScreen(r_refdef.fogenabled);
4914 GL_ScissorTest(true);
4915 if(r_water_scissormode.integer & 2)
4916 R_View_UpdateWithScissor(myscissor);
4919 R_AnimCache_CacheVisibleEntities();
4920 if(r_water_scissormode.integer & 1)
4921 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4922 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4924 r_fb.water.hideplayer = false;
4925 p->rt_reflection = rt;
4928 // render the normal view scene and copy into texture
4929 // (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)
4930 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4932 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);
4933 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4935 r_refdef.view = myview;
4936 if(r_water_scissormode.integer)
4938 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4939 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4941 p->rt_reflection = NULL;
4942 p->rt_refraction = NULL;
4943 p->rt_camera = NULL;
4948 // combined pvs (based on what can be seen from each surface center)
4949 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4951 r_refdef.view.usecustompvs = true;
4953 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4955 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4958 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4960 r_refdef.view.clipplane = p->plane;
4961 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4962 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4964 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4966 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4967 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4968 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4969 R_RenderView_UpdateViewVectors();
4970 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4972 r_refdef.view.usecustompvs = true;
4973 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);
4977 PlaneClassify(&r_refdef.view.clipplane);
4979 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4980 GL_ScissorTest(false);
4981 R_ClearScreen(r_refdef.fogenabled);
4982 GL_ScissorTest(true);
4983 if(r_water_scissormode.integer & 2)
4984 R_View_UpdateWithScissor(myscissor);
4987 R_AnimCache_CacheVisibleEntities();
4988 if(r_water_scissormode.integer & 1)
4989 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4990 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4992 r_fb.water.hideplayer = false;
4993 p->rt_refraction = rt;
4995 else if (p->materialflags & MATERIALFLAG_CAMERA)
4997 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);
4998 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5000 r_refdef.view = myview;
5002 r_refdef.view.clipplane = p->plane;
5003 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5004 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5006 r_refdef.view.width = r_fb.water.camerawidth;
5007 r_refdef.view.height = r_fb.water.cameraheight;
5008 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5009 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5010 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5011 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5013 if(p->camera_entity)
5015 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5016 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5019 // note: all of the view is used for displaying... so
5020 // there is no use in scissoring
5022 // reverse the cullface settings for this render
5023 r_refdef.view.cullface_front = GL_FRONT;
5024 r_refdef.view.cullface_back = GL_BACK;
5025 // also reverse the view matrix
5026 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
5027 R_RenderView_UpdateViewVectors();
5028 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5030 r_refdef.view.usecustompvs = true;
5031 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);
5034 // camera needs no clipplane
5035 r_refdef.view.useclipplane = false;
5036 // TODO: is the camera origin always valid? if so we don't need to clear this
5037 r_refdef.view.usevieworiginculling = false;
5039 PlaneClassify(&r_refdef.view.clipplane);
5041 r_fb.water.hideplayer = false;
5043 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5044 GL_ScissorTest(false);
5045 R_ClearScreen(r_refdef.fogenabled);
5046 GL_ScissorTest(true);
5048 R_AnimCache_CacheVisibleEntities();
5049 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5051 r_fb.water.hideplayer = false;
5056 r_fb.water.renderingscene = false;
5057 r_refdef.view = originalview;
5058 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5060 R_AnimCache_CacheVisibleEntities();
5063 r_refdef.view = originalview;
5064 r_fb.water.renderingscene = false;
5065 Cvar_SetValueQuick(&r_water, 0);
5066 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5068 // lowquality hack, restore cvars
5069 if (qualityreduction > 0)
5071 if (qualityreduction >= 1)
5073 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5074 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5075 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5077 if (qualityreduction >= 2)
5079 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5080 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5081 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5086 static void R_Bloom_StartFrame(void)
5088 int screentexturewidth, screentextureheight;
5089 textype_t textype = TEXTYPE_COLORBUFFER;
5092 // clear the pointers to rendertargets from last frame as they're stale
5093 r_fb.rt_screen = NULL;
5094 r_fb.rt_bloom = NULL;
5096 switch (vid.renderpath)
5098 case RENDERPATH_GL32:
5099 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5100 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5101 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5103 case RENDERPATH_GLES2:
5104 r_fb.usedepthtextures = false;
5108 if (r_viewscale_fpsscaling.integer)
5110 double actualframetime;
5111 double targetframetime;
5113 actualframetime = r_refdef.lastdrawscreentime;
5114 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5115 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5116 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5117 if (r_viewscale_fpsscaling_stepsize.value > 0)
5120 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5122 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5124 viewscalefpsadjusted += adjust;
5125 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5128 viewscalefpsadjusted = 1.0f;
5130 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5132 scale *= sqrt(vid.samples); // supersampling
5133 scale = bound(0.03125f, scale, 4.0f);
5134 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5135 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5136 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5137 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5139 // set bloomwidth and bloomheight to the bloom resolution that will be
5140 // used (often less than the screen resolution for faster rendering)
5141 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5142 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5143 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5144 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5145 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5147 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))
5149 Cvar_SetValueQuick(&r_bloom, 0);
5150 Cvar_SetValueQuick(&r_motionblur, 0);
5151 Cvar_SetValueQuick(&r_damageblur, 0);
5153 if (!r_bloom.integer)
5154 r_fb.bloomwidth = r_fb.bloomheight = 0;
5156 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5157 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5159 if (r_fb.ghosttexture)
5160 R_FreeTexture(r_fb.ghosttexture);
5161 r_fb.ghosttexture = NULL;
5163 r_fb.screentexturewidth = screentexturewidth;
5164 r_fb.screentextureheight = screentextureheight;
5165 r_fb.textype = textype;
5167 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5169 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5170 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);
5171 r_fb.ghosttexture_valid = false;
5175 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5177 r_refdef.view.clear = true;
5180 static void R_Bloom_MakeTexture(void)
5183 float xoffset, yoffset, r, brighten;
5184 float colorscale = r_bloom_colorscale.value;
5185 r_viewport_t bloomviewport;
5186 r_rendertarget_t *prev, *cur;
5187 textype_t textype = r_fb.rt_screen->colortextype[0];
5189 r_refdef.stats[r_stat_bloom]++;
5191 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5193 // scale down screen texture to the bloom texture size
5195 prev = r_fb.rt_screen;
5196 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5197 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5198 R_SetViewport(&bloomviewport);
5199 GL_CullFace(GL_NONE);
5200 GL_DepthTest(false);
5201 GL_BlendFunc(GL_ONE, GL_ZERO);
5202 GL_Color(colorscale, colorscale, colorscale, 1);
5203 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5204 // TODO: do boxfilter scale-down in shader?
5205 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5206 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5207 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5208 // we now have a properly scaled bloom image
5210 // multiply bloom image by itself as many times as desired to darken it
5211 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5212 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5215 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5216 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5218 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5220 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5221 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5222 GL_Color(1,1,1,1); // no fix factor supported here
5223 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5224 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5225 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5226 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5230 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5231 brighten = r_bloom_brighten.value;
5232 brighten = sqrt(brighten);
5234 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5236 for (dir = 0;dir < 2;dir++)
5239 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5240 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5241 // blend on at multiple vertical offsets to achieve a vertical blur
5242 // TODO: do offset blends using GLSL
5243 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5245 GL_BlendFunc(GL_ONE, GL_ZERO);
5247 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5249 for (x = -range;x <= range;x++)
5251 if (!dir){xoffset = 0;yoffset = x;}
5252 else {xoffset = x;yoffset = 0;}
5253 xoffset /= (float)prev->texturewidth;
5254 yoffset /= (float)prev->textureheight;
5255 // compute a texcoord array with the specified x and y offset
5256 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5257 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5258 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5259 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5260 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5261 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5262 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5263 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5264 // this r value looks like a 'dot' particle, fading sharply to
5265 // black at the edges
5266 // (probably not realistic but looks good enough)
5267 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5268 //r = brighten/(range*2+1);
5269 r = brighten / (range * 2 + 1);
5271 r *= (1 - x*x/(float)((range+1)*(range+1)));
5275 GL_Color(r, r, r, 1);
5277 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5279 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5280 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5282 GL_BlendFunc(GL_ONE, GL_ONE);
5287 // now we have the bloom image, so keep track of it
5288 r_fb.rt_bloom = cur;
5291 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5293 uint64_t permutation;
5294 float uservecs[4][4];
5295 rtexture_t *viewtexture;
5296 rtexture_t *bloomtexture;
5298 R_EntityMatrix(&identitymatrix);
5300 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5302 // declare variables
5303 float blur_factor, blur_mouseaccel, blur_velocity;
5304 static float blur_average;
5305 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5307 // set a goal for the factoring
5308 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5309 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5310 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5311 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5312 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5313 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5315 // from the goal, pick an averaged value between goal and last value
5316 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5317 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5319 // enforce minimum amount of blur
5320 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5322 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5324 // calculate values into a standard alpha
5325 cl.motionbluralpha = 1 - exp(-
5327 (r_motionblur.value * blur_factor / 80)
5329 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5332 max(0.0001, cl.time - cl.oldtime) // fps independent
5335 // randomization for the blur value to combat persistent ghosting
5336 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5337 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5340 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5341 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5343 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5344 GL_Color(1, 1, 1, cl.motionbluralpha);
5345 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5346 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5347 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5348 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5349 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5352 // updates old view angles for next pass
5353 VectorCopy(cl.viewangles, blur_oldangles);
5355 // copy view into the ghost texture
5356 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5357 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5358 r_fb.ghosttexture_valid = true;
5361 if (r_fb.bloomwidth)
5363 // make the bloom texture
5364 R_Bloom_MakeTexture();
5367 #if _MSC_VER >= 1400
5368 #define sscanf sscanf_s
5370 memset(uservecs, 0, sizeof(uservecs));
5371 if (r_glsl_postprocess_uservec1_enable.integer)
5372 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5373 if (r_glsl_postprocess_uservec2_enable.integer)
5374 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5375 if (r_glsl_postprocess_uservec3_enable.integer)
5376 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5377 if (r_glsl_postprocess_uservec4_enable.integer)
5378 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5380 // render to the screen fbo
5381 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5382 GL_Color(1, 1, 1, 1);
5383 GL_BlendFunc(GL_ONE, GL_ZERO);
5385 viewtexture = r_fb.rt_screen->colortexture[0];
5386 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5388 if (r_rendertarget_debug.integer >= 0)
5390 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5391 if (rt && rt->colortexture[0])
5393 viewtexture = rt->colortexture[0];
5394 bloomtexture = NULL;
5398 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5399 switch(vid.renderpath)
5401 case RENDERPATH_GL32:
5402 case RENDERPATH_GLES2:
5404 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5405 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5406 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5407 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5408 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5409 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5410 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5411 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5412 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5413 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]);
5414 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5415 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]);
5416 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]);
5417 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]);
5418 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]);
5419 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5420 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5421 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);
5422 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5425 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5426 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5429 matrix4x4_t r_waterscrollmatrix;
5431 void R_UpdateFog(void)
5434 if (gamemode == GAME_NEHAHRA)
5436 if (gl_fogenable.integer)
5438 r_refdef.oldgl_fogenable = true;
5439 r_refdef.fog_density = gl_fogdensity.value;
5440 r_refdef.fog_red = gl_fogred.value;
5441 r_refdef.fog_green = gl_foggreen.value;
5442 r_refdef.fog_blue = gl_fogblue.value;
5443 r_refdef.fog_alpha = 1;
5444 r_refdef.fog_start = 0;
5445 r_refdef.fog_end = gl_skyclip.value;
5446 r_refdef.fog_height = 1<<30;
5447 r_refdef.fog_fadedepth = 128;
5449 else if (r_refdef.oldgl_fogenable)
5451 r_refdef.oldgl_fogenable = false;
5452 r_refdef.fog_density = 0;
5453 r_refdef.fog_red = 0;
5454 r_refdef.fog_green = 0;
5455 r_refdef.fog_blue = 0;
5456 r_refdef.fog_alpha = 0;
5457 r_refdef.fog_start = 0;
5458 r_refdef.fog_end = 0;
5459 r_refdef.fog_height = 1<<30;
5460 r_refdef.fog_fadedepth = 128;
5465 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5466 r_refdef.fog_start = max(0, r_refdef.fog_start);
5467 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5469 if (r_refdef.fog_density && r_drawfog.integer)
5471 r_refdef.fogenabled = true;
5472 // this is the point where the fog reaches 0.9986 alpha, which we
5473 // consider a good enough cutoff point for the texture
5474 // (0.9986 * 256 == 255.6)
5475 if (r_fog_exp2.integer)
5476 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5478 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5479 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5480 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5481 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5482 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5483 R_BuildFogHeightTexture();
5484 // fog color was already set
5485 // update the fog texture
5486 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)
5487 R_BuildFogTexture();
5488 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5489 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5492 r_refdef.fogenabled = false;
5495 if (r_refdef.fog_density)
5497 r_refdef.fogcolor[0] = r_refdef.fog_red;
5498 r_refdef.fogcolor[1] = r_refdef.fog_green;
5499 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5501 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5502 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5503 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5504 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5508 VectorCopy(r_refdef.fogcolor, fogvec);
5509 // color.rgb *= ContrastBoost * SceneBrightness;
5510 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5511 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5512 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5513 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5518 void R_UpdateVariables(void)
5522 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5524 r_refdef.farclip = r_farclip_base.value;
5525 if (r_refdef.scene.worldmodel)
5526 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5527 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5529 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5530 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5531 r_refdef.polygonfactor = 0;
5532 r_refdef.polygonoffset = 0;
5534 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5535 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5536 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5537 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5538 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5539 if (r_refdef.scene.worldmodel)
5541 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5543 if (r_showsurfaces.integer)
5545 r_refdef.scene.rtworld = false;
5546 r_refdef.scene.rtworldshadows = false;
5547 r_refdef.scene.rtdlight = false;
5548 r_refdef.scene.rtdlightshadows = false;
5549 r_refdef.scene.lightmapintensity = 0;
5552 r_gpuskeletal = false;
5553 switch(vid.renderpath)
5555 case RENDERPATH_GL32:
5556 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5557 case RENDERPATH_GLES2:
5558 if(!vid_gammatables_trivial)
5560 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5562 // build GLSL gamma texture
5563 #define RAMPWIDTH 256
5564 unsigned short ramp[RAMPWIDTH * 3];
5565 unsigned char rampbgr[RAMPWIDTH][4];
5568 r_texture_gammaramps_serial = vid_gammatables_serial;
5570 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5571 for(i = 0; i < RAMPWIDTH; ++i)
5573 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5574 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5575 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5578 if (r_texture_gammaramps)
5580 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5584 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5590 // remove GLSL gamma texture
5596 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5597 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5603 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5604 if( scenetype != r_currentscenetype ) {
5605 // store the old scenetype
5606 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5607 r_currentscenetype = scenetype;
5608 // move in the new scene
5609 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5618 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5620 // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5621 if( scenetype == r_currentscenetype ) {
5622 return &r_refdef.scene;
5624 return &r_scenes_store[ scenetype ];
5628 static int R_SortEntities_Compare(const void *ap, const void *bp)
5630 const entity_render_t *a = *(const entity_render_t **)ap;
5631 const entity_render_t *b = *(const entity_render_t **)bp;
5634 if(a->model < b->model)
5636 if(a->model > b->model)
5640 // TODO possibly calculate the REAL skinnum here first using
5642 if(a->skinnum < b->skinnum)
5644 if(a->skinnum > b->skinnum)
5647 // everything we compared is equal
5650 static void R_SortEntities(void)
5652 // below or equal 2 ents, sorting never gains anything
5653 if(r_refdef.scene.numentities <= 2)
5656 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5664 extern cvar_t r_shadow_bouncegrid;
5665 extern cvar_t v_isometric;
5666 extern void V_MakeViewIsometric(void);
5667 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5669 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5671 rtexture_t *viewdepthtexture = NULL;
5672 rtexture_t *viewcolortexture = NULL;
5673 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5675 // finish any 2D rendering that was queued
5678 if (r_timereport_active)
5679 R_TimeReport("start");
5680 r_textureframe++; // used only by R_GetCurrentTexture
5681 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5683 if(R_CompileShader_CheckStaticParms())
5684 R_GLSL_Restart_f(&cmd_client);
5686 if (!r_drawentities.integer)
5687 r_refdef.scene.numentities = 0;
5688 else if (r_sortentities.integer)
5691 R_AnimCache_ClearCache();
5693 /* adjust for stereo display */
5694 if(R_Stereo_Active())
5696 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);
5697 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5700 if (r_refdef.view.isoverlay)
5702 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5703 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5704 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5705 R_TimeReport("depthclear");
5707 r_refdef.view.showdebug = false;
5709 r_fb.water.enabled = false;
5710 r_fb.water.numwaterplanes = 0;
5712 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5714 r_refdef.view.matrix = originalmatrix;
5720 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5722 r_refdef.view.matrix = originalmatrix;
5726 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5727 if (v_isometric.integer && r_refdef.view.ismain)
5728 V_MakeViewIsometric();
5730 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5732 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5733 // in sRGB fallback, behave similar to true sRGB: convert this
5734 // value from linear to sRGB
5735 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5737 R_RenderView_UpdateViewVectors();
5739 R_Shadow_UpdateWorldLightSelection();
5741 // this will set up r_fb.rt_screen
5742 R_Bloom_StartFrame();
5744 // apply bloom brightness offset
5746 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5748 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5751 viewfbo = r_fb.rt_screen->fbo;
5752 viewdepthtexture = r_fb.rt_screen->depthtexture;
5753 viewcolortexture = r_fb.rt_screen->colortexture[0];
5756 viewwidth = r_fb.rt_screen->texturewidth;
5757 viewheight = r_fb.rt_screen->textureheight;
5760 R_Water_StartFrame(viewwidth, viewheight);
5763 if (r_timereport_active)
5764 R_TimeReport("viewsetup");
5766 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5768 // clear the whole fbo every frame - otherwise the driver will consider
5769 // it to be an inter-frame texture and stall in multi-gpu configurations
5771 GL_ScissorTest(false);
5772 R_ClearScreen(r_refdef.fogenabled);
5773 if (r_timereport_active)
5774 R_TimeReport("viewclear");
5776 r_refdef.view.clear = true;
5778 r_refdef.view.showdebug = true;
5781 if (r_timereport_active)
5782 R_TimeReport("visibility");
5784 R_AnimCache_CacheVisibleEntities();
5785 if (r_timereport_active)
5786 R_TimeReport("animcache");
5788 R_Shadow_UpdateBounceGridTexture();
5789 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5791 r_fb.water.numwaterplanes = 0;
5792 if (r_fb.water.enabled)
5793 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5795 // for the actual view render we use scissoring a fair amount, so scissor
5796 // test needs to be on
5798 GL_ScissorTest(true);
5799 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5800 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5801 r_fb.water.numwaterplanes = 0;
5803 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5804 GL_ScissorTest(false);
5806 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5807 if (r_timereport_active)
5808 R_TimeReport("blendview");
5810 r_refdef.view.matrix = originalmatrix;
5814 // go back to 2d rendering
5818 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5820 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5822 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5823 if (r_timereport_active)
5824 R_TimeReport("waterworld");
5827 // don't let sound skip if going slow
5828 if (r_refdef.scene.extraupdate)
5831 R_DrawModelsAddWaterPlanes();
5832 if (r_timereport_active)
5833 R_TimeReport("watermodels");
5835 if (r_fb.water.numwaterplanes)
5837 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5838 if (r_timereport_active)
5839 R_TimeReport("waterscenes");
5843 extern cvar_t cl_locs_show;
5844 static void R_DrawLocs(void);
5845 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5846 static void R_DrawModelDecals(void);
5847 extern qbool r_shadow_usingdeferredprepass;
5848 extern int r_shadow_shadowmapatlas_modelshadows_size;
5849 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5851 qbool shadowmapping = false;
5853 if (r_timereport_active)
5854 R_TimeReport("beginscene");
5856 r_refdef.stats[r_stat_renders]++;
5860 // don't let sound skip if going slow
5861 if (r_refdef.scene.extraupdate)
5864 R_MeshQueue_BeginScene();
5868 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);
5870 if (r_timereport_active)
5871 R_TimeReport("skystartframe");
5873 if (cl.csqc_vidvars.drawworld)
5875 // don't let sound skip if going slow
5876 if (r_refdef.scene.extraupdate)
5879 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5881 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5882 if (r_timereport_active)
5883 R_TimeReport("worldsky");
5886 if (R_DrawBrushModelsSky() && r_timereport_active)
5887 R_TimeReport("bmodelsky");
5889 if (skyrendermasked && skyrenderlater)
5891 // we have to force off the water clipping plane while rendering sky
5892 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5894 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5895 if (r_timereport_active)
5896 R_TimeReport("sky");
5900 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5901 r_shadow_viewfbo = viewfbo;
5902 r_shadow_viewdepthtexture = viewdepthtexture;
5903 r_shadow_viewcolortexture = viewcolortexture;
5904 r_shadow_viewx = viewx;
5905 r_shadow_viewy = viewy;
5906 r_shadow_viewwidth = viewwidth;
5907 r_shadow_viewheight = viewheight;
5909 R_Shadow_PrepareModelShadows();
5910 R_Shadow_PrepareLights();
5911 if (r_timereport_active)
5912 R_TimeReport("preparelights");
5914 // render all the shadowmaps that will be used for this view
5915 shadowmapping = R_Shadow_ShadowMappingEnabled();
5916 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5918 R_Shadow_DrawShadowMaps();
5919 if (r_timereport_active)
5920 R_TimeReport("shadowmaps");
5923 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5924 if (r_shadow_usingdeferredprepass)
5925 R_Shadow_DrawPrepass();
5927 // now we begin the forward pass of the view render
5928 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5930 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5931 if (r_timereport_active)
5932 R_TimeReport("worlddepth");
5934 if (r_depthfirst.integer >= 2)
5936 R_DrawModelsDepth();
5937 if (r_timereport_active)
5938 R_TimeReport("modeldepth");
5941 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5943 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5944 if (r_timereport_active)
5945 R_TimeReport("world");
5948 // don't let sound skip if going slow
5949 if (r_refdef.scene.extraupdate)
5953 if (r_timereport_active)
5954 R_TimeReport("models");
5956 // don't let sound skip if going slow
5957 if (r_refdef.scene.extraupdate)
5960 if (!r_shadow_usingdeferredprepass)
5962 R_Shadow_DrawLights();
5963 if (r_timereport_active)
5964 R_TimeReport("rtlights");
5967 // don't let sound skip if going slow
5968 if (r_refdef.scene.extraupdate)
5971 if (cl.csqc_vidvars.drawworld)
5973 R_DrawModelDecals();
5974 if (r_timereport_active)
5975 R_TimeReport("modeldecals");
5978 if (r_timereport_active)
5979 R_TimeReport("particles");
5982 if (r_timereport_active)
5983 R_TimeReport("explosions");
5986 if (r_refdef.view.showdebug)
5988 if (cl_locs_show.integer)
5991 if (r_timereport_active)
5992 R_TimeReport("showlocs");
5995 if (r_drawportals.integer)
5998 if (r_timereport_active)
5999 R_TimeReport("portals");
6002 if (r_showbboxes_client.value > 0)
6004 R_DrawEntityBBoxes(CLVM_prog);
6005 if (r_timereport_active)
6006 R_TimeReport("clbboxes");
6008 if (r_showbboxes.value > 0)
6010 R_DrawEntityBBoxes(SVVM_prog);
6011 if (r_timereport_active)
6012 R_TimeReport("svbboxes");
6016 if (r_transparent.integer)
6018 R_MeshQueue_RenderTransparent();
6019 if (r_timereport_active)
6020 R_TimeReport("drawtrans");
6023 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))
6025 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6026 if (r_timereport_active)
6027 R_TimeReport("worlddebug");
6028 R_DrawModelsDebug();
6029 if (r_timereport_active)
6030 R_TimeReport("modeldebug");
6033 if (cl.csqc_vidvars.drawworld)
6035 R_Shadow_DrawCoronas();
6036 if (r_timereport_active)
6037 R_TimeReport("coronas");
6040 // don't let sound skip if going slow
6041 if (r_refdef.scene.extraupdate)
6045 static const unsigned short bboxelements[36] =
6055 #define BBOXEDGES 13
6056 static const float bboxedges[BBOXEDGES][6] =
6059 { 0, 0, 0, 1, 1, 1 },
6061 { 0, 0, 0, 0, 1, 0 },
6062 { 0, 0, 0, 1, 0, 0 },
6063 { 0, 1, 0, 1, 1, 0 },
6064 { 1, 0, 0, 1, 1, 0 },
6066 { 0, 0, 1, 0, 1, 1 },
6067 { 0, 0, 1, 1, 0, 1 },
6068 { 0, 1, 1, 1, 1, 1 },
6069 { 1, 0, 1, 1, 1, 1 },
6071 { 0, 0, 0, 0, 0, 1 },
6072 { 1, 0, 0, 1, 0, 1 },
6073 { 0, 1, 0, 0, 1, 1 },
6074 { 1, 1, 0, 1, 1, 1 },
6077 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6079 int numvertices = BBOXEDGES * 8;
6080 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6081 int numtriangles = BBOXEDGES * 12;
6082 unsigned short elements[BBOXEDGES * 36];
6084 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6086 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6088 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6089 GL_DepthMask(false);
6090 GL_DepthRange(0, 1);
6091 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6093 for (edge = 0; edge < BBOXEDGES; edge++)
6095 for (i = 0; i < 3; i++)
6097 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6098 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6100 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6101 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6102 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6103 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6104 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6105 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6106 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6107 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6108 for (i = 0; i < 36; i++)
6109 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6111 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6112 if (r_refdef.fogenabled)
6114 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6116 f1 = RSurf_FogVertex(v);
6118 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6119 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6120 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6123 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6124 R_Mesh_ResetTextureState();
6125 R_SetupShader_Generic_NoTexture(false, false);
6126 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6129 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6131 // hacky overloading of the parameters
6132 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6135 prvm_edict_t *edict;
6137 GL_CullFace(GL_NONE);
6138 R_SetupShader_Generic_NoTexture(false, false);
6140 for (i = 0;i < numsurfaces;i++)
6142 edict = PRVM_EDICT_NUM(surfacelist[i]);
6143 switch ((int)PRVM_serveredictfloat(edict, solid))
6145 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6146 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6147 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6148 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6149 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6150 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6151 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6153 if (prog == CLVM_prog)
6154 color[3] *= r_showbboxes_client.value;
6156 color[3] *= r_showbboxes.value;
6157 color[3] = bound(0, color[3], 1);
6158 GL_DepthTest(!r_showdisabledepthtest.integer);
6159 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6163 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6166 prvm_edict_t *edict;
6172 for (i = 0; i < prog->num_edicts; i++)
6174 edict = PRVM_EDICT_NUM(i);
6175 if (edict->priv.server->free)
6177 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6178 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6180 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6182 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6183 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6187 static const int nomodelelement3i[24] =
6199 static const unsigned short nomodelelement3s[24] =
6211 static const float nomodelvertex3f[6*3] =
6221 static const float nomodelcolor4f[6*4] =
6223 0.0f, 0.0f, 0.5f, 1.0f,
6224 0.0f, 0.0f, 0.5f, 1.0f,
6225 0.0f, 0.5f, 0.0f, 1.0f,
6226 0.0f, 0.5f, 0.0f, 1.0f,
6227 0.5f, 0.0f, 0.0f, 1.0f,
6228 0.5f, 0.0f, 0.0f, 1.0f
6231 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6237 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);
6239 // this is only called once per entity so numsurfaces is always 1, and
6240 // surfacelist is always {0}, so this code does not handle batches
6242 if (rsurface.ent_flags & RENDER_ADDITIVE)
6244 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6245 GL_DepthMask(false);
6247 else if (ent->alpha < 1)
6249 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6250 GL_DepthMask(false);
6254 GL_BlendFunc(GL_ONE, GL_ZERO);
6257 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6258 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6259 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6260 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6261 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6262 for (i = 0, c = color4f;i < 6;i++, c += 4)
6264 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6265 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6266 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6269 if (r_refdef.fogenabled)
6271 for (i = 0, c = color4f;i < 6;i++, c += 4)
6273 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6275 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6276 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6277 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6280 // R_Mesh_ResetTextureState();
6281 R_SetupShader_Generic_NoTexture(false, false);
6282 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6283 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6286 void R_DrawNoModel(entity_render_t *ent)
6289 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6290 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6291 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6293 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6296 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6298 vec3_t right1, right2, diff, normal;
6300 VectorSubtract (org2, org1, normal);
6302 // calculate 'right' vector for start
6303 VectorSubtract (r_refdef.view.origin, org1, diff);
6304 CrossProduct (normal, diff, right1);
6305 VectorNormalize (right1);
6307 // calculate 'right' vector for end
6308 VectorSubtract (r_refdef.view.origin, org2, diff);
6309 CrossProduct (normal, diff, right2);
6310 VectorNormalize (right2);
6312 vert[ 0] = org1[0] + width * right1[0];
6313 vert[ 1] = org1[1] + width * right1[1];
6314 vert[ 2] = org1[2] + width * right1[2];
6315 vert[ 3] = org1[0] - width * right1[0];
6316 vert[ 4] = org1[1] - width * right1[1];
6317 vert[ 5] = org1[2] - width * right1[2];
6318 vert[ 6] = org2[0] - width * right2[0];
6319 vert[ 7] = org2[1] - width * right2[1];
6320 vert[ 8] = org2[2] - width * right2[2];
6321 vert[ 9] = org2[0] + width * right2[0];
6322 vert[10] = org2[1] + width * right2[1];
6323 vert[11] = org2[2] + width * right2[2];
6326 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)
6328 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6329 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6330 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6331 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6332 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6333 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6334 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6335 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6336 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6337 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6338 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6339 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6342 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6347 VectorSet(v, x, y, z);
6348 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6349 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6351 if (i == mesh->numvertices)
6353 if (mesh->numvertices < mesh->maxvertices)
6355 VectorCopy(v, vertex3f);
6356 mesh->numvertices++;
6358 return mesh->numvertices;
6364 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6368 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6369 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6370 e = mesh->element3i + mesh->numtriangles * 3;
6371 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6373 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6374 if (mesh->numtriangles < mesh->maxtriangles)
6379 mesh->numtriangles++;
6381 element[1] = element[2];
6385 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6389 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6390 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6391 e = mesh->element3i + mesh->numtriangles * 3;
6392 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6394 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6395 if (mesh->numtriangles < mesh->maxtriangles)
6400 mesh->numtriangles++;
6402 element[1] = element[2];
6406 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6407 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6409 int planenum, planenum2;
6412 mplane_t *plane, *plane2;
6414 double temppoints[2][256*3];
6415 // figure out how large a bounding box we need to properly compute this brush
6417 for (w = 0;w < numplanes;w++)
6418 maxdist = max(maxdist, fabs(planes[w].dist));
6419 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6420 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6421 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6425 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6426 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6428 if (planenum2 == planenum)
6430 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);
6433 if (tempnumpoints < 3)
6435 // generate elements forming a triangle fan for this polygon
6436 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6440 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6442 if(parms[0] == 0 && parms[1] == 0)
6444 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6445 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6450 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6453 index = parms[2] + rsurface.shadertime * parms[3];
6454 index -= floor(index);
6455 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6458 case Q3WAVEFUNC_NONE:
6459 case Q3WAVEFUNC_NOISE:
6460 case Q3WAVEFUNC_COUNT:
6463 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6464 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6465 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6466 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6467 case Q3WAVEFUNC_TRIANGLE:
6469 f = index - floor(index);
6482 f = parms[0] + parms[1] * f;
6483 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6484 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6488 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6495 matrix4x4_t matrix, temp;
6496 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6497 // it's better to have one huge fixup every 9 hours than gradual
6498 // degradation over time which looks consistently bad after many hours.
6500 // tcmod scroll in particular suffers from this degradation which can't be
6501 // effectively worked around even with floor() tricks because we don't
6502 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6503 // a workaround involving floor() would be incorrect anyway...
6504 shadertime = rsurface.shadertime;
6505 if (shadertime >= 32768.0f)
6506 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6507 switch(tcmod->tcmod)
6511 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6512 matrix = r_waterscrollmatrix;
6514 matrix = identitymatrix;
6516 case Q3TCMOD_ENTITYTRANSLATE:
6517 // this is used in Q3 to allow the gamecode to control texcoord
6518 // scrolling on the entity, which is not supported in darkplaces yet.
6519 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6521 case Q3TCMOD_ROTATE:
6522 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6523 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6524 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6527 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6529 case Q3TCMOD_SCROLL:
6530 // this particular tcmod is a "bug for bug" compatible one with regards to
6531 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6532 // specifically did the wrapping and so we must mimic that...
6533 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6534 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6535 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6537 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6538 w = (int) tcmod->parms[0];
6539 h = (int) tcmod->parms[1];
6540 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6542 idx = (int) floor(f * w * h);
6543 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6545 case Q3TCMOD_STRETCH:
6546 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6547 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6549 case Q3TCMOD_TRANSFORM:
6550 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6551 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6552 VectorSet(tcmat + 6, 0 , 0 , 1);
6553 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6554 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6556 case Q3TCMOD_TURBULENT:
6557 // this is handled in the RSurf_PrepareVertices function
6558 matrix = identitymatrix;
6562 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6565 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6567 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6568 char name[MAX_QPATH];
6569 skinframe_t *skinframe;
6570 unsigned char pixels[296*194];
6571 strlcpy(cache->name, skinname, sizeof(cache->name));
6572 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6573 if (developer_loading.integer)
6574 Con_Printf("loading %s\n", name);
6575 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6576 if (!skinframe || !skinframe->base)
6579 fs_offset_t filesize;
6581 f = FS_LoadFile(name, tempmempool, true, &filesize);
6584 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6585 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6589 cache->skinframe = skinframe;
6592 texture_t *R_GetCurrentTexture(texture_t *t)
6595 const entity_render_t *ent = rsurface.entity;
6596 model_t *model = ent->model; // when calling this, ent must not be NULL
6597 q3shaderinfo_layer_tcmod_t *tcmod;
6598 float specularscale = 0.0f;
6600 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6601 return t->currentframe;
6602 t->update_lastrenderframe = r_textureframe;
6603 t->update_lastrenderentity = (void *)ent;
6605 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6606 t->camera_entity = ent->entitynumber;
6608 t->camera_entity = 0;
6610 // switch to an alternate material if this is a q1bsp animated material
6612 texture_t *texture = t;
6613 int s = rsurface.ent_skinnum;
6614 if ((unsigned int)s >= (unsigned int)model->numskins)
6616 if (model->skinscenes)
6618 if (model->skinscenes[s].framecount > 1)
6619 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6621 s = model->skinscenes[s].firstframe;
6624 t = t + s * model->num_surfaces;
6627 // use an alternate animation if the entity's frame is not 0,
6628 // and only if the texture has an alternate animation
6629 if (t->animated == 2) // q2bsp
6630 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6631 else if (rsurface.ent_alttextures && t->anim_total[1])
6632 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6634 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6636 texture->currentframe = t;
6639 // update currentskinframe to be a qw skin or animation frame
6640 if (rsurface.ent_qwskin >= 0)
6642 i = rsurface.ent_qwskin;
6643 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6645 r_qwskincache_size = cl.maxclients;
6647 Mem_Free(r_qwskincache);
6648 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6650 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6651 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6652 t->currentskinframe = r_qwskincache[i].skinframe;
6653 if (t->materialshaderpass && t->currentskinframe == NULL)
6654 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6656 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6657 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6658 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6659 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6661 t->currentmaterialflags = t->basematerialflags;
6662 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6663 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6664 t->currentalpha *= r_wateralpha.value;
6665 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6666 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6667 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6668 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6670 // decide on which type of lighting to use for this surface
6671 if (rsurface.entity->render_modellight_forced)
6672 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6673 if (rsurface.entity->render_rtlight_disabled)
6674 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6675 if (rsurface.entity->render_lightgrid)
6676 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6677 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6679 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6680 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6681 for (q = 0; q < 3; q++)
6683 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6684 t->render_modellight_lightdir_world[q] = q == 2;
6685 t->render_modellight_lightdir_local[q] = q == 2;
6686 t->render_modellight_ambient[q] = 1;
6687 t->render_modellight_diffuse[q] = 0;
6688 t->render_modellight_specular[q] = 0;
6689 t->render_lightmap_ambient[q] = 0;
6690 t->render_lightmap_diffuse[q] = 0;
6691 t->render_lightmap_specular[q] = 0;
6692 t->render_rtlight_diffuse[q] = 0;
6693 t->render_rtlight_specular[q] = 0;
6696 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6698 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6699 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6700 for (q = 0; q < 3; q++)
6702 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6703 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6704 t->render_modellight_lightdir_world[q] = q == 2;
6705 t->render_modellight_lightdir_local[q] = q == 2;
6706 t->render_modellight_diffuse[q] = 0;
6707 t->render_modellight_specular[q] = 0;
6708 t->render_lightmap_ambient[q] = 0;
6709 t->render_lightmap_diffuse[q] = 0;
6710 t->render_lightmap_specular[q] = 0;
6711 t->render_rtlight_diffuse[q] = 0;
6712 t->render_rtlight_specular[q] = 0;
6715 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6717 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6718 for (q = 0; q < 3; q++)
6720 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6721 t->render_modellight_lightdir_world[q] = q == 2;
6722 t->render_modellight_lightdir_local[q] = q == 2;
6723 t->render_modellight_ambient[q] = 0;
6724 t->render_modellight_diffuse[q] = 0;
6725 t->render_modellight_specular[q] = 0;
6726 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6727 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6728 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6729 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6730 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6733 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6735 // ambient + single direction light (modellight)
6736 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6737 for (q = 0; q < 3; q++)
6739 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6740 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6741 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6742 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6743 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6744 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6745 t->render_lightmap_ambient[q] = 0;
6746 t->render_lightmap_diffuse[q] = 0;
6747 t->render_lightmap_specular[q] = 0;
6748 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6749 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6754 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6755 for (q = 0; q < 3; q++)
6757 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6758 t->render_modellight_lightdir_world[q] = q == 2;
6759 t->render_modellight_lightdir_local[q] = q == 2;
6760 t->render_modellight_ambient[q] = 0;
6761 t->render_modellight_diffuse[q] = 0;
6762 t->render_modellight_specular[q] = 0;
6763 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6764 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6765 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6766 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6767 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6771 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6773 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6774 // attribute, we punt it to the lightmap path and hope for the best,
6775 // but lighting doesn't work.
6777 // FIXME: this is fine for effects but CSQC polygons should be subject
6779 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6780 for (q = 0; q < 3; q++)
6782 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6783 t->render_modellight_lightdir_world[q] = q == 2;
6784 t->render_modellight_lightdir_local[q] = q == 2;
6785 t->render_modellight_ambient[q] = 0;
6786 t->render_modellight_diffuse[q] = 0;
6787 t->render_modellight_specular[q] = 0;
6788 t->render_lightmap_ambient[q] = 0;
6789 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6790 t->render_lightmap_specular[q] = 0;
6791 t->render_rtlight_diffuse[q] = 0;
6792 t->render_rtlight_specular[q] = 0;
6796 for (q = 0; q < 3; q++)
6798 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6799 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6802 if (rsurface.ent_flags & RENDER_ADDITIVE)
6803 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6804 else if (t->currentalpha < 1)
6805 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6806 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6807 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6808 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6809 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6810 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6811 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6812 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6813 if (t->backgroundshaderpass)
6814 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6815 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6817 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6818 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6821 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6822 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6824 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6825 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6827 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6828 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6830 // there is no tcmod
6831 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6833 t->currenttexmatrix = r_waterscrollmatrix;
6834 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6836 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6838 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6839 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6842 if (t->materialshaderpass)
6843 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6844 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6846 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6847 if (t->currentskinframe->qpixels)
6848 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6849 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6850 if (!t->basetexture)
6851 t->basetexture = r_texture_notexture;
6852 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6853 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6854 t->nmaptexture = t->currentskinframe->nmap;
6855 if (!t->nmaptexture)
6856 t->nmaptexture = r_texture_blanknormalmap;
6857 t->glosstexture = r_texture_black;
6858 t->glowtexture = t->currentskinframe->glow;
6859 t->fogtexture = t->currentskinframe->fog;
6860 t->reflectmasktexture = t->currentskinframe->reflect;
6861 if (t->backgroundshaderpass)
6863 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6864 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6865 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6866 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6867 t->backgroundglosstexture = r_texture_black;
6868 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6869 if (!t->backgroundnmaptexture)
6870 t->backgroundnmaptexture = r_texture_blanknormalmap;
6871 // make sure that if glow is going to be used, both textures are not NULL
6872 if (!t->backgroundglowtexture && t->glowtexture)
6873 t->backgroundglowtexture = r_texture_black;
6874 if (!t->glowtexture && t->backgroundglowtexture)
6875 t->glowtexture = r_texture_black;
6879 t->backgroundbasetexture = r_texture_white;
6880 t->backgroundnmaptexture = r_texture_blanknormalmap;
6881 t->backgroundglosstexture = r_texture_black;
6882 t->backgroundglowtexture = NULL;
6884 t->specularpower = r_shadow_glossexponent.value;
6885 // TODO: store reference values for these in the texture?
6886 if (r_shadow_gloss.integer > 0)
6888 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6890 if (r_shadow_glossintensity.value > 0)
6892 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6893 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6894 specularscale = r_shadow_glossintensity.value;
6897 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6899 t->glosstexture = r_texture_white;
6900 t->backgroundglosstexture = r_texture_white;
6901 specularscale = r_shadow_gloss2intensity.value;
6902 t->specularpower = r_shadow_gloss2exponent.value;
6905 specularscale *= t->specularscalemod;
6906 t->specularpower *= t->specularpowermod;
6908 // lightmaps mode looks bad with dlights using actual texturing, so turn
6909 // off the colormap and glossmap, but leave the normalmap on as it still
6910 // accurately represents the shading involved
6911 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6913 t->basetexture = r_texture_grey128;
6914 t->pantstexture = r_texture_black;
6915 t->shirttexture = r_texture_black;
6916 if (gl_lightmaps.integer < 2)
6917 t->nmaptexture = r_texture_blanknormalmap;
6918 t->glosstexture = r_texture_black;
6919 t->glowtexture = NULL;
6920 t->fogtexture = NULL;
6921 t->reflectmasktexture = NULL;
6922 t->backgroundbasetexture = NULL;
6923 if (gl_lightmaps.integer < 2)
6924 t->backgroundnmaptexture = r_texture_blanknormalmap;
6925 t->backgroundglosstexture = r_texture_black;
6926 t->backgroundglowtexture = NULL;
6928 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6931 if (specularscale != 1.0f)
6933 for (q = 0; q < 3; q++)
6935 t->render_modellight_specular[q] *= specularscale;
6936 t->render_lightmap_specular[q] *= specularscale;
6937 t->render_rtlight_specular[q] *= specularscale;
6941 t->currentblendfunc[0] = GL_ONE;
6942 t->currentblendfunc[1] = GL_ZERO;
6943 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6945 t->currentblendfunc[0] = GL_SRC_ALPHA;
6946 t->currentblendfunc[1] = GL_ONE;
6948 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6950 t->currentblendfunc[0] = GL_SRC_ALPHA;
6951 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6953 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6955 t->currentblendfunc[0] = t->customblendfunc[0];
6956 t->currentblendfunc[1] = t->customblendfunc[1];
6962 rsurfacestate_t rsurface;
6964 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6966 model_t *model = ent->model;
6967 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6969 rsurface.entity = (entity_render_t *)ent;
6970 rsurface.skeleton = ent->skeleton;
6971 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6972 rsurface.ent_skinnum = ent->skinnum;
6973 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;
6974 rsurface.ent_flags = ent->flags;
6975 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6976 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6977 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6978 rsurface.matrix = ent->matrix;
6979 rsurface.inversematrix = ent->inversematrix;
6980 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6981 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6982 R_EntityMatrix(&rsurface.matrix);
6983 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6984 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6985 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6986 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6987 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6988 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6989 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6990 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6991 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6992 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6993 if (ent->model->brush.submodel && !prepass)
6995 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6996 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6998 // if the animcache code decided it should use the shader path, skip the deform step
6999 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7000 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7001 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7002 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7003 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7004 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7006 if (ent->animcache_vertex3f)
7008 r_refdef.stats[r_stat_batch_entitycache_count]++;
7009 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7010 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7011 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7012 rsurface.modelvertex3f = ent->animcache_vertex3f;
7013 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7014 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7015 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7016 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7017 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7018 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7019 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7020 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7021 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7022 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7023 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7025 else if (wanttangents)
7027 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7028 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7029 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7030 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7031 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7032 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7033 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7034 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7035 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7036 rsurface.modelvertex3f_vertexbuffer = NULL;
7037 rsurface.modelvertex3f_bufferoffset = 0;
7038 rsurface.modelvertex3f_vertexbuffer = 0;
7039 rsurface.modelvertex3f_bufferoffset = 0;
7040 rsurface.modelsvector3f_vertexbuffer = 0;
7041 rsurface.modelsvector3f_bufferoffset = 0;
7042 rsurface.modeltvector3f_vertexbuffer = 0;
7043 rsurface.modeltvector3f_bufferoffset = 0;
7044 rsurface.modelnormal3f_vertexbuffer = 0;
7045 rsurface.modelnormal3f_bufferoffset = 0;
7047 else if (wantnormals)
7049 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7050 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7051 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7052 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7053 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7054 rsurface.modelsvector3f = NULL;
7055 rsurface.modeltvector3f = NULL;
7056 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7057 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7058 rsurface.modelvertex3f_vertexbuffer = NULL;
7059 rsurface.modelvertex3f_bufferoffset = 0;
7060 rsurface.modelvertex3f_vertexbuffer = 0;
7061 rsurface.modelvertex3f_bufferoffset = 0;
7062 rsurface.modelsvector3f_vertexbuffer = 0;
7063 rsurface.modelsvector3f_bufferoffset = 0;
7064 rsurface.modeltvector3f_vertexbuffer = 0;
7065 rsurface.modeltvector3f_bufferoffset = 0;
7066 rsurface.modelnormal3f_vertexbuffer = 0;
7067 rsurface.modelnormal3f_bufferoffset = 0;
7071 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7072 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7073 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7074 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7075 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7076 rsurface.modelsvector3f = NULL;
7077 rsurface.modeltvector3f = NULL;
7078 rsurface.modelnormal3f = NULL;
7079 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7080 rsurface.modelvertex3f_vertexbuffer = NULL;
7081 rsurface.modelvertex3f_bufferoffset = 0;
7082 rsurface.modelvertex3f_vertexbuffer = 0;
7083 rsurface.modelvertex3f_bufferoffset = 0;
7084 rsurface.modelsvector3f_vertexbuffer = 0;
7085 rsurface.modelsvector3f_bufferoffset = 0;
7086 rsurface.modeltvector3f_vertexbuffer = 0;
7087 rsurface.modeltvector3f_bufferoffset = 0;
7088 rsurface.modelnormal3f_vertexbuffer = 0;
7089 rsurface.modelnormal3f_bufferoffset = 0;
7091 rsurface.modelgeneratedvertex = true;
7095 if (rsurface.entityskeletaltransform3x4)
7097 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7098 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7099 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7100 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7104 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7105 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7106 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7107 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7109 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7110 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7111 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7112 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7113 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7114 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7115 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7116 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7117 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7118 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7119 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7120 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7121 rsurface.modelgeneratedvertex = false;
7123 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7124 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7125 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7126 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7127 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7128 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7129 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7130 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7131 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7132 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7133 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7134 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7135 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7136 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7137 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7138 rsurface.modelelement3i = model->surfmesh.data_element3i;
7139 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7140 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7141 rsurface.modelelement3s = model->surfmesh.data_element3s;
7142 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7143 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7144 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7145 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7146 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7147 rsurface.modelsurfaces = model->data_surfaces;
7148 rsurface.batchgeneratedvertex = false;
7149 rsurface.batchfirstvertex = 0;
7150 rsurface.batchnumvertices = 0;
7151 rsurface.batchfirsttriangle = 0;
7152 rsurface.batchnumtriangles = 0;
7153 rsurface.batchvertex3f = NULL;
7154 rsurface.batchvertex3f_vertexbuffer = NULL;
7155 rsurface.batchvertex3f_bufferoffset = 0;
7156 rsurface.batchsvector3f = NULL;
7157 rsurface.batchsvector3f_vertexbuffer = NULL;
7158 rsurface.batchsvector3f_bufferoffset = 0;
7159 rsurface.batchtvector3f = NULL;
7160 rsurface.batchtvector3f_vertexbuffer = NULL;
7161 rsurface.batchtvector3f_bufferoffset = 0;
7162 rsurface.batchnormal3f = NULL;
7163 rsurface.batchnormal3f_vertexbuffer = NULL;
7164 rsurface.batchnormal3f_bufferoffset = 0;
7165 rsurface.batchlightmapcolor4f = NULL;
7166 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7167 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7168 rsurface.batchtexcoordtexture2f = NULL;
7169 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7170 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7171 rsurface.batchtexcoordlightmap2f = NULL;
7172 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7173 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7174 rsurface.batchskeletalindex4ub = NULL;
7175 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7176 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7177 rsurface.batchskeletalweight4ub = NULL;
7178 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7179 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7180 rsurface.batchelement3i = NULL;
7181 rsurface.batchelement3i_indexbuffer = NULL;
7182 rsurface.batchelement3i_bufferoffset = 0;
7183 rsurface.batchelement3s = NULL;
7184 rsurface.batchelement3s_indexbuffer = NULL;
7185 rsurface.batchelement3s_bufferoffset = 0;
7186 rsurface.forcecurrenttextureupdate = false;
7189 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, qbool wantnormals, qbool wanttangents)
7191 rsurface.entity = r_refdef.scene.worldentity;
7192 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7193 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7194 // A better approach could be making this copy only once per frame.
7195 static entity_render_t custom_entity;
7197 custom_entity = *rsurface.entity;
7198 for (q = 0; q < 3; ++q) {
7199 float colormod = q == 0 ? r : q == 1 ? g : b;
7200 custom_entity.render_fullbright[q] *= colormod;
7201 custom_entity.render_modellight_ambient[q] *= colormod;
7202 custom_entity.render_modellight_diffuse[q] *= colormod;
7203 custom_entity.render_lightmap_ambient[q] *= colormod;
7204 custom_entity.render_lightmap_diffuse[q] *= colormod;
7205 custom_entity.render_rtlight_diffuse[q] *= colormod;
7207 custom_entity.alpha *= a;
7208 rsurface.entity = &custom_entity;
7210 rsurface.skeleton = NULL;
7211 rsurface.ent_skinnum = 0;
7212 rsurface.ent_qwskin = -1;
7213 rsurface.ent_flags = entflags;
7214 rsurface.shadertime = r_refdef.scene.time - shadertime;
7215 rsurface.modelnumvertices = numvertices;
7216 rsurface.modelnumtriangles = numtriangles;
7217 rsurface.matrix = *matrix;
7218 rsurface.inversematrix = *inversematrix;
7219 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7220 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7221 R_EntityMatrix(&rsurface.matrix);
7222 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7223 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7224 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7225 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7226 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7227 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7228 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7229 rsurface.frameblend[0].lerp = 1;
7230 rsurface.ent_alttextures = false;
7231 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7232 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7233 rsurface.entityskeletaltransform3x4 = NULL;
7234 rsurface.entityskeletaltransform3x4buffer = NULL;
7235 rsurface.entityskeletaltransform3x4offset = 0;
7236 rsurface.entityskeletaltransform3x4size = 0;
7237 rsurface.entityskeletalnumtransforms = 0;
7238 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7239 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7240 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7241 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7244 rsurface.modelvertex3f = (float *)vertex3f;
7245 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7246 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7247 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7249 else if (wantnormals)
7251 rsurface.modelvertex3f = (float *)vertex3f;
7252 rsurface.modelsvector3f = NULL;
7253 rsurface.modeltvector3f = NULL;
7254 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7258 rsurface.modelvertex3f = (float *)vertex3f;
7259 rsurface.modelsvector3f = NULL;
7260 rsurface.modeltvector3f = NULL;
7261 rsurface.modelnormal3f = NULL;
7263 rsurface.modelvertex3f_vertexbuffer = 0;
7264 rsurface.modelvertex3f_bufferoffset = 0;
7265 rsurface.modelsvector3f_vertexbuffer = 0;
7266 rsurface.modelsvector3f_bufferoffset = 0;
7267 rsurface.modeltvector3f_vertexbuffer = 0;
7268 rsurface.modeltvector3f_bufferoffset = 0;
7269 rsurface.modelnormal3f_vertexbuffer = 0;
7270 rsurface.modelnormal3f_bufferoffset = 0;
7271 rsurface.modelgeneratedvertex = true;
7272 rsurface.modellightmapcolor4f = (float *)color4f;
7273 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7274 rsurface.modellightmapcolor4f_bufferoffset = 0;
7275 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7276 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7277 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7278 rsurface.modeltexcoordlightmap2f = NULL;
7279 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7280 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7281 rsurface.modelskeletalindex4ub = NULL;
7282 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7283 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7284 rsurface.modelskeletalweight4ub = NULL;
7285 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7286 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7287 rsurface.modelelement3i = (int *)element3i;
7288 rsurface.modelelement3i_indexbuffer = NULL;
7289 rsurface.modelelement3i_bufferoffset = 0;
7290 rsurface.modelelement3s = (unsigned short *)element3s;
7291 rsurface.modelelement3s_indexbuffer = NULL;
7292 rsurface.modelelement3s_bufferoffset = 0;
7293 rsurface.modellightmapoffsets = NULL;
7294 rsurface.modelsurfaces = NULL;
7295 rsurface.batchgeneratedvertex = false;
7296 rsurface.batchfirstvertex = 0;
7297 rsurface.batchnumvertices = 0;
7298 rsurface.batchfirsttriangle = 0;
7299 rsurface.batchnumtriangles = 0;
7300 rsurface.batchvertex3f = NULL;
7301 rsurface.batchvertex3f_vertexbuffer = NULL;
7302 rsurface.batchvertex3f_bufferoffset = 0;
7303 rsurface.batchsvector3f = NULL;
7304 rsurface.batchsvector3f_vertexbuffer = NULL;
7305 rsurface.batchsvector3f_bufferoffset = 0;
7306 rsurface.batchtvector3f = NULL;
7307 rsurface.batchtvector3f_vertexbuffer = NULL;
7308 rsurface.batchtvector3f_bufferoffset = 0;
7309 rsurface.batchnormal3f = NULL;
7310 rsurface.batchnormal3f_vertexbuffer = NULL;
7311 rsurface.batchnormal3f_bufferoffset = 0;
7312 rsurface.batchlightmapcolor4f = NULL;
7313 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7314 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7315 rsurface.batchtexcoordtexture2f = NULL;
7316 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7317 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7318 rsurface.batchtexcoordlightmap2f = NULL;
7319 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7320 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7321 rsurface.batchskeletalindex4ub = NULL;
7322 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7323 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7324 rsurface.batchskeletalweight4ub = NULL;
7325 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7326 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7327 rsurface.batchelement3i = NULL;
7328 rsurface.batchelement3i_indexbuffer = NULL;
7329 rsurface.batchelement3i_bufferoffset = 0;
7330 rsurface.batchelement3s = NULL;
7331 rsurface.batchelement3s_indexbuffer = NULL;
7332 rsurface.batchelement3s_bufferoffset = 0;
7333 rsurface.forcecurrenttextureupdate = true;
7335 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7337 if ((wantnormals || wanttangents) && !normal3f)
7339 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7340 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7342 if (wanttangents && !svector3f)
7344 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7345 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7346 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7351 float RSurf_FogPoint(const float *v)
7353 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7354 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7355 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7356 float FogHeightFade = r_refdef.fogheightfade;
7358 unsigned int fogmasktableindex;
7359 if (r_refdef.fogplaneviewabove)
7360 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7362 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7363 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7364 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7367 float RSurf_FogVertex(const float *v)
7369 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7370 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7371 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7372 float FogHeightFade = rsurface.fogheightfade;
7374 unsigned int fogmasktableindex;
7375 if (r_refdef.fogplaneviewabove)
7376 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7378 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7379 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7380 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7383 void RSurf_UploadBuffersForBatch(void)
7385 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7386 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7387 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7388 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7389 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7390 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7391 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7392 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7393 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7394 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7395 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7396 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7397 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7398 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7399 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7400 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7401 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7402 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7403 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7404 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7406 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7407 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7408 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7409 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7411 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7412 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7413 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7414 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7415 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7416 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7417 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7418 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7419 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7420 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7423 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7426 for (i = 0;i < numelements;i++)
7427 outelement3i[i] = inelement3i[i] + adjust;
7430 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7431 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7439 int surfacefirsttriangle;
7440 int surfacenumtriangles;
7441 int surfacefirstvertex;
7442 int surfaceendvertex;
7443 int surfacenumvertices;
7444 int batchnumsurfaces = texturenumsurfaces;
7445 int batchnumvertices;
7446 int batchnumtriangles;
7449 qbool dynamicvertex;
7452 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7455 q3shaderinfo_deform_t *deform;
7456 const msurface_t *surface, *firstsurface;
7457 if (!texturenumsurfaces)
7459 // find vertex range of this surface batch
7461 firstsurface = texturesurfacelist[0];
7462 firsttriangle = firstsurface->num_firsttriangle;
7463 batchnumvertices = 0;
7464 batchnumtriangles = 0;
7465 firstvertex = endvertex = firstsurface->num_firstvertex;
7466 for (i = 0;i < texturenumsurfaces;i++)
7468 surface = texturesurfacelist[i];
7469 if (surface != firstsurface + i)
7471 surfacefirstvertex = surface->num_firstvertex;
7472 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7473 surfacenumvertices = surface->num_vertices;
7474 surfacenumtriangles = surface->num_triangles;
7475 if (firstvertex > surfacefirstvertex)
7476 firstvertex = surfacefirstvertex;
7477 if (endvertex < surfaceendvertex)
7478 endvertex = surfaceendvertex;
7479 batchnumvertices += surfacenumvertices;
7480 batchnumtriangles += surfacenumtriangles;
7483 r_refdef.stats[r_stat_batch_batches]++;
7485 r_refdef.stats[r_stat_batch_withgaps]++;
7486 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7487 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7488 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7490 // we now know the vertex range used, and if there are any gaps in it
7491 rsurface.batchfirstvertex = firstvertex;
7492 rsurface.batchnumvertices = endvertex - firstvertex;
7493 rsurface.batchfirsttriangle = firsttriangle;
7494 rsurface.batchnumtriangles = batchnumtriangles;
7496 // check if any dynamic vertex processing must occur
7497 dynamicvertex = false;
7499 // we must use vertexbuffers for rendering, we can upload vertex buffers
7500 // easily enough but if the basevertex is non-zero it becomes more
7501 // difficult, so force dynamicvertex path in that case - it's suboptimal
7502 // but the most optimal case is to have the geometry sources provide their
7504 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7505 dynamicvertex = true;
7507 // a cvar to force the dynamic vertex path to be taken, for debugging
7508 if (r_batch_debugdynamicvertexpath.integer)
7512 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7513 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7514 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7515 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7517 dynamicvertex = true;
7520 // if there is a chance of animated vertex colors, it's a dynamic batch
7521 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7525 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7526 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7527 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7528 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7530 dynamicvertex = true;
7533 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7535 switch (deform->deform)
7538 case Q3DEFORM_PROJECTIONSHADOW:
7539 case Q3DEFORM_TEXT0:
7540 case Q3DEFORM_TEXT1:
7541 case Q3DEFORM_TEXT2:
7542 case Q3DEFORM_TEXT3:
7543 case Q3DEFORM_TEXT4:
7544 case Q3DEFORM_TEXT5:
7545 case Q3DEFORM_TEXT6:
7546 case Q3DEFORM_TEXT7:
7549 case Q3DEFORM_AUTOSPRITE:
7552 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7553 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7554 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7555 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7557 dynamicvertex = true;
7558 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7560 case Q3DEFORM_AUTOSPRITE2:
7563 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7564 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7565 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7566 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7568 dynamicvertex = true;
7569 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7571 case Q3DEFORM_NORMAL:
7574 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7575 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7576 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7577 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7579 dynamicvertex = true;
7580 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7583 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7584 break; // if wavefunc is a nop, ignore this transform
7587 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7588 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7589 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7590 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7592 dynamicvertex = true;
7593 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7595 case Q3DEFORM_BULGE:
7598 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7599 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7600 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7601 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7603 dynamicvertex = true;
7604 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7607 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7608 break; // if wavefunc is a nop, ignore this transform
7611 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7612 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7613 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7614 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7616 dynamicvertex = true;
7617 batchneed |= BATCHNEED_ARRAY_VERTEX;
7621 if (rsurface.texture->materialshaderpass)
7623 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7626 case Q3TCGEN_TEXTURE:
7628 case Q3TCGEN_LIGHTMAP:
7631 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7632 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7633 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7634 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7636 dynamicvertex = true;
7637 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7639 case Q3TCGEN_VECTOR:
7642 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7643 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7644 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7645 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7647 dynamicvertex = true;
7648 batchneed |= BATCHNEED_ARRAY_VERTEX;
7650 case Q3TCGEN_ENVIRONMENT:
7653 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7654 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7655 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7656 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7658 dynamicvertex = true;
7659 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7662 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7666 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7667 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7668 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7669 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7671 dynamicvertex = true;
7672 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7676 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7677 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7678 // we ensure this by treating the vertex batch as dynamic...
7679 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7683 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7684 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7685 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7686 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7688 dynamicvertex = true;
7691 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7692 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7693 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7695 rsurface.batchvertex3f = rsurface.modelvertex3f;
7696 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7697 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7698 rsurface.batchsvector3f = rsurface.modelsvector3f;
7699 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7700 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7701 rsurface.batchtvector3f = rsurface.modeltvector3f;
7702 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7703 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7704 rsurface.batchnormal3f = rsurface.modelnormal3f;
7705 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7706 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7707 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7708 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7709 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7710 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7711 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7712 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7713 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7714 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7715 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7716 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7717 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7718 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7719 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7720 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7721 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7722 rsurface.batchelement3i = rsurface.modelelement3i;
7723 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7724 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7725 rsurface.batchelement3s = rsurface.modelelement3s;
7726 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7727 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7728 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7729 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7730 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7731 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7732 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7734 // if any dynamic vertex processing has to occur in software, we copy the
7735 // entire surface list together before processing to rebase the vertices
7736 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7738 // if any gaps exist and we do not have a static vertex buffer, we have to
7739 // copy the surface list together to avoid wasting upload bandwidth on the
7740 // vertices in the gaps.
7742 // if gaps exist and we have a static vertex buffer, we can choose whether
7743 // to combine the index buffer ranges into one dynamic index buffer or
7744 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7746 // in many cases the batch is reduced to one draw call.
7748 rsurface.batchmultidraw = false;
7749 rsurface.batchmultidrawnumsurfaces = 0;
7750 rsurface.batchmultidrawsurfacelist = NULL;
7754 // static vertex data, just set pointers...
7755 rsurface.batchgeneratedvertex = false;
7756 // if there are gaps, we want to build a combined index buffer,
7757 // otherwise use the original static buffer with an appropriate offset
7760 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7761 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7762 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7763 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7764 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7766 rsurface.batchmultidraw = true;
7767 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7768 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7771 // build a new triangle elements array for this batch
7772 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7773 rsurface.batchfirsttriangle = 0;
7775 for (i = 0;i < texturenumsurfaces;i++)
7777 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7778 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7779 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7780 numtriangles += surfacenumtriangles;
7782 rsurface.batchelement3i_indexbuffer = NULL;
7783 rsurface.batchelement3i_bufferoffset = 0;
7784 rsurface.batchelement3s = NULL;
7785 rsurface.batchelement3s_indexbuffer = NULL;
7786 rsurface.batchelement3s_bufferoffset = 0;
7787 if (endvertex <= 65536)
7789 // make a 16bit (unsigned short) index array if possible
7790 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7791 for (i = 0;i < numtriangles*3;i++)
7792 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7797 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7798 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7799 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7800 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7805 // something needs software processing, do it for real...
7806 // we only directly handle separate array data in this case and then
7807 // generate interleaved data if needed...
7808 rsurface.batchgeneratedvertex = true;
7809 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7810 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7811 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7812 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7814 // now copy the vertex data into a combined array and make an index array
7815 // (this is what Quake3 does all the time)
7816 // we also apply any skeletal animation here that would have been done in
7817 // the vertex shader, because most of the dynamic vertex animation cases
7818 // need actual vertex positions and normals
7819 //if (dynamicvertex)
7821 rsurface.batchvertex3f = NULL;
7822 rsurface.batchvertex3f_vertexbuffer = NULL;
7823 rsurface.batchvertex3f_bufferoffset = 0;
7824 rsurface.batchsvector3f = NULL;
7825 rsurface.batchsvector3f_vertexbuffer = NULL;
7826 rsurface.batchsvector3f_bufferoffset = 0;
7827 rsurface.batchtvector3f = NULL;
7828 rsurface.batchtvector3f_vertexbuffer = NULL;
7829 rsurface.batchtvector3f_bufferoffset = 0;
7830 rsurface.batchnormal3f = NULL;
7831 rsurface.batchnormal3f_vertexbuffer = NULL;
7832 rsurface.batchnormal3f_bufferoffset = 0;
7833 rsurface.batchlightmapcolor4f = NULL;
7834 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7835 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7836 rsurface.batchtexcoordtexture2f = NULL;
7837 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7838 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7839 rsurface.batchtexcoordlightmap2f = NULL;
7840 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7841 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7842 rsurface.batchskeletalindex4ub = NULL;
7843 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7844 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7845 rsurface.batchskeletalweight4ub = NULL;
7846 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7847 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7848 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7849 rsurface.batchelement3i_indexbuffer = NULL;
7850 rsurface.batchelement3i_bufferoffset = 0;
7851 rsurface.batchelement3s = NULL;
7852 rsurface.batchelement3s_indexbuffer = NULL;
7853 rsurface.batchelement3s_bufferoffset = 0;
7854 rsurface.batchskeletaltransform3x4buffer = NULL;
7855 rsurface.batchskeletaltransform3x4offset = 0;
7856 rsurface.batchskeletaltransform3x4size = 0;
7857 // we'll only be setting up certain arrays as needed
7858 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7859 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7860 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7861 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7862 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7864 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7865 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7867 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7868 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7869 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7870 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7871 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7872 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7873 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7875 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7876 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7880 for (i = 0;i < texturenumsurfaces;i++)
7882 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7883 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7884 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7885 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7886 // copy only the data requested
7887 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7889 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7891 if (rsurface.batchvertex3f)
7892 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7894 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7896 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7898 if (rsurface.modelnormal3f)
7899 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7901 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7903 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7905 if (rsurface.modelsvector3f)
7907 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7908 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7912 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7913 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7916 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7918 if (rsurface.modellightmapcolor4f)
7919 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7921 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7923 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7925 if (rsurface.modeltexcoordtexture2f)
7926 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7928 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7930 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7932 if (rsurface.modeltexcoordlightmap2f)
7933 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7935 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7937 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7939 if (rsurface.modelskeletalindex4ub)
7941 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7942 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7946 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7947 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7948 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7949 for (j = 0;j < surfacenumvertices;j++)
7954 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7955 numvertices += surfacenumvertices;
7956 numtriangles += surfacenumtriangles;
7959 // generate a 16bit index array as well if possible
7960 // (in general, dynamic batches fit)
7961 if (numvertices <= 65536)
7963 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7964 for (i = 0;i < numtriangles*3;i++)
7965 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7968 // since we've copied everything, the batch now starts at 0
7969 rsurface.batchfirstvertex = 0;
7970 rsurface.batchnumvertices = batchnumvertices;
7971 rsurface.batchfirsttriangle = 0;
7972 rsurface.batchnumtriangles = batchnumtriangles;
7975 // apply skeletal animation that would have been done in the vertex shader
7976 if (rsurface.batchskeletaltransform3x4)
7978 const unsigned char *si;
7979 const unsigned char *sw;
7981 const float *b = rsurface.batchskeletaltransform3x4;
7982 float *vp, *vs, *vt, *vn;
7984 float m[3][4], n[3][4];
7985 float tp[3], ts[3], tt[3], tn[3];
7986 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7987 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7988 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7989 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7990 si = rsurface.batchskeletalindex4ub;
7991 sw = rsurface.batchskeletalweight4ub;
7992 vp = rsurface.batchvertex3f;
7993 vs = rsurface.batchsvector3f;
7994 vt = rsurface.batchtvector3f;
7995 vn = rsurface.batchnormal3f;
7996 memset(m[0], 0, sizeof(m));
7997 memset(n[0], 0, sizeof(n));
7998 for (i = 0;i < batchnumvertices;i++)
8000 t[0] = b + si[0]*12;
8003 // common case - only one matrix
8017 else if (sw[2] + sw[3])
8020 t[1] = b + si[1]*12;
8021 t[2] = b + si[2]*12;
8022 t[3] = b + si[3]*12;
8023 w[0] = sw[0] * (1.0f / 255.0f);
8024 w[1] = sw[1] * (1.0f / 255.0f);
8025 w[2] = sw[2] * (1.0f / 255.0f);
8026 w[3] = sw[3] * (1.0f / 255.0f);
8027 // blend the matrices
8028 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8029 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8030 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8031 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8032 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8033 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8034 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8035 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8036 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8037 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8038 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8039 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8044 t[1] = b + si[1]*12;
8045 w[0] = sw[0] * (1.0f / 255.0f);
8046 w[1] = sw[1] * (1.0f / 255.0f);
8047 // blend the matrices
8048 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8049 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8050 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8051 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8052 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8053 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8054 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8055 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8056 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8057 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8058 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8059 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8063 // modify the vertex
8065 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8066 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8067 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8071 // the normal transformation matrix is a set of cross products...
8072 CrossProduct(m[1], m[2], n[0]);
8073 CrossProduct(m[2], m[0], n[1]);
8074 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8076 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8077 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8078 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8079 VectorNormalize(vn);
8084 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8085 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8086 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8087 VectorNormalize(vs);
8090 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8091 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8092 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8093 VectorNormalize(vt);
8098 rsurface.batchskeletaltransform3x4 = NULL;
8099 rsurface.batchskeletalnumtransforms = 0;
8102 // q1bsp surfaces rendered in vertex color mode have to have colors
8103 // calculated based on lightstyles
8104 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8106 // generate color arrays for the surfaces in this list
8111 const unsigned char *lm;
8112 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8113 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8114 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8116 for (i = 0;i < texturenumsurfaces;i++)
8118 surface = texturesurfacelist[i];
8119 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8120 surfacenumvertices = surface->num_vertices;
8121 if (surface->lightmapinfo->samples)
8123 for (j = 0;j < surfacenumvertices;j++)
8125 lm = surface->lightmapinfo->samples + offsets[j];
8126 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8127 VectorScale(lm, scale, c);
8128 if (surface->lightmapinfo->styles[1] != 255)
8130 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8132 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8133 VectorMA(c, scale, lm, c);
8134 if (surface->lightmapinfo->styles[2] != 255)
8137 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8138 VectorMA(c, scale, lm, c);
8139 if (surface->lightmapinfo->styles[3] != 255)
8142 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8143 VectorMA(c, scale, lm, c);
8150 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);
8156 for (j = 0;j < surfacenumvertices;j++)
8158 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8165 // if vertices are deformed (sprite flares and things in maps, possibly
8166 // water waves, bulges and other deformations), modify the copied vertices
8168 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8171 switch (deform->deform)
8174 case Q3DEFORM_PROJECTIONSHADOW:
8175 case Q3DEFORM_TEXT0:
8176 case Q3DEFORM_TEXT1:
8177 case Q3DEFORM_TEXT2:
8178 case Q3DEFORM_TEXT3:
8179 case Q3DEFORM_TEXT4:
8180 case Q3DEFORM_TEXT5:
8181 case Q3DEFORM_TEXT6:
8182 case Q3DEFORM_TEXT7:
8185 case Q3DEFORM_AUTOSPRITE:
8186 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8187 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8188 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8189 VectorNormalize(newforward);
8190 VectorNormalize(newright);
8191 VectorNormalize(newup);
8192 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8193 // rsurface.batchvertex3f_vertexbuffer = NULL;
8194 // rsurface.batchvertex3f_bufferoffset = 0;
8195 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8196 // rsurface.batchsvector3f_vertexbuffer = NULL;
8197 // rsurface.batchsvector3f_bufferoffset = 0;
8198 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8199 // rsurface.batchtvector3f_vertexbuffer = NULL;
8200 // rsurface.batchtvector3f_bufferoffset = 0;
8201 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8202 // rsurface.batchnormal3f_vertexbuffer = NULL;
8203 // rsurface.batchnormal3f_bufferoffset = 0;
8204 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8205 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8206 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8207 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8208 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);
8209 // a single autosprite surface can contain multiple sprites...
8210 for (j = 0;j < batchnumvertices - 3;j += 4)
8212 VectorClear(center);
8213 for (i = 0;i < 4;i++)
8214 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8215 VectorScale(center, 0.25f, center);
8216 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8217 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8218 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8219 for (i = 0;i < 4;i++)
8221 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8222 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8225 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8226 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8227 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);
8229 case Q3DEFORM_AUTOSPRITE2:
8230 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8231 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8232 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8233 VectorNormalize(newforward);
8234 VectorNormalize(newright);
8235 VectorNormalize(newup);
8236 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8237 // rsurface.batchvertex3f_vertexbuffer = NULL;
8238 // rsurface.batchvertex3f_bufferoffset = 0;
8240 const float *v1, *v2;
8250 memset(shortest, 0, sizeof(shortest));
8251 // a single autosprite surface can contain multiple sprites...
8252 for (j = 0;j < batchnumvertices - 3;j += 4)
8254 VectorClear(center);
8255 for (i = 0;i < 4;i++)
8256 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8257 VectorScale(center, 0.25f, center);
8258 // find the two shortest edges, then use them to define the
8259 // axis vectors for rotating around the central axis
8260 for (i = 0;i < 6;i++)
8262 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8263 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8264 l = VectorDistance2(v1, v2);
8265 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8267 l += (1.0f / 1024.0f);
8268 if (shortest[0].length2 > l || i == 0)
8270 shortest[1] = shortest[0];
8271 shortest[0].length2 = l;
8272 shortest[0].v1 = v1;
8273 shortest[0].v2 = v2;
8275 else if (shortest[1].length2 > l || i == 1)
8277 shortest[1].length2 = l;
8278 shortest[1].v1 = v1;
8279 shortest[1].v2 = v2;
8282 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8283 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8284 // this calculates the right vector from the shortest edge
8285 // and the up vector from the edge midpoints
8286 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8287 VectorNormalize(right);
8288 VectorSubtract(end, start, up);
8289 VectorNormalize(up);
8290 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8291 VectorSubtract(rsurface.localvieworigin, center, forward);
8292 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8293 VectorNegate(forward, forward);
8294 VectorReflect(forward, 0, up, forward);
8295 VectorNormalize(forward);
8296 CrossProduct(up, forward, newright);
8297 VectorNormalize(newright);
8298 // rotate the quad around the up axis vector, this is made
8299 // especially easy by the fact we know the quad is flat,
8300 // so we only have to subtract the center position and
8301 // measure distance along the right vector, and then
8302 // multiply that by the newright vector and add back the
8304 // we also need to subtract the old position to undo the
8305 // displacement from the center, which we do with a
8306 // DotProduct, the subtraction/addition of center is also
8307 // optimized into DotProducts here
8308 l = DotProduct(right, center);
8309 for (i = 0;i < 4;i++)
8311 v1 = rsurface.batchvertex3f + 3*(j+i);
8312 f = DotProduct(right, v1) - l;
8313 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8317 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8319 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8320 // rsurface.batchnormal3f_vertexbuffer = NULL;
8321 // rsurface.batchnormal3f_bufferoffset = 0;
8322 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8324 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8326 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8327 // rsurface.batchsvector3f_vertexbuffer = NULL;
8328 // rsurface.batchsvector3f_bufferoffset = 0;
8329 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8330 // rsurface.batchtvector3f_vertexbuffer = NULL;
8331 // rsurface.batchtvector3f_bufferoffset = 0;
8332 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);
8335 case Q3DEFORM_NORMAL:
8336 // deform the normals to make reflections wavey
8337 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8338 rsurface.batchnormal3f_vertexbuffer = NULL;
8339 rsurface.batchnormal3f_bufferoffset = 0;
8340 for (j = 0;j < batchnumvertices;j++)
8343 float *normal = rsurface.batchnormal3f + 3*j;
8344 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8345 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8346 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8347 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8348 VectorNormalize(normal);
8350 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8352 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8353 // rsurface.batchsvector3f_vertexbuffer = NULL;
8354 // rsurface.batchsvector3f_bufferoffset = 0;
8355 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8356 // rsurface.batchtvector3f_vertexbuffer = NULL;
8357 // rsurface.batchtvector3f_bufferoffset = 0;
8358 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);
8362 // deform vertex array to make wavey water and flags and such
8363 waveparms[0] = deform->waveparms[0];
8364 waveparms[1] = deform->waveparms[1];
8365 waveparms[2] = deform->waveparms[2];
8366 waveparms[3] = deform->waveparms[3];
8367 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8368 break; // if wavefunc is a nop, don't make a dynamic vertex array
8369 // this is how a divisor of vertex influence on deformation
8370 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8371 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8372 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8373 // rsurface.batchvertex3f_vertexbuffer = NULL;
8374 // rsurface.batchvertex3f_bufferoffset = 0;
8375 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8376 // rsurface.batchnormal3f_vertexbuffer = NULL;
8377 // rsurface.batchnormal3f_bufferoffset = 0;
8378 for (j = 0;j < batchnumvertices;j++)
8380 // if the wavefunc depends on time, evaluate it per-vertex
8383 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8384 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8386 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8388 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8389 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8390 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8392 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8393 // rsurface.batchsvector3f_vertexbuffer = NULL;
8394 // rsurface.batchsvector3f_bufferoffset = 0;
8395 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8396 // rsurface.batchtvector3f_vertexbuffer = NULL;
8397 // rsurface.batchtvector3f_bufferoffset = 0;
8398 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8401 case Q3DEFORM_BULGE:
8402 // deform vertex array to make the surface have moving bulges
8403 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8404 // rsurface.batchvertex3f_vertexbuffer = NULL;
8405 // rsurface.batchvertex3f_bufferoffset = 0;
8406 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8407 // rsurface.batchnormal3f_vertexbuffer = NULL;
8408 // rsurface.batchnormal3f_bufferoffset = 0;
8409 for (j = 0;j < batchnumvertices;j++)
8411 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8412 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8414 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8415 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8416 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8418 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8419 // rsurface.batchsvector3f_vertexbuffer = NULL;
8420 // rsurface.batchsvector3f_bufferoffset = 0;
8421 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8422 // rsurface.batchtvector3f_vertexbuffer = NULL;
8423 // rsurface.batchtvector3f_bufferoffset = 0;
8424 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);
8428 // deform vertex array
8429 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8430 break; // if wavefunc is a nop, don't make a dynamic vertex array
8431 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8432 VectorScale(deform->parms, scale, waveparms);
8433 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8434 // rsurface.batchvertex3f_vertexbuffer = NULL;
8435 // rsurface.batchvertex3f_bufferoffset = 0;
8436 for (j = 0;j < batchnumvertices;j++)
8437 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8442 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8444 // generate texcoords based on the chosen texcoord source
8445 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8448 case Q3TCGEN_TEXTURE:
8450 case Q3TCGEN_LIGHTMAP:
8451 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8452 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8453 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8454 if (rsurface.batchtexcoordlightmap2f)
8455 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8457 case Q3TCGEN_VECTOR:
8458 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8459 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8460 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8461 for (j = 0;j < batchnumvertices;j++)
8463 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8464 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8467 case Q3TCGEN_ENVIRONMENT:
8468 // make environment reflections using a spheremap
8469 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8470 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8471 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8472 for (j = 0;j < batchnumvertices;j++)
8474 // identical to Q3A's method, but executed in worldspace so
8475 // carried models can be shiny too
8477 float viewer[3], d, reflected[3], worldreflected[3];
8479 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8480 // VectorNormalize(viewer);
8482 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8484 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8485 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8486 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8487 // note: this is proportinal to viewer, so we can normalize later
8489 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8490 VectorNormalize(worldreflected);
8492 // note: this sphere map only uses world x and z!
8493 // so positive and negative y will LOOK THE SAME.
8494 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8495 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8499 // the only tcmod that needs software vertex processing is turbulent, so
8500 // check for it here and apply the changes if needed
8501 // and we only support that as the first one
8502 // (handling a mixture of turbulent and other tcmods would be problematic
8503 // without punting it entirely to a software path)
8504 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8506 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8507 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8508 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8509 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8510 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8511 for (j = 0;j < batchnumvertices;j++)
8513 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);
8514 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8520 void RSurf_DrawBatch(void)
8522 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8523 // through the pipeline, killing it earlier in the pipeline would have
8524 // per-surface overhead rather than per-batch overhead, so it's best to
8525 // reject it here, before it hits glDraw.
8526 if (rsurface.batchnumtriangles == 0)
8529 // batch debugging code
8530 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8536 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8537 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8540 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8542 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8544 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8545 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);
8552 if (rsurface.batchmultidraw)
8554 // issue multiple draws rather than copying index data
8555 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8556 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8557 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8558 for (i = 0;i < numsurfaces;)
8560 // combine consecutive surfaces as one draw
8561 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8562 if (surfacelist[j] != surfacelist[k] + 1)
8564 firstvertex = surfacelist[i]->num_firstvertex;
8565 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8566 firsttriangle = surfacelist[i]->num_firsttriangle;
8567 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8568 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);
8574 // there is only one consecutive run of index data (may have been combined)
8575 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);
8579 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8581 // pick the closest matching water plane
8582 int planeindex, vertexindex, bestplaneindex = -1;
8586 r_waterstate_waterplane_t *p;
8587 qbool prepared = false;
8589 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8591 if(p->camera_entity != rsurface.texture->camera_entity)
8596 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8598 if(rsurface.batchnumvertices == 0)
8601 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8603 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8604 d += fabs(PlaneDiff(vert, &p->plane));
8606 if (bestd > d || bestplaneindex < 0)
8609 bestplaneindex = planeindex;
8612 return bestplaneindex;
8613 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8614 // this situation though, as it might be better to render single larger
8615 // batches with useless stuff (backface culled for example) than to
8616 // render multiple smaller batches
8619 void RSurf_SetupDepthAndCulling(void)
8621 // submodels are biased to avoid z-fighting with world surfaces that they
8622 // may be exactly overlapping (avoids z-fighting artifacts on certain
8623 // doors and things in Quake maps)
8624 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8625 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8626 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8627 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8630 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8634 float p[3], mins[3], maxs[3];
8636 // transparent sky would be ridiculous
8637 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8639 R_SetupShader_Generic_NoTexture(false, false);
8640 skyrenderlater = true;
8641 RSurf_SetupDepthAndCulling();
8644 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8645 if (r_sky_scissor.integer)
8647 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8648 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8650 Matrix4x4_Transform(&rsurface.matrix, v, p);
8653 if (mins[0] > p[0]) mins[0] = p[0];
8654 if (mins[1] > p[1]) mins[1] = p[1];
8655 if (mins[2] > p[2]) mins[2] = p[2];
8656 if (maxs[0] < p[0]) maxs[0] = p[0];
8657 if (maxs[1] < p[1]) maxs[1] = p[1];
8658 if (maxs[2] < p[2]) maxs[2] = p[2];
8662 VectorCopy(p, mins);
8663 VectorCopy(p, maxs);
8666 if (!R_ScissorForBBox(mins, maxs, scissor))
8670 if (skyscissor[0] > scissor[0])
8672 skyscissor[2] += skyscissor[0] - scissor[0];
8673 skyscissor[0] = scissor[0];
8675 if (skyscissor[1] > scissor[1])
8677 skyscissor[3] += skyscissor[1] - scissor[1];
8678 skyscissor[1] = scissor[1];
8680 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8681 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8682 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8683 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8686 Vector4Copy(scissor, skyscissor);
8690 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8691 // skymasking on them, and Quake3 never did sky masking (unlike
8692 // software Quake and software Quake2), so disable the sky masking
8693 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8694 // and skymasking also looks very bad when noclipping outside the
8695 // level, so don't use it then either.
8696 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)
8698 R_Mesh_ResetTextureState();
8699 if (skyrendermasked)
8701 R_SetupShader_DepthOrShadow(false, false, false);
8702 // depth-only (masking)
8703 GL_ColorMask(0, 0, 0, 0);
8704 // just to make sure that braindead drivers don't draw
8705 // anything despite that colormask...
8706 GL_BlendFunc(GL_ZERO, GL_ONE);
8707 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8708 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8712 R_SetupShader_Generic_NoTexture(false, false);
8714 GL_BlendFunc(GL_ONE, GL_ZERO);
8715 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8716 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8717 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8720 if (skyrendermasked)
8721 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8723 R_Mesh_ResetTextureState();
8724 GL_Color(1, 1, 1, 1);
8727 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8728 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8729 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8731 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8735 // render screenspace normalmap to texture
8737 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8742 // bind lightmap texture
8744 // water/refraction/reflection/camera surfaces have to be handled specially
8745 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8747 int start, end, startplaneindex;
8748 for (start = 0;start < texturenumsurfaces;start = end)
8750 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8751 if(startplaneindex < 0)
8753 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8754 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8758 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8760 // now that we have a batch using the same planeindex, render it
8761 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8763 // render water or distortion background
8765 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8767 // blend surface on top
8768 GL_DepthMask(false);
8769 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8772 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8774 // render surface with reflection texture as input
8775 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8776 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8783 // render surface batch normally
8784 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8785 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8789 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8793 int texturesurfaceindex;
8795 const msurface_t *surface;
8796 float surfacecolor4f[4];
8798 // R_Mesh_ResetTextureState();
8799 R_SetupShader_Generic_NoTexture(false, false);
8801 GL_BlendFunc(GL_ONE, GL_ZERO);
8802 GL_DepthMask(writedepth);
8804 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8806 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8808 surface = texturesurfacelist[texturesurfaceindex];
8809 k = (int)(((size_t)surface) / sizeof(msurface_t));
8810 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8811 for (j = 0;j < surface->num_vertices;j++)
8813 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8817 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8821 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8824 RSurf_SetupDepthAndCulling();
8825 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8827 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8830 switch (vid.renderpath)
8832 case RENDERPATH_GL32:
8833 case RENDERPATH_GLES2:
8834 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8840 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8843 int texturenumsurfaces, endsurface;
8845 const msurface_t *surface;
8846 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8848 RSurf_ActiveModelEntity(ent, true, true, false);
8850 if (r_transparentdepthmasking.integer)
8852 qbool setup = false;
8853 for (i = 0;i < numsurfaces;i = j)
8856 surface = rsurface.modelsurfaces + surfacelist[i];
8857 texture = surface->texture;
8858 rsurface.texture = R_GetCurrentTexture(texture);
8859 rsurface.lightmaptexture = NULL;
8860 rsurface.deluxemaptexture = NULL;
8861 rsurface.uselightmaptexture = false;
8862 // scan ahead until we find a different texture
8863 endsurface = min(i + 1024, numsurfaces);
8864 texturenumsurfaces = 0;
8865 texturesurfacelist[texturenumsurfaces++] = surface;
8866 for (;j < endsurface;j++)
8868 surface = rsurface.modelsurfaces + surfacelist[j];
8869 if (texture != surface->texture)
8871 texturesurfacelist[texturenumsurfaces++] = surface;
8873 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8875 // render the range of surfaces as depth
8879 GL_ColorMask(0,0,0,0);
8882 GL_BlendFunc(GL_ONE, GL_ZERO);
8884 // R_Mesh_ResetTextureState();
8886 RSurf_SetupDepthAndCulling();
8887 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8888 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8889 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8893 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8896 for (i = 0;i < numsurfaces;i = j)
8899 surface = rsurface.modelsurfaces + surfacelist[i];
8900 texture = surface->texture;
8901 rsurface.texture = R_GetCurrentTexture(texture);
8902 // scan ahead until we find a different texture
8903 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8904 texturenumsurfaces = 0;
8905 texturesurfacelist[texturenumsurfaces++] = surface;
8906 rsurface.lightmaptexture = surface->lightmaptexture;
8907 rsurface.deluxemaptexture = surface->deluxemaptexture;
8908 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8909 for (;j < endsurface;j++)
8911 surface = rsurface.modelsurfaces + surfacelist[j];
8912 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8914 texturesurfacelist[texturenumsurfaces++] = surface;
8916 // render the range of surfaces
8917 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8919 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8922 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8924 // transparent surfaces get pushed off into the transparent queue
8925 int surfacelistindex;
8926 const msurface_t *surface;
8927 vec3_t tempcenter, center;
8928 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8930 surface = texturesurfacelist[surfacelistindex];
8931 if (r_transparent_sortsurfacesbynearest.integer)
8933 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8934 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8935 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8939 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8940 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8941 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8943 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8944 if (rsurface.entity->transparent_offset) // transparent offset
8946 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8947 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8948 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8950 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);
8954 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8956 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8958 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8960 RSurf_SetupDepthAndCulling();
8961 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8962 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8963 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8967 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8971 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8973 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8976 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8978 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8979 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8981 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8983 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8984 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8985 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8987 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8989 // in the deferred case, transparent surfaces were queued during prepass
8990 if (!r_shadow_usingdeferredprepass)
8991 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8995 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8996 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9001 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
9005 R_FrameData_SetMark();
9006 // break the surface list down into batches by texture and use of lightmapping
9007 for (i = 0;i < numsurfaces;i = j)
9010 // texture is the base texture pointer, rsurface.texture is the
9011 // current frame/skin the texture is directing us to use (for example
9012 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9013 // use skin 1 instead)
9014 texture = surfacelist[i]->texture;
9015 rsurface.texture = R_GetCurrentTexture(texture);
9016 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9018 // if this texture is not the kind we want, skip ahead to the next one
9019 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9023 if(depthonly || prepass)
9025 rsurface.lightmaptexture = NULL;
9026 rsurface.deluxemaptexture = NULL;
9027 rsurface.uselightmaptexture = false;
9028 // simply scan ahead until we find a different texture or lightmap state
9029 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9034 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9035 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9036 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9037 // simply scan ahead until we find a different texture or lightmap state
9038 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9041 // render the range of surfaces
9042 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9044 R_FrameData_ReturnToMark();
9047 float locboxvertex3f[6*4*3] =
9049 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9050 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9051 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9052 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9053 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9054 1,0,0, 0,0,0, 0,1,0, 1,1,0
9057 unsigned short locboxelements[6*2*3] =
9067 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9070 cl_locnode_t *loc = (cl_locnode_t *)ent;
9072 float vertex3f[6*4*3];
9074 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9075 GL_DepthMask(false);
9076 GL_DepthRange(0, 1);
9077 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9079 GL_CullFace(GL_NONE);
9080 R_EntityMatrix(&identitymatrix);
9082 // R_Mesh_ResetTextureState();
9085 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9086 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9087 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9088 surfacelist[0] < 0 ? 0.5f : 0.125f);
9090 if (VectorCompare(loc->mins, loc->maxs))
9092 VectorSet(size, 2, 2, 2);
9093 VectorMA(loc->mins, -0.5f, size, mins);
9097 VectorCopy(loc->mins, mins);
9098 VectorSubtract(loc->maxs, loc->mins, size);
9101 for (i = 0;i < 6*4*3;)
9102 for (j = 0;j < 3;j++, i++)
9103 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9105 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9106 R_SetupShader_Generic_NoTexture(false, false);
9107 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9110 void R_DrawLocs(void)
9113 cl_locnode_t *loc, *nearestloc;
9115 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9116 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9118 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9119 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9123 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9125 if (decalsystem->decals)
9126 Mem_Free(decalsystem->decals);
9127 memset(decalsystem, 0, sizeof(*decalsystem));
9130 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)
9136 // expand or initialize the system
9137 if (decalsystem->maxdecals <= decalsystem->numdecals)
9139 decalsystem_t old = *decalsystem;
9140 qbool useshortelements;
9141 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9142 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9143 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)));
9144 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9145 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9146 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9147 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9148 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9149 if (decalsystem->numdecals)
9150 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9152 Mem_Free(old.decals);
9153 for (i = 0;i < decalsystem->maxdecals*3;i++)
9154 decalsystem->element3i[i] = i;
9155 if (useshortelements)
9156 for (i = 0;i < decalsystem->maxdecals*3;i++)
9157 decalsystem->element3s[i] = i;
9160 // grab a decal and search for another free slot for the next one
9161 decals = decalsystem->decals;
9162 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9163 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9165 decalsystem->freedecal = i;
9166 if (decalsystem->numdecals <= i)
9167 decalsystem->numdecals = i + 1;
9169 // initialize the decal
9171 decal->triangleindex = triangleindex;
9172 decal->surfaceindex = surfaceindex;
9173 decal->decalsequence = decalsequence;
9174 decal->color4f[0][0] = c0[0];
9175 decal->color4f[0][1] = c0[1];
9176 decal->color4f[0][2] = c0[2];
9177 decal->color4f[0][3] = 1;
9178 decal->color4f[1][0] = c1[0];
9179 decal->color4f[1][1] = c1[1];
9180 decal->color4f[1][2] = c1[2];
9181 decal->color4f[1][3] = 1;
9182 decal->color4f[2][0] = c2[0];
9183 decal->color4f[2][1] = c2[1];
9184 decal->color4f[2][2] = c2[2];
9185 decal->color4f[2][3] = 1;
9186 decal->vertex3f[0][0] = v0[0];
9187 decal->vertex3f[0][1] = v0[1];
9188 decal->vertex3f[0][2] = v0[2];
9189 decal->vertex3f[1][0] = v1[0];
9190 decal->vertex3f[1][1] = v1[1];
9191 decal->vertex3f[1][2] = v1[2];
9192 decal->vertex3f[2][0] = v2[0];
9193 decal->vertex3f[2][1] = v2[1];
9194 decal->vertex3f[2][2] = v2[2];
9195 decal->texcoord2f[0][0] = t0[0];
9196 decal->texcoord2f[0][1] = t0[1];
9197 decal->texcoord2f[1][0] = t1[0];
9198 decal->texcoord2f[1][1] = t1[1];
9199 decal->texcoord2f[2][0] = t2[0];
9200 decal->texcoord2f[2][1] = t2[1];
9201 TriangleNormal(v0, v1, v2, decal->plane);
9202 VectorNormalize(decal->plane);
9203 decal->plane[3] = DotProduct(v0, decal->plane);
9206 extern cvar_t cl_decals_bias;
9207 extern cvar_t cl_decals_models;
9208 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9209 // baseparms, parms, temps
9210 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, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9215 const float *vertex3f;
9216 const float *normal3f;
9218 float points[2][9][3];
9225 e = rsurface.modelelement3i + 3*triangleindex;
9227 vertex3f = rsurface.modelvertex3f;
9228 normal3f = rsurface.modelnormal3f;
9232 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9234 index = 3*e[cornerindex];
9235 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9240 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9242 index = 3*e[cornerindex];
9243 VectorCopy(vertex3f + index, v[cornerindex]);
9248 //TriangleNormal(v[0], v[1], v[2], normal);
9249 //if (DotProduct(normal, localnormal) < 0.0f)
9251 // clip by each of the box planes formed from the projection matrix
9252 // if anything survives, we emit the decal
9253 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]);
9256 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]);
9259 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]);
9262 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]);
9265 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]);
9268 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]);
9271 // some part of the triangle survived, so we have to accept it...
9274 // dynamic always uses the original triangle
9276 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9278 index = 3*e[cornerindex];
9279 VectorCopy(vertex3f + index, v[cornerindex]);
9282 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9284 // convert vertex positions to texcoords
9285 Matrix4x4_Transform(projection, v[cornerindex], temp);
9286 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9287 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9288 // calculate distance fade from the projection origin
9289 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9290 f = bound(0.0f, f, 1.0f);
9291 c[cornerindex][0] = r * f;
9292 c[cornerindex][1] = g * f;
9293 c[cornerindex][2] = b * f;
9294 c[cornerindex][3] = 1.0f;
9295 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9298 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);
9300 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9301 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);
9303 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)
9305 matrix4x4_t projection;
9306 decalsystem_t *decalsystem;
9309 const msurface_t *surface;
9310 const msurface_t *surfaces;
9311 const int *surfacelist;
9312 const texture_t *texture;
9315 int surfacelistindex;
9318 float localorigin[3];
9319 float localnormal[3];
9327 int bih_triangles_count;
9328 int bih_triangles[256];
9329 int bih_surfaces[256];
9331 decalsystem = &ent->decalsystem;
9333 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9335 R_DecalSystem_Reset(&ent->decalsystem);
9339 if (!model->brush.data_leafs && !cl_decals_models.integer)
9341 if (decalsystem->model)
9342 R_DecalSystem_Reset(decalsystem);
9346 if (decalsystem->model != model)
9347 R_DecalSystem_Reset(decalsystem);
9348 decalsystem->model = model;
9350 RSurf_ActiveModelEntity(ent, true, false, false);
9352 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9353 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9354 VectorNormalize(localnormal);
9355 localsize = worldsize*rsurface.inversematrixscale;
9356 localmins[0] = localorigin[0] - localsize;
9357 localmins[1] = localorigin[1] - localsize;
9358 localmins[2] = localorigin[2] - localsize;
9359 localmaxs[0] = localorigin[0] + localsize;
9360 localmaxs[1] = localorigin[1] + localsize;
9361 localmaxs[2] = localorigin[2] + localsize;
9363 //VectorCopy(localnormal, planes[4]);
9364 //VectorVectors(planes[4], planes[2], planes[0]);
9365 AnglesFromVectors(angles, localnormal, NULL, false);
9366 AngleVectors(angles, planes[0], planes[2], planes[4]);
9367 VectorNegate(planes[0], planes[1]);
9368 VectorNegate(planes[2], planes[3]);
9369 VectorNegate(planes[4], planes[5]);
9370 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9371 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9372 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9373 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9374 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9375 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9380 matrix4x4_t forwardprojection;
9381 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9382 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9387 float projectionvector[4][3];
9388 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9389 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9390 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9391 projectionvector[0][0] = planes[0][0] * ilocalsize;
9392 projectionvector[0][1] = planes[1][0] * ilocalsize;
9393 projectionvector[0][2] = planes[2][0] * ilocalsize;
9394 projectionvector[1][0] = planes[0][1] * ilocalsize;
9395 projectionvector[1][1] = planes[1][1] * ilocalsize;
9396 projectionvector[1][2] = planes[2][1] * ilocalsize;
9397 projectionvector[2][0] = planes[0][2] * ilocalsize;
9398 projectionvector[2][1] = planes[1][2] * ilocalsize;
9399 projectionvector[2][2] = planes[2][2] * ilocalsize;
9400 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9401 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9402 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9403 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9407 dynamic = model->surfmesh.isanimated;
9408 numsurfacelist = model->nummodelsurfaces;
9409 surfacelist = model->sortedmodelsurfaces;
9410 surfaces = model->data_surfaces;
9413 bih_triangles_count = -1;
9416 if(model->render_bih.numleafs)
9417 bih = &model->render_bih;
9418 else if(model->collision_bih.numleafs)
9419 bih = &model->collision_bih;
9422 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9423 if(bih_triangles_count == 0)
9425 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9427 if(bih_triangles_count > 0)
9429 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9431 surfaceindex = bih_surfaces[triangleindex];
9432 surface = surfaces + surfaceindex;
9433 texture = surface->texture;
9436 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9438 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9440 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9445 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9447 surfaceindex = surfacelist[surfacelistindex];
9448 surface = surfaces + surfaceindex;
9449 // check cull box first because it rejects more than any other check
9450 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9452 // skip transparent surfaces
9453 texture = surface->texture;
9456 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9458 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9460 numtriangles = surface->num_triangles;
9461 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9462 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9467 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9468 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)
9470 int renderentityindex;
9473 entity_render_t *ent;
9475 worldmins[0] = worldorigin[0] - worldsize;
9476 worldmins[1] = worldorigin[1] - worldsize;
9477 worldmins[2] = worldorigin[2] - worldsize;
9478 worldmaxs[0] = worldorigin[0] + worldsize;
9479 worldmaxs[1] = worldorigin[1] + worldsize;
9480 worldmaxs[2] = worldorigin[2] + worldsize;
9482 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9484 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9486 ent = r_refdef.scene.entities[renderentityindex];
9487 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9490 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9494 typedef struct r_decalsystem_splatqueue_s
9501 unsigned int decalsequence;
9503 r_decalsystem_splatqueue_t;
9505 int r_decalsystem_numqueued = 0;
9506 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9508 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)
9510 r_decalsystem_splatqueue_t *queue;
9512 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9515 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9516 VectorCopy(worldorigin, queue->worldorigin);
9517 VectorCopy(worldnormal, queue->worldnormal);
9518 Vector4Set(queue->color, r, g, b, a);
9519 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9520 queue->worldsize = worldsize;
9521 queue->decalsequence = cl.decalsequence++;
9524 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9527 r_decalsystem_splatqueue_t *queue;
9529 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9530 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);
9531 r_decalsystem_numqueued = 0;
9534 extern cvar_t cl_decals_max;
9535 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9538 decalsystem_t *decalsystem = &ent->decalsystem;
9540 unsigned int killsequence;
9545 if (!decalsystem->numdecals)
9548 if (r_showsurfaces.integer)
9551 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9553 R_DecalSystem_Reset(decalsystem);
9557 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9558 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9560 if (decalsystem->lastupdatetime)
9561 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9564 decalsystem->lastupdatetime = r_refdef.scene.time;
9565 numdecals = decalsystem->numdecals;
9567 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9569 if (decal->color4f[0][3])
9571 decal->lived += frametime;
9572 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9574 memset(decal, 0, sizeof(*decal));
9575 if (decalsystem->freedecal > i)
9576 decalsystem->freedecal = i;
9580 decal = decalsystem->decals;
9581 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9584 // collapse the array by shuffling the tail decals into the gaps
9587 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9588 decalsystem->freedecal++;
9589 if (decalsystem->freedecal == numdecals)
9591 decal[decalsystem->freedecal] = decal[--numdecals];
9594 decalsystem->numdecals = numdecals;
9598 // if there are no decals left, reset decalsystem
9599 R_DecalSystem_Reset(decalsystem);
9603 extern skinframe_t *decalskinframe;
9604 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9607 decalsystem_t *decalsystem = &ent->decalsystem;
9616 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9619 numdecals = decalsystem->numdecals;
9623 if (r_showsurfaces.integer)
9626 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9628 R_DecalSystem_Reset(decalsystem);
9632 // if the model is static it doesn't matter what value we give for
9633 // wantnormals and wanttangents, so this logic uses only rules applicable
9634 // to a model, knowing that they are meaningless otherwise
9635 RSurf_ActiveModelEntity(ent, false, false, false);
9637 decalsystem->lastupdatetime = r_refdef.scene.time;
9639 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9641 // update vertex positions for animated models
9642 v3f = decalsystem->vertex3f;
9643 c4f = decalsystem->color4f;
9644 t2f = decalsystem->texcoord2f;
9645 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9647 if (!decal->color4f[0][3])
9650 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9654 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9657 // update color values for fading decals
9658 if (decal->lived >= cl_decals_time.value)
9659 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9663 c4f[ 0] = decal->color4f[0][0] * alpha;
9664 c4f[ 1] = decal->color4f[0][1] * alpha;
9665 c4f[ 2] = decal->color4f[0][2] * alpha;
9667 c4f[ 4] = decal->color4f[1][0] * alpha;
9668 c4f[ 5] = decal->color4f[1][1] * alpha;
9669 c4f[ 6] = decal->color4f[1][2] * alpha;
9671 c4f[ 8] = decal->color4f[2][0] * alpha;
9672 c4f[ 9] = decal->color4f[2][1] * alpha;
9673 c4f[10] = decal->color4f[2][2] * alpha;
9676 t2f[0] = decal->texcoord2f[0][0];
9677 t2f[1] = decal->texcoord2f[0][1];
9678 t2f[2] = decal->texcoord2f[1][0];
9679 t2f[3] = decal->texcoord2f[1][1];
9680 t2f[4] = decal->texcoord2f[2][0];
9681 t2f[5] = decal->texcoord2f[2][1];
9683 // update vertex positions for animated models
9684 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9686 e = rsurface.modelelement3i + 3*decal->triangleindex;
9687 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9688 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9689 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9693 VectorCopy(decal->vertex3f[0], v3f);
9694 VectorCopy(decal->vertex3f[1], v3f + 3);
9695 VectorCopy(decal->vertex3f[2], v3f + 6);
9698 if (r_refdef.fogenabled)
9700 alpha = RSurf_FogVertex(v3f);
9701 VectorScale(c4f, alpha, c4f);
9702 alpha = RSurf_FogVertex(v3f + 3);
9703 VectorScale(c4f + 4, alpha, c4f + 4);
9704 alpha = RSurf_FogVertex(v3f + 6);
9705 VectorScale(c4f + 8, alpha, c4f + 8);
9716 r_refdef.stats[r_stat_drawndecals] += numtris;
9718 // now render the decals all at once
9719 // (this assumes they all use one particle font texture!)
9720 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);
9721 // R_Mesh_ResetTextureState();
9722 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9723 GL_DepthMask(false);
9724 GL_DepthRange(0, 1);
9725 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9727 GL_CullFace(GL_NONE);
9728 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9729 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9730 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9734 static void R_DrawModelDecals(void)
9738 // fade faster when there are too many decals
9739 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9740 for (i = 0;i < r_refdef.scene.numentities;i++)
9741 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9743 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9744 for (i = 0;i < r_refdef.scene.numentities;i++)
9745 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9746 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9748 R_DecalSystem_ApplySplatEntitiesQueue();
9750 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9751 for (i = 0;i < r_refdef.scene.numentities;i++)
9752 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9754 r_refdef.stats[r_stat_totaldecals] += numdecals;
9756 if (r_showsurfaces.integer || !r_drawdecals.integer)
9759 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9761 for (i = 0;i < r_refdef.scene.numentities;i++)
9763 if (!r_refdef.viewcache.entityvisible[i])
9765 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9766 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9770 static void R_DrawDebugModel(void)
9772 entity_render_t *ent = rsurface.entity;
9773 int i, j, flagsmask;
9774 const msurface_t *surface;
9775 model_t *model = ent->model;
9777 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9780 if (r_showoverdraw.value > 0)
9782 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9783 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9784 R_SetupShader_Generic_NoTexture(false, false);
9785 GL_DepthTest(false);
9786 GL_DepthMask(false);
9787 GL_DepthRange(0, 1);
9788 GL_BlendFunc(GL_ONE, GL_ONE);
9789 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9791 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9793 rsurface.texture = R_GetCurrentTexture(surface->texture);
9794 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9796 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9797 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9798 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9799 GL_Color(c, 0, 0, 1.0f);
9800 else if (ent == r_refdef.scene.worldentity)
9801 GL_Color(c, c, c, 1.0f);
9803 GL_Color(0, c, 0, 1.0f);
9804 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9808 rsurface.texture = NULL;
9811 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9813 // R_Mesh_ResetTextureState();
9814 R_SetupShader_Generic_NoTexture(false, false);
9815 GL_DepthRange(0, 1);
9816 GL_DepthTest(!r_showdisabledepthtest.integer);
9817 GL_DepthMask(false);
9818 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9820 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9824 qbool cullbox = false;
9825 const q3mbrush_t *brush;
9826 const bih_t *bih = &model->collision_bih;
9827 const bih_leaf_t *bihleaf;
9828 float vertex3f[3][3];
9829 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9830 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9832 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9834 switch (bihleaf->type)
9837 brush = model->brush.data_brushes + bihleaf->itemindex;
9838 if (brush->colbrushf && brush->colbrushf->numtriangles)
9840 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);
9841 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9842 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9845 case BIH_COLLISIONTRIANGLE:
9846 triangleindex = bihleaf->itemindex;
9847 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9848 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9849 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9850 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);
9851 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9852 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9854 case BIH_RENDERTRIANGLE:
9855 triangleindex = bihleaf->itemindex;
9856 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9857 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9858 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9859 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);
9860 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9861 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9867 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9870 if (r_showtris.value > 0 && qglPolygonMode)
9872 if (r_showdisabledepthtest.integer)
9874 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9875 GL_DepthMask(false);
9879 GL_BlendFunc(GL_ONE, GL_ZERO);
9882 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9883 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9885 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9887 rsurface.texture = R_GetCurrentTexture(surface->texture);
9888 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9890 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9891 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9892 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9893 else if (ent == r_refdef.scene.worldentity)
9894 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9896 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9897 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9901 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9902 rsurface.texture = NULL;
9906 // FIXME! implement r_shownormals with just triangles
9907 if (r_shownormals.value != 0 && qglBegin)
9911 if (r_showdisabledepthtest.integer)
9913 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9914 GL_DepthMask(false);
9918 GL_BlendFunc(GL_ONE, GL_ZERO);
9921 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9923 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9925 rsurface.texture = R_GetCurrentTexture(surface->texture);
9926 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9928 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9930 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9932 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9934 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9935 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9936 qglVertex3f(v[0], v[1], v[2]);
9937 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9938 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9939 qglVertex3f(v[0], v[1], v[2]);
9942 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9944 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9946 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9947 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9948 qglVertex3f(v[0], v[1], v[2]);
9949 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9950 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9951 qglVertex3f(v[0], v[1], v[2]);
9954 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9956 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9958 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9959 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9960 qglVertex3f(v[0], v[1], v[2]);
9961 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9962 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9963 qglVertex3f(v[0], v[1], v[2]);
9966 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9968 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9970 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9971 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9972 qglVertex3f(v[0], v[1], v[2]);
9973 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9974 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9975 qglVertex3f(v[0], v[1], v[2]);
9982 rsurface.texture = NULL;
9988 int r_maxsurfacelist = 0;
9989 const msurface_t **r_surfacelist = NULL;
9990 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
9992 int i, j, endj, flagsmask;
9993 model_t *model = ent->model;
9994 msurface_t *surfaces;
9995 unsigned char *update;
9996 int numsurfacelist = 0;
10000 if (r_maxsurfacelist < model->num_surfaces)
10002 r_maxsurfacelist = model->num_surfaces;
10004 Mem_Free((msurface_t **)r_surfacelist);
10005 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10008 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10009 RSurf_ActiveModelEntity(ent, false, false, false);
10011 RSurf_ActiveModelEntity(ent, true, true, true);
10012 else if (depthonly)
10013 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10015 RSurf_ActiveModelEntity(ent, true, true, false);
10017 surfaces = model->data_surfaces;
10018 update = model->brushq1.lightmapupdateflags;
10020 // update light styles
10021 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10023 model_brush_lightstyleinfo_t *style;
10024 // Iterate over each active style
10025 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10027 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10029 int *list = style->surfacelist;
10030 style->value = r_refdef.scene.lightstylevalue[style->style];
10031 // Iterate over every surface this style applies to
10032 for (j = 0;j < style->numsurfaces;j++)
10033 // Update brush entities even if not visible otherwise they'll render solid black.
10034 if(r_refdef.viewcache.world_surfacevisible[list[j]] || ent != r_refdef.scene.worldentity)
10035 update[list[j]] = true;
10040 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10044 R_DrawDebugModel();
10045 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10049 rsurface.lightmaptexture = NULL;
10050 rsurface.deluxemaptexture = NULL;
10051 rsurface.uselightmaptexture = false;
10052 rsurface.texture = NULL;
10053 rsurface.rtlight = NULL;
10054 numsurfacelist = 0;
10055 // add visible surfaces to draw list
10056 if (ent == r_refdef.scene.worldentity)
10058 // for the world entity, check surfacevisible
10059 for (i = 0;i < model->nummodelsurfaces;i++)
10061 j = model->sortedmodelsurfaces[i];
10062 if (r_refdef.viewcache.world_surfacevisible[j])
10063 r_surfacelist[numsurfacelist++] = surfaces + j;
10068 // for ui we have to preserve the order of surfaces
10069 for (i = 0; i < model->nummodelsurfaces; i++)
10070 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10074 // add all surfaces
10075 for (i = 0; i < model->nummodelsurfaces; i++)
10076 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10078 // don't do anything if there were no surfaces
10079 if (!numsurfacelist)
10081 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10084 // update lightmaps if needed
10087 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10090 R_BuildLightMap(ent, surfaces + j);
10094 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10096 // add to stats if desired
10097 if (r_speeds.integer && !skysurfaces && !depthonly)
10099 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10100 for (j = 0;j < numsurfacelist;j++)
10101 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10104 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10107 void R_DebugLine(vec3_t start, vec3_t end)
10109 model_t *mod = CL_Mesh_UI();
10111 int e0, e1, e2, e3;
10112 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10113 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10114 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10117 // transform to screen coords first
10118 Vector4Set(w[0], start[0], start[1], start[2], 1);
10119 Vector4Set(w[1], end[0], end[1], end[2], 1);
10120 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10121 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10122 x1 = s[0][0] * vid_conwidth.value / vid.width;
10123 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10124 x2 = s[1][0] * vid_conwidth.value / vid.width;
10125 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10126 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10128 // add the line to the UI mesh for drawing later
10130 // width is measured in real pixels
10131 if (fabs(x2 - x1) > fabs(y2 - y1))
10134 offsety = 0.5f * width * vid_conheight.value / vid.height;
10138 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10141 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10142 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10143 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10144 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10145 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10146 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10147 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10152 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10154 static texture_t texture;
10156 // fake enough texture and surface state to render this geometry
10158 texture.update_lastrenderframe = -1; // regenerate this texture
10159 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10160 texture.basealpha = 1.0f;
10161 texture.currentskinframe = skinframe;
10162 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10163 texture.offsetmapping = OFFSETMAPPING_OFF;
10164 texture.offsetscale = 1;
10165 texture.specularscalemod = 1;
10166 texture.specularpowermod = 1;
10167 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10169 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10172 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10174 static msurface_t surface;
10175 const msurface_t *surfacelist = &surface;
10177 // fake enough texture and surface state to render this geometry
10178 surface.texture = texture;
10179 surface.num_triangles = numtriangles;
10180 surface.num_firsttriangle = firsttriangle;
10181 surface.num_vertices = numvertices;
10182 surface.num_firstvertex = firstvertex;
10185 rsurface.texture = R_GetCurrentTexture(surface.texture);
10186 rsurface.lightmaptexture = NULL;
10187 rsurface.deluxemaptexture = NULL;
10188 rsurface.uselightmaptexture = false;
10189 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);