2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_CLIENT | CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
208 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
210 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
211 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
213 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
214 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
215 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
216 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
217 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
218 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
220 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
221 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
222 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
223 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
224 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
225 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
227 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
228 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
229 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
231 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
233 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
235 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
237 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
239 cvar_t r_batch_multidraw = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
240 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
241 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
242 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
244 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
245 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
247 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
249 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
250 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
252 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
255 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
258 extern cvar_t v_glslgamma_2d;
260 extern qboolean v_flipped_state;
262 r_framebufferstate_t r_fb;
264 /// shadow volume bsp struct with automatically growing nodes buffer
267 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
269 rtexture_t *r_texture_blanknormalmap;
270 rtexture_t *r_texture_white;
271 rtexture_t *r_texture_grey128;
272 rtexture_t *r_texture_black;
273 rtexture_t *r_texture_notexture;
274 rtexture_t *r_texture_whitecube;
275 rtexture_t *r_texture_normalizationcube;
276 rtexture_t *r_texture_fogattenuation;
277 rtexture_t *r_texture_fogheighttexture;
278 rtexture_t *r_texture_gammaramps;
279 unsigned int r_texture_gammaramps_serial;
280 //rtexture_t *r_texture_fogintensity;
281 rtexture_t *r_texture_reflectcube;
283 // TODO: hash lookups?
284 typedef struct cubemapinfo_s
291 int r_texture_numcubemaps;
292 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
294 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
295 unsigned int r_numqueries;
296 unsigned int r_maxqueries;
298 typedef struct r_qwskincache_s
300 char name[MAX_QPATH];
301 skinframe_t *skinframe;
305 static r_qwskincache_t *r_qwskincache;
306 static int r_qwskincache_size;
308 /// vertex coordinates for a quad that covers the screen exactly
309 extern const float r_screenvertex3f[12];
310 const float r_screenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set(&cvars_all, "gl_fogenable", "0");
351 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
352 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
353 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
354 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 255; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstrings[] =
618 #include "shader_glsl.h"
622 //=======================================================================================================================================================
624 typedef struct shaderpermutationinfo_s
629 shaderpermutationinfo_t;
631 typedef struct shadermodeinfo_s
633 const char *sourcebasename;
634 const char *extension;
635 const char **builtinshaderstrings;
644 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
645 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
647 {"#define USEDIFFUSE\n", " diffuse"},
648 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
649 {"#define USEVIEWTINT\n", " viewtint"},
650 {"#define USECOLORMAPPING\n", " colormapping"},
651 {"#define USESATURATION\n", " saturation"},
652 {"#define USEFOGINSIDE\n", " foginside"},
653 {"#define USEFOGOUTSIDE\n", " fogoutside"},
654 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
655 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
656 {"#define USEGAMMARAMPS\n", " gammaramps"},
657 {"#define USECUBEFILTER\n", " cubefilter"},
658 {"#define USEGLOW\n", " glow"},
659 {"#define USEBLOOM\n", " bloom"},
660 {"#define USESPECULAR\n", " specular"},
661 {"#define USEPOSTPROCESSING\n", " postprocessing"},
662 {"#define USEREFLECTION\n", " reflection"},
663 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
664 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
665 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
666 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
667 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
668 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
669 {"#define USEALPHAKILL\n", " alphakill"},
670 {"#define USEREFLECTCUBE\n", " reflectcube"},
671 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
672 {"#define USEBOUNCEGRID\n", " bouncegrid"},
673 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
674 {"#define USETRIPPY\n", " trippy"},
675 {"#define USEDEPTHRGB\n", " depthrgb"},
676 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
677 {"#define USESKELETAL\n", " skeletal"},
678 {"#define USEOCCLUDE\n", " occlude"}
681 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
682 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
684 // SHADERLANGUAGE_GLSL
686 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
687 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
693 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
694 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
705 struct r_glsl_permutation_s;
706 typedef struct r_glsl_permutation_s
709 struct r_glsl_permutation_s *hashnext;
711 dpuint64 permutation;
713 /// indicates if we have tried compiling this permutation already
715 /// 0 if compilation failed
717 // texture units assigned to each detected uniform
718 int tex_Texture_First;
719 int tex_Texture_Second;
720 int tex_Texture_GammaRamps;
721 int tex_Texture_Normal;
722 int tex_Texture_Color;
723 int tex_Texture_Gloss;
724 int tex_Texture_Glow;
725 int tex_Texture_SecondaryNormal;
726 int tex_Texture_SecondaryColor;
727 int tex_Texture_SecondaryGloss;
728 int tex_Texture_SecondaryGlow;
729 int tex_Texture_Pants;
730 int tex_Texture_Shirt;
731 int tex_Texture_FogHeightTexture;
732 int tex_Texture_FogMask;
733 int tex_Texture_Lightmap;
734 int tex_Texture_Deluxemap;
735 int tex_Texture_Attenuation;
736 int tex_Texture_Cube;
737 int tex_Texture_Refraction;
738 int tex_Texture_Reflection;
739 int tex_Texture_ShadowMap2D;
740 int tex_Texture_CubeProjection;
741 int tex_Texture_ScreenNormalMap;
742 int tex_Texture_ScreenDiffuse;
743 int tex_Texture_ScreenSpecular;
744 int tex_Texture_ReflectMask;
745 int tex_Texture_ReflectCube;
746 int tex_Texture_BounceGrid;
747 /// locations of detected uniforms in program object, or -1 if not found
748 int loc_Texture_First;
749 int loc_Texture_Second;
750 int loc_Texture_GammaRamps;
751 int loc_Texture_Normal;
752 int loc_Texture_Color;
753 int loc_Texture_Gloss;
754 int loc_Texture_Glow;
755 int loc_Texture_SecondaryNormal;
756 int loc_Texture_SecondaryColor;
757 int loc_Texture_SecondaryGloss;
758 int loc_Texture_SecondaryGlow;
759 int loc_Texture_Pants;
760 int loc_Texture_Shirt;
761 int loc_Texture_FogHeightTexture;
762 int loc_Texture_FogMask;
763 int loc_Texture_Lightmap;
764 int loc_Texture_Deluxemap;
765 int loc_Texture_Attenuation;
766 int loc_Texture_Cube;
767 int loc_Texture_Refraction;
768 int loc_Texture_Reflection;
769 int loc_Texture_ShadowMap2D;
770 int loc_Texture_CubeProjection;
771 int loc_Texture_ScreenNormalMap;
772 int loc_Texture_ScreenDiffuse;
773 int loc_Texture_ScreenSpecular;
774 int loc_Texture_ReflectMask;
775 int loc_Texture_ReflectCube;
776 int loc_Texture_BounceGrid;
778 int loc_BloomBlur_Parameters;
780 int loc_Color_Ambient;
781 int loc_Color_Diffuse;
782 int loc_Color_Specular;
786 int loc_DeferredColor_Ambient;
787 int loc_DeferredColor_Diffuse;
788 int loc_DeferredColor_Specular;
789 int loc_DeferredMod_Diffuse;
790 int loc_DeferredMod_Specular;
791 int loc_DistortScaleRefractReflect;
794 int loc_FogHeightFade;
796 int loc_FogPlaneViewDist;
797 int loc_FogRangeRecip;
800 int loc_LightPosition;
801 int loc_OffsetMapping_ScaleSteps;
802 int loc_OffsetMapping_LodDistance;
803 int loc_OffsetMapping_Bias;
805 int loc_ReflectColor;
806 int loc_ReflectFactor;
807 int loc_ReflectOffset;
808 int loc_RefractColor;
810 int loc_ScreenCenterRefractReflect;
811 int loc_ScreenScaleRefractReflect;
812 int loc_ScreenToDepth;
813 int loc_ShadowMap_Parameters;
814 int loc_ShadowMap_TextureScale;
815 int loc_SpecularPower;
816 int loc_Skeletal_Transform12;
822 int loc_ViewTintColor;
824 int loc_ModelToLight;
826 int loc_BackgroundTexMatrix;
827 int loc_ModelViewProjectionMatrix;
828 int loc_ModelViewMatrix;
829 int loc_PixelToScreenTexCoord;
830 int loc_ModelToReflectCube;
831 int loc_ShadowMapMatrix;
832 int loc_BloomColorSubtract;
833 int loc_NormalmapScrollBlend;
834 int loc_BounceGridMatrix;
835 int loc_BounceGridIntensity;
836 /// uniform block bindings
837 int ubibind_Skeletal_Transform12_UniformBlock;
838 /// uniform block indices
839 int ubiloc_Skeletal_Transform12_UniformBlock;
841 r_glsl_permutation_t;
843 #define SHADERPERMUTATION_HASHSIZE 256
846 // non-degradable "lightweight" shader parameters to keep the permutations simpler
847 // these can NOT degrade! only use for simple stuff
850 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
851 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
852 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
853 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
854 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
855 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
856 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
857 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
858 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
859 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
860 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
861 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
862 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
863 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
865 #define SHADERSTATICPARMS_COUNT 14
867 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
868 static int shaderstaticparms_count = 0;
870 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
871 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
873 extern qboolean r_shadow_shadowmapsampler;
874 extern int r_shadow_shadowmappcf;
875 qboolean R_CompileShader_CheckStaticParms(void)
877 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
878 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
879 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
882 if (r_glsl_saturation_redcompensate.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
884 if (r_glsl_vertextextureblend_usebothalphas.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
886 if (r_shadow_glossexact.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
888 if (r_glsl_postprocess.integer)
890 if (r_glsl_postprocess_uservec1_enable.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
892 if (r_glsl_postprocess_uservec2_enable.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
894 if (r_glsl_postprocess_uservec3_enable.integer)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
896 if (r_glsl_postprocess_uservec4_enable.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
901 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
904 if (r_shadow_shadowmapsampler)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
906 if (r_shadow_shadowmappcf > 1)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
908 else if (r_shadow_shadowmappcf)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
910 if (r_celshading.integer)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
912 if (r_celoutlines.integer)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
915 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
918 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
919 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
920 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
922 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
923 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
925 shaderstaticparms_count = 0;
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
944 /// information about each possible shader permutation
945 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
946 /// currently selected permutation
947 r_glsl_permutation_t *r_glsl_permutation;
948 /// storage for permutations linked in the hash table
949 memexpandablearray_t r_glsl_permutationarray;
951 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
953 //unsigned int hashdepth = 0;
954 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
955 r_glsl_permutation_t *p;
956 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
958 if (p->mode == mode && p->permutation == permutation)
960 //if (hashdepth > 10)
961 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
966 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
968 p->permutation = permutation;
969 p->hashnext = r_glsl_permutationhash[mode][hashindex];
970 r_glsl_permutationhash[mode][hashindex] = p;
971 //if (hashdepth > 10)
972 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
976 static char *R_ShaderStrCat(const char **strings)
979 const char **p = strings;
982 for (p = strings;(t = *p);p++)
985 s = string = (char *)Mem_Alloc(r_main_mempool, len);
987 for (p = strings;(t = *p);p++)
997 static char *R_ShaderStrCat(const char **strings);
998 static void R_InitShaderModeInfo(void)
1001 shadermodeinfo_t *modeinfo;
1002 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1003 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1005 for (i = 0; i < SHADERMODE_COUNT; i++)
1007 char filename[MAX_QPATH];
1008 modeinfo = &shadermodeinfo[language][i];
1009 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1010 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1011 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1012 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1017 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1020 // if the mode has no filename we have to return the builtin string
1021 if (builtinonly || !modeinfo->filename)
1022 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1023 // note that FS_LoadFile appends a 0 byte to make it a valid string
1024 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1027 if (printfromdisknotice)
1028 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1029 return shaderstring;
1031 // fall back to builtinstring
1032 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1035 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1040 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1042 char permutationname[256];
1043 int vertstrings_count = 0;
1044 int geomstrings_count = 0;
1045 int fragstrings_count = 0;
1046 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1047 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1048 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1055 permutationname[0] = 0;
1056 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1058 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1060 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1061 if(vid.support.glshaderversion >= 140)
1063 vertstrings_list[vertstrings_count++] = "#version 140\n";
1064 geomstrings_list[geomstrings_count++] = "#version 140\n";
1065 fragstrings_list[fragstrings_count++] = "#version 140\n";
1066 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1067 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1068 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1070 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1071 else if(vid.support.glshaderversion >= 130)
1073 vertstrings_list[vertstrings_count++] = "#version 130\n";
1074 geomstrings_list[geomstrings_count++] = "#version 130\n";
1075 fragstrings_list[fragstrings_count++] = "#version 130\n";
1076 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1077 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1078 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1080 // if we can do #version 120, we should (this adds the invariant keyword)
1081 else if(vid.support.glshaderversion >= 120)
1083 vertstrings_list[vertstrings_count++] = "#version 120\n";
1084 geomstrings_list[geomstrings_count++] = "#version 120\n";
1085 fragstrings_list[fragstrings_count++] = "#version 120\n";
1086 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1087 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1088 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1090 // GLES also adds several things from GLSL120
1091 switch(vid.renderpath)
1093 case RENDERPATH_GLES2:
1094 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1095 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1096 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1102 // the first pretext is which type of shader to compile as
1103 // (later these will all be bound together as a program object)
1104 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1105 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1106 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1108 // the second pretext is the mode (for example a light source)
1109 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1110 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1111 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1112 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1114 // now add all the permutation pretexts
1115 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1117 if (permutation & (1ll<<i))
1119 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1120 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1121 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1122 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1126 // keep line numbers correct
1127 vertstrings_list[vertstrings_count++] = "\n";
1128 geomstrings_list[geomstrings_count++] = "\n";
1129 fragstrings_list[fragstrings_count++] = "\n";
1134 R_CompileShader_AddStaticParms(mode, permutation);
1135 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1136 vertstrings_count += shaderstaticparms_count;
1137 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1138 geomstrings_count += shaderstaticparms_count;
1139 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1140 fragstrings_count += shaderstaticparms_count;
1142 // now append the shader text itself
1143 vertstrings_list[vertstrings_count++] = sourcestring;
1144 geomstrings_list[geomstrings_count++] = sourcestring;
1145 fragstrings_list[fragstrings_count++] = sourcestring;
1147 // we don't currently use geometry shaders for anything, so just empty the list
1148 geomstrings_count = 0;
1150 // compile the shader program
1151 if (vertstrings_count + geomstrings_count + fragstrings_count)
1152 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1156 qglUseProgram(p->program);CHECKGLERROR
1157 // look up all the uniform variable names we care about, so we don't
1158 // have to look them up every time we set them
1163 GLint activeuniformindex = 0;
1164 GLint numactiveuniforms = 0;
1165 char uniformname[128];
1166 GLsizei uniformnamelength = 0;
1167 GLint uniformsize = 0;
1168 GLenum uniformtype = 0;
1169 memset(uniformname, 0, sizeof(uniformname));
1170 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1171 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1172 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1174 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1175 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1180 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1181 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1182 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1183 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1184 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1185 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1186 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1187 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1188 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1189 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1190 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1191 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1192 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1193 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1194 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1195 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1196 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1197 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1198 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1199 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1200 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1201 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1202 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1203 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1204 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1205 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1206 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1207 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1208 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1209 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1210 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1211 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1212 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1213 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1214 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1215 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1216 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1217 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1218 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1219 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1220 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1221 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1222 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1223 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1224 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1225 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1226 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1227 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1228 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1229 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1230 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1231 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1232 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1233 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1234 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1235 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1236 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1237 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1238 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1239 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1240 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1241 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1242 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1243 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1244 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1245 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1246 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1247 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1248 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1249 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1250 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1251 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1252 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1253 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1254 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1255 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1256 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1257 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1258 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1259 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1260 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1261 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1262 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1263 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1264 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1265 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1266 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1267 // initialize the samplers to refer to the texture units we use
1268 p->tex_Texture_First = -1;
1269 p->tex_Texture_Second = -1;
1270 p->tex_Texture_GammaRamps = -1;
1271 p->tex_Texture_Normal = -1;
1272 p->tex_Texture_Color = -1;
1273 p->tex_Texture_Gloss = -1;
1274 p->tex_Texture_Glow = -1;
1275 p->tex_Texture_SecondaryNormal = -1;
1276 p->tex_Texture_SecondaryColor = -1;
1277 p->tex_Texture_SecondaryGloss = -1;
1278 p->tex_Texture_SecondaryGlow = -1;
1279 p->tex_Texture_Pants = -1;
1280 p->tex_Texture_Shirt = -1;
1281 p->tex_Texture_FogHeightTexture = -1;
1282 p->tex_Texture_FogMask = -1;
1283 p->tex_Texture_Lightmap = -1;
1284 p->tex_Texture_Deluxemap = -1;
1285 p->tex_Texture_Attenuation = -1;
1286 p->tex_Texture_Cube = -1;
1287 p->tex_Texture_Refraction = -1;
1288 p->tex_Texture_Reflection = -1;
1289 p->tex_Texture_ShadowMap2D = -1;
1290 p->tex_Texture_CubeProjection = -1;
1291 p->tex_Texture_ScreenNormalMap = -1;
1292 p->tex_Texture_ScreenDiffuse = -1;
1293 p->tex_Texture_ScreenSpecular = -1;
1294 p->tex_Texture_ReflectMask = -1;
1295 p->tex_Texture_ReflectCube = -1;
1296 p->tex_Texture_BounceGrid = -1;
1297 // bind the texture samplers in use
1299 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1300 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1301 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1302 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1303 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1304 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1305 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1306 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1307 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1308 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1309 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1310 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1311 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1312 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1313 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1314 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1315 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1316 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1317 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1318 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1319 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1320 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1321 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1322 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1323 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1324 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1325 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1326 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1327 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1328 // get the uniform block indices so we can bind them
1329 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1330 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1331 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1333 // clear the uniform block bindings
1334 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1335 // bind the uniform blocks in use
1337 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1338 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1340 // we're done compiling and setting up the shader, at least until it is used
1342 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1345 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1349 Mem_Free(sourcestring);
1352 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1354 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1355 if (r_glsl_permutation != perm)
1357 r_glsl_permutation = perm;
1358 if (!r_glsl_permutation->program)
1360 if (!r_glsl_permutation->compiled)
1362 Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
1363 R_GLSL_CompilePermutation(perm, mode, permutation);
1365 if (!r_glsl_permutation->program)
1367 // remove features until we find a valid permutation
1369 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1371 // reduce i more quickly whenever it would not remove any bits
1372 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1373 if (!(permutation & j))
1376 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1377 if (!r_glsl_permutation->compiled)
1378 R_GLSL_CompilePermutation(perm, mode, permutation);
1379 if (r_glsl_permutation->program)
1382 if (i >= SHADERPERMUTATION_COUNT)
1384 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1385 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1386 qglUseProgram(0);CHECKGLERROR
1387 return; // no bit left to clear, entire mode is broken
1392 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1394 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1395 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1396 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1400 void R_GLSL_Restart_f(cmd_state_t *cmd)
1402 unsigned int i, limit;
1403 switch(vid.renderpath)
1405 case RENDERPATH_GL32:
1406 case RENDERPATH_GLES2:
1408 r_glsl_permutation_t *p;
1409 r_glsl_permutation = NULL;
1410 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1411 for (i = 0;i < limit;i++)
1413 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1415 GL_Backend_FreeProgram(p->program);
1416 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1419 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1425 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1427 int i, language, mode, dupe;
1429 shadermodeinfo_t *modeinfo;
1432 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1434 modeinfo = shadermodeinfo[language];
1435 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1437 // don't dump the same file multiple times (most or all shaders come from the same file)
1438 for (dupe = mode - 1;dupe >= 0;dupe--)
1439 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1443 text = modeinfo[mode].builtinstring;
1446 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1449 FS_Print(file, "/* The engine may define the following macros:\n");
1450 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1451 for (i = 0;i < SHADERMODE_COUNT;i++)
1452 FS_Print(file, modeinfo[i].pretext);
1453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1454 FS_Print(file, shaderpermutationinfo[i].pretext);
1455 FS_Print(file, "*/\n");
1456 FS_Print(file, text);
1458 Con_Printf("%s written\n", modeinfo[mode].filename);
1461 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1466 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1468 dpuint64 permutation = 0;
1469 if (r_trippy.integer && !notrippy)
1470 permutation |= SHADERPERMUTATION_TRIPPY;
1471 permutation |= SHADERPERMUTATION_VIEWTINT;
1473 permutation |= SHADERPERMUTATION_DIFFUSE;
1474 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1475 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1476 if (suppresstexalpha)
1477 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1478 if (vid.allowalphatocoverage)
1479 GL_AlphaToCoverage(false);
1480 switch (vid.renderpath)
1482 case RENDERPATH_GL32:
1483 case RENDERPATH_GLES2:
1484 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1485 if (r_glsl_permutation->tex_Texture_First >= 0)
1486 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1487 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1488 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1493 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1495 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1498 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1500 dpuint64 permutation = 0;
1501 if (r_trippy.integer && !notrippy)
1502 permutation |= SHADERPERMUTATION_TRIPPY;
1504 permutation |= SHADERPERMUTATION_DEPTHRGB;
1506 permutation |= SHADERPERMUTATION_SKELETAL;
1508 if (vid.allowalphatocoverage)
1509 GL_AlphaToCoverage(false);
1510 switch (vid.renderpath)
1512 case RENDERPATH_GL32:
1513 case RENDERPATH_GLES2:
1514 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1515 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1516 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1522 #define BLENDFUNC_ALLOWS_COLORMOD 1
1523 #define BLENDFUNC_ALLOWS_FOG 2
1524 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1525 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1526 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1527 static int R_BlendFuncFlags(int src, int dst)
1531 // a blendfunc allows colormod if:
1532 // a) it can never keep the destination pixel invariant, or
1533 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1534 // this is to prevent unintended side effects from colormod
1536 // a blendfunc allows fog if:
1537 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1538 // this is to prevent unintended side effects from fog
1540 // these checks are the output of fogeval.pl
1542 r |= BLENDFUNC_ALLOWS_COLORMOD;
1543 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1544 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1545 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1546 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1547 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1548 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1549 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1550 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1551 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1552 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1553 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1554 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1555 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1556 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1557 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1559 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1560 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1561 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1562 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1563 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1568 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1570 // select a permutation of the lighting shader appropriate to this
1571 // combination of texture, entity, light source, and fogging, only use the
1572 // minimum features necessary to avoid wasting rendering time in the
1573 // fragment shader on features that are not being used
1574 dpuint64 permutation = 0;
1575 unsigned int mode = 0;
1577 texture_t *t = rsurface.texture;
1579 matrix4x4_t tempmatrix;
1580 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1581 if (r_trippy.integer && !notrippy)
1582 permutation |= SHADERPERMUTATION_TRIPPY;
1583 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1584 permutation |= SHADERPERMUTATION_ALPHAKILL;
1585 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1586 permutation |= SHADERPERMUTATION_OCCLUDE;
1587 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1588 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1589 if (rsurfacepass == RSURFPASS_BACKGROUND)
1591 // distorted background
1592 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1594 mode = SHADERMODE_WATER;
1595 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1596 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1597 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1599 // this is the right thing to do for wateralpha
1600 GL_BlendFunc(GL_ONE, GL_ZERO);
1601 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1605 // this is the right thing to do for entity alpha
1606 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1607 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1610 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1612 mode = SHADERMODE_REFRACTION;
1613 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1614 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1615 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1616 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620 mode = SHADERMODE_GENERIC;
1621 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1622 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1623 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1625 if (vid.allowalphatocoverage)
1626 GL_AlphaToCoverage(false);
1628 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1630 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1632 switch(t->offsetmapping)
1634 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1635 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1636 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1637 case OFFSETMAPPING_OFF: break;
1640 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1641 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1642 // normalmap (deferred prepass), may use alpha test on diffuse
1643 mode = SHADERMODE_DEFERREDGEOMETRY;
1644 GL_BlendFunc(GL_ONE, GL_ZERO);
1645 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1646 if (vid.allowalphatocoverage)
1647 GL_AlphaToCoverage(false);
1649 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1651 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1653 switch(t->offsetmapping)
1655 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1656 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1657 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1658 case OFFSETMAPPING_OFF: break;
1661 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1662 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1663 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1664 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1666 mode = SHADERMODE_LIGHTSOURCE;
1667 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1668 permutation |= SHADERPERMUTATION_CUBEFILTER;
1669 if (VectorLength2(rtlightdiffuse) > 0)
1670 permutation |= SHADERPERMUTATION_DIFFUSE;
1671 if (VectorLength2(rtlightspecular) > 0)
1672 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1673 if (r_refdef.fogenabled)
1674 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1675 if (t->colormapping)
1676 permutation |= SHADERPERMUTATION_COLORMAPPING;
1677 if (r_shadow_usingshadowmap2d)
1679 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1680 if(r_shadow_shadowmapvsdct)
1681 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1683 if (r_shadow_shadowmap2ddepthbuffer)
1684 permutation |= SHADERPERMUTATION_DEPTHRGB;
1686 if (t->reflectmasktexture)
1687 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1688 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1689 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1690 if (vid.allowalphatocoverage)
1691 GL_AlphaToCoverage(false);
1693 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1695 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1697 switch(t->offsetmapping)
1699 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1700 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1701 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1702 case OFFSETMAPPING_OFF: break;
1705 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1706 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1707 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1708 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1709 // directional model lighting
1710 mode = SHADERMODE_LIGHTDIRECTION;
1711 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1712 permutation |= SHADERPERMUTATION_GLOW;
1713 if (VectorLength2(t->render_modellight_diffuse))
1714 permutation |= SHADERPERMUTATION_DIFFUSE;
1715 if (VectorLength2(t->render_modellight_specular) > 0)
1716 permutation |= SHADERPERMUTATION_SPECULAR;
1717 if (r_refdef.fogenabled)
1718 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1719 if (t->colormapping)
1720 permutation |= SHADERPERMUTATION_COLORMAPPING;
1721 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1723 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1724 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1726 if (r_shadow_shadowmap2ddepthbuffer)
1727 permutation |= SHADERPERMUTATION_DEPTHRGB;
1729 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1730 permutation |= SHADERPERMUTATION_REFLECTION;
1731 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1732 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1733 if (t->reflectmasktexture)
1734 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1735 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1737 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1738 if (r_shadow_bouncegrid_state.directional)
1739 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1741 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1742 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1743 // when using alphatocoverage, we don't need alphakill
1744 if (vid.allowalphatocoverage)
1746 if (r_transparent_alphatocoverage.integer)
1748 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1749 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1752 GL_AlphaToCoverage(false);
1757 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1759 switch(t->offsetmapping)
1761 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1762 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1763 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1764 case OFFSETMAPPING_OFF: break;
1767 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1768 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1769 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1770 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1772 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1773 permutation |= SHADERPERMUTATION_GLOW;
1774 if (r_refdef.fogenabled)
1775 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1776 if (t->colormapping)
1777 permutation |= SHADERPERMUTATION_COLORMAPPING;
1778 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1780 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1781 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1783 if (r_shadow_shadowmap2ddepthbuffer)
1784 permutation |= SHADERPERMUTATION_DEPTHRGB;
1786 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1787 permutation |= SHADERPERMUTATION_REFLECTION;
1788 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1789 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1790 if (t->reflectmasktexture)
1791 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1792 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1794 // deluxemapping (light direction texture)
1795 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1796 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1798 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1799 permutation |= SHADERPERMUTATION_DIFFUSE;
1800 if (VectorLength2(t->render_lightmap_specular) > 0)
1801 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1803 else if (r_glsl_deluxemapping.integer >= 2)
1805 // fake deluxemapping (uniform light direction in tangentspace)
1806 if (rsurface.uselightmaptexture)
1807 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1809 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1810 permutation |= SHADERPERMUTATION_DIFFUSE;
1811 if (VectorLength2(t->render_lightmap_specular) > 0)
1812 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1814 else if (rsurface.uselightmaptexture)
1816 // ordinary lightmapping (q1bsp, q3bsp)
1817 mode = SHADERMODE_LIGHTMAP;
1821 // ordinary vertex coloring (q3bsp)
1822 mode = SHADERMODE_VERTEXCOLOR;
1824 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1826 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1827 if (r_shadow_bouncegrid_state.directional)
1828 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1830 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1831 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1832 // when using alphatocoverage, we don't need alphakill
1833 if (vid.allowalphatocoverage)
1835 if (r_transparent_alphatocoverage.integer)
1837 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1838 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1841 GL_AlphaToCoverage(false);
1844 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1845 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1846 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1847 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1848 switch(vid.renderpath)
1850 case RENDERPATH_GL32:
1851 case RENDERPATH_GLES2:
1852 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1853 RSurf_UploadBuffersForBatch();
1854 // this has to be after RSurf_PrepareVerticesForBatch
1855 if (rsurface.batchskeletaltransform3x4buffer)
1856 permutation |= SHADERPERMUTATION_SKELETAL;
1857 R_SetupShader_SetPermutationGLSL(mode, permutation);
1858 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1859 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1861 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1862 if (mode == SHADERMODE_LIGHTSOURCE)
1864 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1865 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1866 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1867 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1868 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1869 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1871 // additive passes are only darkened by fog, not tinted
1872 if (r_glsl_permutation->loc_FogColor >= 0)
1873 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1874 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1878 if (mode == SHADERMODE_FLATCOLOR)
1880 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1882 else if (mode == SHADERMODE_LIGHTDIRECTION)
1884 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1885 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1886 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1887 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1888 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1889 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1890 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1894 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1895 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1896 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1897 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1898 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1900 // additive passes are only darkened by fog, not tinted
1901 if (r_glsl_permutation->loc_FogColor >= 0)
1903 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1904 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1906 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1908 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1909 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1910 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1911 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1912 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1913 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1914 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1915 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1916 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1918 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1919 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1920 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1921 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1923 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1924 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1928 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1929 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1932 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1933 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1934 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1935 if (r_glsl_permutation->loc_Color_Pants >= 0)
1937 if (t->pantstexture)
1938 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1940 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1942 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1944 if (t->shirttexture)
1945 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1947 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1949 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
1950 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1951 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1952 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1953 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1954 r_glsl_offsetmapping_scale.value*t->offsetscale,
1955 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1956 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1957 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1959 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
1960 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1961 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
1962 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1963 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
1964 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1966 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
1967 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
1968 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
1969 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
1970 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
1971 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
1972 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
1973 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
1974 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
1975 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
1976 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
1977 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
1978 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
1979 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
1980 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
1981 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
1982 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
1983 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
1984 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
1985 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
1986 if (rsurfacepass == RSURFPASS_BACKGROUND)
1988 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
1989 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
1990 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
1994 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
1996 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
1997 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
1998 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
1999 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2001 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2002 if (rsurface.rtlight)
2004 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2005 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2008 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2014 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2016 // select a permutation of the lighting shader appropriate to this
2017 // combination of texture, entity, light source, and fogging, only use the
2018 // minimum features necessary to avoid wasting rendering time in the
2019 // fragment shader on features that are not being used
2020 dpuint64 permutation = 0;
2021 unsigned int mode = 0;
2022 const float *lightcolorbase = rtlight->currentcolor;
2023 float ambientscale = rtlight->ambientscale;
2024 float diffusescale = rtlight->diffusescale;
2025 float specularscale = rtlight->specularscale;
2026 // this is the location of the light in view space
2027 vec3_t viewlightorigin;
2028 // this transforms from view space (camera) to light space (cubemap)
2029 matrix4x4_t viewtolight;
2030 matrix4x4_t lighttoview;
2031 float viewtolight16f[16];
2033 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2034 if (rtlight->currentcubemap != r_texture_whitecube)
2035 permutation |= SHADERPERMUTATION_CUBEFILTER;
2036 if (diffusescale > 0)
2037 permutation |= SHADERPERMUTATION_DIFFUSE;
2038 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2039 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2040 if (r_shadow_usingshadowmap2d)
2042 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2043 if (r_shadow_shadowmapvsdct)
2044 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2046 if (r_shadow_shadowmap2ddepthbuffer)
2047 permutation |= SHADERPERMUTATION_DEPTHRGB;
2049 if (vid.allowalphatocoverage)
2050 GL_AlphaToCoverage(false);
2051 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2052 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2053 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2054 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2055 switch(vid.renderpath)
2057 case RENDERPATH_GL32:
2058 case RENDERPATH_GLES2:
2059 R_SetupShader_SetPermutationGLSL(mode, permutation);
2060 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2061 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2062 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2063 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2064 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2065 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2066 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2067 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2068 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2069 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2071 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2072 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2073 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2074 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2075 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2080 #define SKINFRAME_HASH 1024
2084 unsigned int loadsequence; // incremented each level change
2085 memexpandablearray_t array;
2086 skinframe_t *hash[SKINFRAME_HASH];
2089 r_skinframe_t r_skinframe;
2091 void R_SkinFrame_PrepareForPurge(void)
2093 r_skinframe.loadsequence++;
2094 // wrap it without hitting zero
2095 if (r_skinframe.loadsequence >= 200)
2096 r_skinframe.loadsequence = 1;
2099 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2103 // mark the skinframe as used for the purging code
2104 skinframe->loadsequence = r_skinframe.loadsequence;
2107 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2111 if (s->merged == s->base)
2113 R_PurgeTexture(s->stain); s->stain = NULL;
2114 R_PurgeTexture(s->merged); s->merged = NULL;
2115 R_PurgeTexture(s->base); s->base = NULL;
2116 R_PurgeTexture(s->pants); s->pants = NULL;
2117 R_PurgeTexture(s->shirt); s->shirt = NULL;
2118 R_PurgeTexture(s->nmap); s->nmap = NULL;
2119 R_PurgeTexture(s->gloss); s->gloss = NULL;
2120 R_PurgeTexture(s->glow); s->glow = NULL;
2121 R_PurgeTexture(s->fog); s->fog = NULL;
2122 R_PurgeTexture(s->reflect); s->reflect = NULL;
2123 s->loadsequence = 0;
2126 void R_SkinFrame_Purge(void)
2130 for (i = 0;i < SKINFRAME_HASH;i++)
2132 for (s = r_skinframe.hash[i];s;s = s->next)
2134 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2135 R_SkinFrame_PurgeSkinFrame(s);
2140 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2142 char basename[MAX_QPATH];
2144 Image_StripImageExtension(name, basename, sizeof(basename));
2146 if( last == NULL ) {
2148 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2149 item = r_skinframe.hash[hashindex];
2154 // linearly search through the hash bucket
2155 for( ; item ; item = item->next ) {
2156 if( !strcmp( item->basename, basename ) ) {
2163 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2166 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2168 char basename[MAX_QPATH];
2170 Image_StripImageExtension(name, basename, sizeof(basename));
2172 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2173 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2174 if (!strcmp(item->basename, basename) &&
2175 item->textureflags == compareflags &&
2176 item->comparewidth == comparewidth &&
2177 item->compareheight == compareheight &&
2178 item->comparecrc == comparecrc)
2185 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2186 memset(item, 0, sizeof(*item));
2187 strlcpy(item->basename, basename, sizeof(item->basename));
2188 item->textureflags = compareflags;
2189 item->comparewidth = comparewidth;
2190 item->compareheight = compareheight;
2191 item->comparecrc = comparecrc;
2192 item->next = r_skinframe.hash[hashindex];
2193 r_skinframe.hash[hashindex] = item;
2195 else if (textureflags & TEXF_FORCE_RELOAD)
2196 R_SkinFrame_PurgeSkinFrame(item);
2198 R_SkinFrame_MarkUsed(item);
2202 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2204 unsigned long long avgcolor[5], wsum; \
2212 for(pix = 0; pix < cnt; ++pix) \
2215 for(comp = 0; comp < 3; ++comp) \
2217 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2220 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2222 for(comp = 0; comp < 3; ++comp) \
2223 avgcolor[comp] += getpixel * w; \
2226 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2227 avgcolor[4] += getpixel; \
2229 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2231 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2232 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2233 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2234 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2237 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2239 skinframe_t *skinframe;
2241 if (cls.state == ca_dedicated)
2244 // return an existing skinframe if already loaded
2245 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2246 if (skinframe && skinframe->base)
2249 // if the skinframe doesn't exist this will create it
2250 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2253 extern cvar_t gl_picmip;
2254 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2257 unsigned char *pixels;
2258 unsigned char *bumppixels;
2259 unsigned char *basepixels = NULL;
2260 int basepixels_width = 0;
2261 int basepixels_height = 0;
2262 rtexture_t *ddsbase = NULL;
2263 qboolean ddshasalpha = false;
2264 float ddsavgcolor[4];
2265 char basename[MAX_QPATH];
2266 int miplevel = R_PicmipForFlags(textureflags);
2267 int savemiplevel = miplevel;
2271 if (cls.state == ca_dedicated)
2274 Image_StripImageExtension(name, basename, sizeof(basename));
2276 // check for DDS texture file first
2277 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2279 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2280 if (basepixels == NULL && fallbacknotexture)
2281 basepixels = Image_GenerateNoTexture();
2282 if (basepixels == NULL)
2286 // FIXME handle miplevel
2288 if (developer_loading.integer)
2289 Con_Printf("loading skin \"%s\"\n", name);
2291 // we've got some pixels to store, so really allocate this new texture now
2293 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2294 textureflags &= ~TEXF_FORCE_RELOAD;
2295 skinframe->stain = NULL;
2296 skinframe->merged = NULL;
2297 skinframe->base = NULL;
2298 skinframe->pants = NULL;
2299 skinframe->shirt = NULL;
2300 skinframe->nmap = NULL;
2301 skinframe->gloss = NULL;
2302 skinframe->glow = NULL;
2303 skinframe->fog = NULL;
2304 skinframe->reflect = NULL;
2305 skinframe->hasalpha = false;
2306 // we could store the q2animname here too
2310 skinframe->base = ddsbase;
2311 skinframe->hasalpha = ddshasalpha;
2312 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2313 if (r_loadfog && skinframe->hasalpha)
2314 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2315 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2319 basepixels_width = image_width;
2320 basepixels_height = image_height;
2321 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2322 if (textureflags & TEXF_ALPHA)
2324 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2326 if (basepixels[j] < 255)
2328 skinframe->hasalpha = true;
2332 if (r_loadfog && skinframe->hasalpha)
2334 // has transparent pixels
2335 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2336 for (j = 0;j < image_width * image_height * 4;j += 4)
2341 pixels[j+3] = basepixels[j+3];
2343 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2347 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2349 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2350 if (r_savedds && skinframe->base)
2351 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2352 if (r_savedds && skinframe->fog)
2353 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2359 mymiplevel = savemiplevel;
2360 if (r_loadnormalmap)
2361 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2362 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2364 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2365 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2366 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2367 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2370 // _norm is the name used by tenebrae and has been adopted as standard
2371 if (r_loadnormalmap && skinframe->nmap == NULL)
2373 mymiplevel = savemiplevel;
2374 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2376 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2380 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2382 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2383 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2384 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2386 Mem_Free(bumppixels);
2388 else if (r_shadow_bumpscale_basetexture.value > 0)
2390 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2391 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2392 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2396 if (r_savedds && skinframe->nmap)
2397 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2401 // _luma is supported only for tenebrae compatibility
2402 // _glow is the preferred name
2403 mymiplevel = savemiplevel;
2404 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2406 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);
2408 if (r_savedds && skinframe->glow)
2409 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2411 Mem_Free(pixels);pixels = NULL;
2414 mymiplevel = savemiplevel;
2415 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2417 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);
2419 if (r_savedds && skinframe->gloss)
2420 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2426 mymiplevel = savemiplevel;
2427 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2429 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);
2431 if (r_savedds && skinframe->pants)
2432 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2438 mymiplevel = savemiplevel;
2439 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2441 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);
2443 if (r_savedds && skinframe->shirt)
2444 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2450 mymiplevel = savemiplevel;
2451 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2453 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);
2455 if (r_savedds && skinframe->reflect)
2456 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2463 Mem_Free(basepixels);
2468 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2471 skinframe_t *skinframe;
2474 if (cls.state == ca_dedicated)
2477 // if already loaded just return it, otherwise make a new skinframe
2478 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2479 if (skinframe->base)
2481 textureflags &= ~TEXF_FORCE_RELOAD;
2483 skinframe->stain = NULL;
2484 skinframe->merged = NULL;
2485 skinframe->base = NULL;
2486 skinframe->pants = NULL;
2487 skinframe->shirt = NULL;
2488 skinframe->nmap = NULL;
2489 skinframe->gloss = NULL;
2490 skinframe->glow = NULL;
2491 skinframe->fog = NULL;
2492 skinframe->reflect = NULL;
2493 skinframe->hasalpha = false;
2495 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2499 if (developer_loading.integer)
2500 Con_Printf("loading 32bit skin \"%s\"\n", name);
2502 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2504 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2505 unsigned char *b = a + width * height * 4;
2506 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2507 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);
2510 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2511 if (textureflags & TEXF_ALPHA)
2513 for (i = 3;i < width * height * 4;i += 4)
2515 if (skindata[i] < 255)
2517 skinframe->hasalpha = true;
2521 if (r_loadfog && skinframe->hasalpha)
2523 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2524 memcpy(fogpixels, skindata, width * height * 4);
2525 for (i = 0;i < width * height * 4;i += 4)
2526 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2527 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2528 Mem_Free(fogpixels);
2532 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2533 //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]);
2538 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2542 skinframe_t *skinframe;
2544 if (cls.state == ca_dedicated)
2547 // if already loaded just return it, otherwise make a new skinframe
2548 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2549 if (skinframe->base)
2551 //textureflags &= ~TEXF_FORCE_RELOAD;
2553 skinframe->stain = NULL;
2554 skinframe->merged = NULL;
2555 skinframe->base = NULL;
2556 skinframe->pants = NULL;
2557 skinframe->shirt = NULL;
2558 skinframe->nmap = NULL;
2559 skinframe->gloss = NULL;
2560 skinframe->glow = NULL;
2561 skinframe->fog = NULL;
2562 skinframe->reflect = NULL;
2563 skinframe->hasalpha = false;
2565 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2569 if (developer_loading.integer)
2570 Con_Printf("loading quake skin \"%s\"\n", name);
2572 // 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)
2573 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2574 memcpy(skinframe->qpixels, skindata, width*height);
2575 skinframe->qwidth = width;
2576 skinframe->qheight = height;
2579 for (i = 0;i < width * height;i++)
2580 featuresmask |= palette_featureflags[skindata[i]];
2582 skinframe->hasalpha = false;
2585 skinframe->hasalpha = true;
2586 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2587 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2588 skinframe->qgeneratemerged = true;
2589 skinframe->qgeneratebase = skinframe->qhascolormapping;
2590 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2592 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2593 //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]);
2598 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2602 unsigned char *skindata;
2605 if (!skinframe->qpixels)
2608 if (!skinframe->qhascolormapping)
2609 colormapped = false;
2613 if (!skinframe->qgeneratebase)
2618 if (!skinframe->qgeneratemerged)
2622 width = skinframe->qwidth;
2623 height = skinframe->qheight;
2624 skindata = skinframe->qpixels;
2626 if (skinframe->qgeneratenmap)
2628 unsigned char *a, *b;
2629 skinframe->qgeneratenmap = false;
2630 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2631 b = a + width * height * 4;
2632 // use either a custom palette or the quake palette
2633 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2634 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2635 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);
2639 if (skinframe->qgenerateglow)
2641 skinframe->qgenerateglow = false;
2642 if (skinframe->hasalpha) // fence textures
2643 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
2645 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
2650 skinframe->qgeneratebase = false;
2651 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);
2652 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);
2653 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);
2657 skinframe->qgeneratemerged = false;
2658 if (skinframe->hasalpha) // fence textures
2659 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);
2661 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);
2664 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2666 Mem_Free(skinframe->qpixels);
2667 skinframe->qpixels = NULL;
2671 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)
2674 skinframe_t *skinframe;
2677 if (cls.state == ca_dedicated)
2680 // if already loaded just return it, otherwise make a new skinframe
2681 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2682 if (skinframe->base)
2684 textureflags &= ~TEXF_FORCE_RELOAD;
2686 skinframe->stain = NULL;
2687 skinframe->merged = NULL;
2688 skinframe->base = NULL;
2689 skinframe->pants = NULL;
2690 skinframe->shirt = NULL;
2691 skinframe->nmap = NULL;
2692 skinframe->gloss = NULL;
2693 skinframe->glow = NULL;
2694 skinframe->fog = NULL;
2695 skinframe->reflect = NULL;
2696 skinframe->hasalpha = false;
2698 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2702 if (developer_loading.integer)
2703 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2705 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2706 if ((textureflags & TEXF_ALPHA) && alphapalette)
2708 for (i = 0;i < width * height;i++)
2710 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2712 skinframe->hasalpha = true;
2716 if (r_loadfog && skinframe->hasalpha)
2717 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2720 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2721 //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]);
2726 skinframe_t *R_SkinFrame_LoadMissing(void)
2728 skinframe_t *skinframe;
2730 if (cls.state == ca_dedicated)
2733 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2734 skinframe->stain = NULL;
2735 skinframe->merged = NULL;
2736 skinframe->base = NULL;
2737 skinframe->pants = NULL;
2738 skinframe->shirt = NULL;
2739 skinframe->nmap = NULL;
2740 skinframe->gloss = NULL;
2741 skinframe->glow = NULL;
2742 skinframe->fog = NULL;
2743 skinframe->reflect = NULL;
2744 skinframe->hasalpha = false;
2746 skinframe->avgcolor[0] = rand() / RAND_MAX;
2747 skinframe->avgcolor[1] = rand() / RAND_MAX;
2748 skinframe->avgcolor[2] = rand() / RAND_MAX;
2749 skinframe->avgcolor[3] = 1;
2754 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2757 static unsigned char pix[16][16][4];
2759 if (cls.state == ca_dedicated)
2762 // this makes a light grey/dark grey checkerboard texture
2765 for (y = 0; y < 16; y++)
2767 for (x = 0; x < 16; x++)
2769 if ((y < 8) ^ (x < 8))
2787 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2790 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2792 skinframe_t *skinframe;
2793 if (cls.state == ca_dedicated)
2795 // if already loaded just return it, otherwise make a new skinframe
2796 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2797 if (skinframe->base)
2799 textureflags &= ~TEXF_FORCE_RELOAD;
2800 skinframe->stain = NULL;
2801 skinframe->merged = NULL;
2802 skinframe->base = NULL;
2803 skinframe->pants = NULL;
2804 skinframe->shirt = NULL;
2805 skinframe->nmap = NULL;
2806 skinframe->gloss = NULL;
2807 skinframe->glow = NULL;
2808 skinframe->fog = NULL;
2809 skinframe->reflect = NULL;
2810 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2811 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2814 if (developer_loading.integer)
2815 Con_Printf("loading 32bit skin \"%s\"\n", name);
2816 skinframe->base = skinframe->merged = tex;
2817 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2821 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2822 typedef struct suffixinfo_s
2825 qboolean flipx, flipy, flipdiagonal;
2828 static suffixinfo_t suffix[3][6] =
2831 {"px", false, false, false},
2832 {"nx", false, false, false},
2833 {"py", false, false, false},
2834 {"ny", false, false, false},
2835 {"pz", false, false, false},
2836 {"nz", false, false, false}
2839 {"posx", false, false, false},
2840 {"negx", false, false, false},
2841 {"posy", false, false, false},
2842 {"negy", false, false, false},
2843 {"posz", false, false, false},
2844 {"negz", false, false, false}
2847 {"rt", true, false, true},
2848 {"lf", false, true, true},
2849 {"ft", true, true, false},
2850 {"bk", false, false, false},
2851 {"up", true, false, true},
2852 {"dn", true, false, true}
2856 static int componentorder[4] = {0, 1, 2, 3};
2858 static rtexture_t *R_LoadCubemap(const char *basename)
2860 int i, j, cubemapsize;
2861 unsigned char *cubemappixels, *image_buffer;
2862 rtexture_t *cubemaptexture;
2864 // must start 0 so the first loadimagepixels has no requested width/height
2866 cubemappixels = NULL;
2867 cubemaptexture = NULL;
2868 // keep trying different suffix groups (posx, px, rt) until one loads
2869 for (j = 0;j < 3 && !cubemappixels;j++)
2871 // load the 6 images in the suffix group
2872 for (i = 0;i < 6;i++)
2874 // generate an image name based on the base and and suffix
2875 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2877 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2879 // an image loaded, make sure width and height are equal
2880 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2882 // if this is the first image to load successfully, allocate the cubemap memory
2883 if (!cubemappixels && image_width >= 1)
2885 cubemapsize = image_width;
2886 // note this clears to black, so unavailable sides are black
2887 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2889 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2891 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);
2894 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2896 Mem_Free(image_buffer);
2900 // if a cubemap loaded, upload it
2903 if (developer_loading.integer)
2904 Con_Printf("loading cubemap \"%s\"\n", basename);
2906 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
2907 Mem_Free(cubemappixels);
2911 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2912 if (developer_loading.integer)
2914 Con_Printf("(tried tried images ");
2915 for (j = 0;j < 3;j++)
2916 for (i = 0;i < 6;i++)
2917 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2918 Con_Print(" and was unable to find any of them).\n");
2921 return cubemaptexture;
2924 rtexture_t *R_GetCubemap(const char *basename)
2927 for (i = 0;i < r_texture_numcubemaps;i++)
2928 if (r_texture_cubemaps[i] != NULL)
2929 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2930 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2931 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2932 return r_texture_whitecube;
2933 r_texture_numcubemaps++;
2934 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2935 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2936 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2937 return r_texture_cubemaps[i]->texture;
2940 static void R_Main_FreeViewCache(void)
2942 if (r_refdef.viewcache.entityvisible)
2943 Mem_Free(r_refdef.viewcache.entityvisible);
2944 if (r_refdef.viewcache.world_pvsbits)
2945 Mem_Free(r_refdef.viewcache.world_pvsbits);
2946 if (r_refdef.viewcache.world_leafvisible)
2947 Mem_Free(r_refdef.viewcache.world_leafvisible);
2948 if (r_refdef.viewcache.world_surfacevisible)
2949 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2950 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2953 static void R_Main_ResizeViewCache(void)
2955 int numentities = r_refdef.scene.numentities;
2956 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2957 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2958 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2959 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2960 if (r_refdef.viewcache.maxentities < numentities)
2962 r_refdef.viewcache.maxentities = numentities;
2963 if (r_refdef.viewcache.entityvisible)
2964 Mem_Free(r_refdef.viewcache.entityvisible);
2965 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2967 if (r_refdef.viewcache.world_numclusters != numclusters)
2969 r_refdef.viewcache.world_numclusters = numclusters;
2970 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2971 if (r_refdef.viewcache.world_pvsbits)
2972 Mem_Free(r_refdef.viewcache.world_pvsbits);
2973 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2975 if (r_refdef.viewcache.world_numleafs != numleafs)
2977 r_refdef.viewcache.world_numleafs = numleafs;
2978 if (r_refdef.viewcache.world_leafvisible)
2979 Mem_Free(r_refdef.viewcache.world_leafvisible);
2980 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2982 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2984 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2985 if (r_refdef.viewcache.world_surfacevisible)
2986 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2987 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2991 extern rtexture_t *loadingscreentexture;
2992 static void gl_main_start(void)
2994 loadingscreentexture = NULL;
2995 r_texture_blanknormalmap = NULL;
2996 r_texture_white = NULL;
2997 r_texture_grey128 = NULL;
2998 r_texture_black = NULL;
2999 r_texture_whitecube = NULL;
3000 r_texture_normalizationcube = NULL;
3001 r_texture_fogattenuation = NULL;
3002 r_texture_fogheighttexture = NULL;
3003 r_texture_gammaramps = NULL;
3004 r_texture_numcubemaps = 0;
3005 r_uniformbufferalignment = 32;
3007 r_loaddds = r_texture_dds_load.integer != 0;
3008 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3010 switch(vid.renderpath)
3012 case RENDERPATH_GL32:
3013 case RENDERPATH_GLES2:
3014 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3015 Cvar_SetValueQuick(&gl_combine, 1);
3016 Cvar_SetValueQuick(&r_glsl, 1);
3017 r_loadnormalmap = true;
3020 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3021 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3027 R_FrameData_Reset();
3028 R_BufferData_Reset();
3032 memset(r_queries, 0, sizeof(r_queries));
3034 r_qwskincache = NULL;
3035 r_qwskincache_size = 0;
3037 // due to caching of texture_t references, the collision cache must be reset
3038 Collision_Cache_Reset(true);
3040 // set up r_skinframe loading system for textures
3041 memset(&r_skinframe, 0, sizeof(r_skinframe));
3042 r_skinframe.loadsequence = 1;
3043 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3045 r_main_texturepool = R_AllocTexturePool();
3046 R_BuildBlankTextures();
3049 R_BuildNormalizationCube();
3050 r_texture_fogattenuation = NULL;
3051 r_texture_fogheighttexture = NULL;
3052 r_texture_gammaramps = NULL;
3053 //r_texture_fogintensity = NULL;
3054 memset(&r_fb, 0, sizeof(r_fb));
3055 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3056 r_glsl_permutation = NULL;
3057 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3058 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3059 memset(&r_svbsp, 0, sizeof (r_svbsp));
3061 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3062 r_texture_numcubemaps = 0;
3064 r_refdef.fogmasktable_density = 0;
3067 // For Steelstorm Android
3068 // FIXME CACHE the program and reload
3069 // FIXME see possible combinations for SS:BR android
3070 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3071 R_SetupShader_SetPermutationGLSL(0, 12);
3072 R_SetupShader_SetPermutationGLSL(0, 13);
3073 R_SetupShader_SetPermutationGLSL(0, 8388621);
3074 R_SetupShader_SetPermutationGLSL(3, 0);
3075 R_SetupShader_SetPermutationGLSL(3, 2048);
3076 R_SetupShader_SetPermutationGLSL(5, 0);
3077 R_SetupShader_SetPermutationGLSL(5, 2);
3078 R_SetupShader_SetPermutationGLSL(5, 2048);
3079 R_SetupShader_SetPermutationGLSL(5, 8388608);
3080 R_SetupShader_SetPermutationGLSL(11, 1);
3081 R_SetupShader_SetPermutationGLSL(11, 2049);
3082 R_SetupShader_SetPermutationGLSL(11, 8193);
3083 R_SetupShader_SetPermutationGLSL(11, 10241);
3084 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3088 extern unsigned int r_shadow_occlusion_buf;
3090 static void gl_main_shutdown(void)
3092 R_RenderTarget_FreeUnused(true);
3093 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3095 R_FrameData_Reset();
3096 R_BufferData_Reset();
3098 R_Main_FreeViewCache();
3100 switch(vid.renderpath)
3102 case RENDERPATH_GL32:
3103 case RENDERPATH_GLES2:
3104 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3106 qglDeleteQueries(r_maxqueries, r_queries);
3110 r_shadow_occlusion_buf = 0;
3113 memset(r_queries, 0, sizeof(r_queries));
3115 r_qwskincache = NULL;
3116 r_qwskincache_size = 0;
3118 // clear out the r_skinframe state
3119 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3120 memset(&r_skinframe, 0, sizeof(r_skinframe));
3123 Mem_Free(r_svbsp.nodes);
3124 memset(&r_svbsp, 0, sizeof (r_svbsp));
3125 R_FreeTexturePool(&r_main_texturepool);
3126 loadingscreentexture = NULL;
3127 r_texture_blanknormalmap = NULL;
3128 r_texture_white = NULL;
3129 r_texture_grey128 = NULL;
3130 r_texture_black = NULL;
3131 r_texture_whitecube = NULL;
3132 r_texture_normalizationcube = NULL;
3133 r_texture_fogattenuation = NULL;
3134 r_texture_fogheighttexture = NULL;
3135 r_texture_gammaramps = NULL;
3136 r_texture_numcubemaps = 0;
3137 //r_texture_fogintensity = NULL;
3138 memset(&r_fb, 0, sizeof(r_fb));
3139 R_GLSL_Restart_f(&cmd_client);
3141 r_glsl_permutation = NULL;
3142 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3143 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3146 static void gl_main_newmap(void)
3148 // FIXME: move this code to client
3149 char *entities, entname[MAX_QPATH];
3151 Mem_Free(r_qwskincache);
3152 r_qwskincache = NULL;
3153 r_qwskincache_size = 0;
3156 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3157 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3159 CL_ParseEntityLump(entities);
3163 if (cl.worldmodel->brush.entities)
3164 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3166 R_Main_FreeViewCache();
3168 R_FrameData_Reset();
3169 R_BufferData_Reset();
3172 void GL_Main_Init(void)
3175 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3176 R_InitShaderModeInfo();
3178 Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3179 Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3180 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3181 if (gamemode == GAME_NEHAHRA)
3183 Cvar_RegisterVariable (&gl_fogenable);
3184 Cvar_RegisterVariable (&gl_fogdensity);
3185 Cvar_RegisterVariable (&gl_fogred);
3186 Cvar_RegisterVariable (&gl_foggreen);
3187 Cvar_RegisterVariable (&gl_fogblue);
3188 Cvar_RegisterVariable (&gl_fogstart);
3189 Cvar_RegisterVariable (&gl_fogend);
3190 Cvar_RegisterVariable (&gl_skyclip);
3192 Cvar_RegisterVariable(&r_motionblur);
3193 Cvar_RegisterVariable(&r_damageblur);
3194 Cvar_RegisterVariable(&r_motionblur_averaging);
3195 Cvar_RegisterVariable(&r_motionblur_randomize);
3196 Cvar_RegisterVariable(&r_motionblur_minblur);
3197 Cvar_RegisterVariable(&r_motionblur_maxblur);
3198 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3199 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3200 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3201 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3202 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3203 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3204 Cvar_RegisterVariable(&r_depthfirst);
3205 Cvar_RegisterVariable(&r_useinfinitefarclip);
3206 Cvar_RegisterVariable(&r_farclip_base);
3207 Cvar_RegisterVariable(&r_farclip_world);
3208 Cvar_RegisterVariable(&r_nearclip);
3209 Cvar_RegisterVariable(&r_deformvertexes);
3210 Cvar_RegisterVariable(&r_transparent);
3211 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3212 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3213 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3214 Cvar_RegisterVariable(&r_showoverdraw);
3215 Cvar_RegisterVariable(&r_showbboxes);
3216 Cvar_RegisterVariable(&r_showbboxes_client);
3217 Cvar_RegisterVariable(&r_showsurfaces);
3218 Cvar_RegisterVariable(&r_showtris);
3219 Cvar_RegisterVariable(&r_shownormals);
3220 Cvar_RegisterVariable(&r_showlighting);
3221 Cvar_RegisterVariable(&r_showcollisionbrushes);
3222 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3223 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3224 Cvar_RegisterVariable(&r_showdisabledepthtest);
3225 Cvar_RegisterVariable(&r_showspriteedges);
3226 Cvar_RegisterVariable(&r_showparticleedges);
3227 Cvar_RegisterVariable(&r_drawportals);
3228 Cvar_RegisterVariable(&r_drawentities);
3229 Cvar_RegisterVariable(&r_draw2d);
3230 Cvar_RegisterVariable(&r_drawworld);
3231 Cvar_RegisterVariable(&r_cullentities_trace);
3232 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3233 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3234 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3235 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3236 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3237 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3238 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3239 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3240 Cvar_RegisterVariable(&r_sortentities);
3241 Cvar_RegisterVariable(&r_drawviewmodel);
3242 Cvar_RegisterVariable(&r_drawexteriormodel);
3243 Cvar_RegisterVariable(&r_speeds);
3244 Cvar_RegisterVariable(&r_fullbrights);
3245 Cvar_RegisterVariable(&r_wateralpha);
3246 Cvar_RegisterVariable(&r_dynamic);
3247 Cvar_RegisterVariable(&r_fullbright_directed);
3248 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3249 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3250 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3251 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3252 Cvar_RegisterVariable(&r_fullbright);
3253 Cvar_RegisterVariable(&r_shadows);
3254 Cvar_RegisterVariable(&r_shadows_darken);
3255 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3256 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3257 Cvar_RegisterVariable(&r_shadows_throwdistance);
3258 Cvar_RegisterVariable(&r_shadows_throwdirection);
3259 Cvar_RegisterVariable(&r_shadows_focus);
3260 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3261 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3262 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3263 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3264 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3265 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3266 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3267 Cvar_RegisterVariable(&r_fog_exp2);
3268 Cvar_RegisterVariable(&r_fog_clear);
3269 Cvar_RegisterVariable(&r_drawfog);
3270 Cvar_RegisterVariable(&r_transparentdepthmasking);
3271 Cvar_RegisterVariable(&r_transparent_sortmindist);
3272 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3273 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3274 Cvar_RegisterVariable(&r_texture_dds_load);
3275 Cvar_RegisterVariable(&r_texture_dds_save);
3276 Cvar_RegisterVariable(&r_textureunits);
3277 Cvar_RegisterVariable(&gl_combine);
3278 Cvar_RegisterVariable(&r_usedepthtextures);
3279 Cvar_RegisterVariable(&r_viewfbo);
3280 Cvar_RegisterVariable(&r_rendertarget_debug);
3281 Cvar_RegisterVariable(&r_viewscale);
3282 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3283 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3284 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3285 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3286 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3287 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3288 Cvar_RegisterVariable(&r_glsl);
3289 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3290 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3291 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3292 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3293 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3294 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3295 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3296 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3297 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3298 Cvar_RegisterVariable(&r_glsl_postprocess);
3299 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3300 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3301 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3302 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3303 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3304 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3307 Cvar_RegisterVariable(&r_celshading);
3308 Cvar_RegisterVariable(&r_celoutlines);
3310 Cvar_RegisterVariable(&r_water);
3311 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3312 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3313 Cvar_RegisterVariable(&r_water_clippingplanebias);
3314 Cvar_RegisterVariable(&r_water_refractdistort);
3315 Cvar_RegisterVariable(&r_water_reflectdistort);
3316 Cvar_RegisterVariable(&r_water_scissormode);
3317 Cvar_RegisterVariable(&r_water_lowquality);
3318 Cvar_RegisterVariable(&r_water_hideplayer);
3320 Cvar_RegisterVariable(&r_lerpsprites);
3321 Cvar_RegisterVariable(&r_lerpmodels);
3322 Cvar_RegisterVariable(&r_lerplightstyles);
3323 Cvar_RegisterVariable(&r_waterscroll);
3324 Cvar_RegisterVariable(&r_bloom);
3325 Cvar_RegisterVariable(&r_colorfringe);
3326 Cvar_RegisterVariable(&r_bloom_colorscale);
3327 Cvar_RegisterVariable(&r_bloom_brighten);
3328 Cvar_RegisterVariable(&r_bloom_blur);
3329 Cvar_RegisterVariable(&r_bloom_resolution);
3330 Cvar_RegisterVariable(&r_bloom_colorexponent);
3331 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3332 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3333 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3334 Cvar_RegisterVariable(&r_hdr_glowintensity);
3335 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3336 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3337 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3338 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3339 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3340 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3341 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3342 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3343 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3344 Cvar_RegisterVariable(&developer_texturelogging);
3345 Cvar_RegisterVariable(&gl_lightmaps);
3346 Cvar_RegisterVariable(&r_test);
3347 Cvar_RegisterVariable(&r_batch_multidraw);
3348 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3349 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3350 Cvar_RegisterVariable(&r_glsl_skeletal);
3351 Cvar_RegisterVariable(&r_glsl_saturation);
3352 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3353 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3354 Cvar_RegisterVariable(&r_framedatasize);
3355 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3356 Cvar_RegisterVariable(&r_buffermegs[i]);
3357 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3358 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3359 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3360 #ifdef DP_MOBILETOUCH
3361 // GLES devices have terrible depth precision in general, so...
3362 Cvar_SetValueQuick(&r_nearclip, 4);
3363 Cvar_SetValueQuick(&r_farclip_base, 4096);
3364 Cvar_SetValueQuick(&r_farclip_world, 0);
3365 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3367 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3370 void Render_Init(void)
3383 R_LightningBeams_Init();
3387 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3391 if (r_trippy.integer)
3393 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3395 p = r_refdef.view.frustum + i;
3400 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3404 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3408 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3412 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3416 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3420 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3424 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3428 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3436 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3440 if (r_trippy.integer)
3442 for (i = 0;i < numplanes;i++)
3449 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3453 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3457 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3461 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3465 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3469 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3473 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3477 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3485 //==================================================================================
3487 // LadyHavoc: this stores temporary data used within the same frame
3489 typedef struct r_framedata_mem_s
3491 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3492 size_t size; // how much usable space
3493 size_t current; // how much space in use
3494 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3495 size_t wantedsize; // how much space was allocated
3496 unsigned char *data; // start of real data (16byte aligned)
3500 static r_framedata_mem_t *r_framedata_mem;
3502 void R_FrameData_Reset(void)
3504 while (r_framedata_mem)
3506 r_framedata_mem_t *next = r_framedata_mem->purge;
3507 Mem_Free(r_framedata_mem);
3508 r_framedata_mem = next;
3512 static void R_FrameData_Resize(qboolean mustgrow)
3515 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3516 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3517 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3519 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3520 newmem->wantedsize = wantedsize;
3521 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3522 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3523 newmem->current = 0;
3525 newmem->purge = r_framedata_mem;
3526 r_framedata_mem = newmem;
3530 void R_FrameData_NewFrame(void)
3532 R_FrameData_Resize(false);
3533 if (!r_framedata_mem)
3535 // if we ran out of space on the last frame, free the old memory now
3536 while (r_framedata_mem->purge)
3538 // repeatedly remove the second item in the list, leaving only head
3539 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3540 Mem_Free(r_framedata_mem->purge);
3541 r_framedata_mem->purge = next;
3543 // reset the current mem pointer
3544 r_framedata_mem->current = 0;
3545 r_framedata_mem->mark = 0;
3548 void *R_FrameData_Alloc(size_t size)
3553 // align to 16 byte boundary - the data pointer is already aligned, so we
3554 // only need to ensure the size of every allocation is also aligned
3555 size = (size + 15) & ~15;
3557 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3559 // emergency - we ran out of space, allocate more memory
3560 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3561 newvalue = r_framedatasize.value * 2.0f;
3562 // 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
3563 if (sizeof(size_t) >= 8)
3564 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3566 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3567 // this might not be a growing it, but we'll allocate another buffer every time
3568 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3569 R_FrameData_Resize(true);
3572 data = r_framedata_mem->data + r_framedata_mem->current;
3573 r_framedata_mem->current += size;
3575 // count the usage for stats
3576 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3577 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3579 return (void *)data;
3582 void *R_FrameData_Store(size_t size, void *data)
3584 void *d = R_FrameData_Alloc(size);
3586 memcpy(d, data, size);
3590 void R_FrameData_SetMark(void)
3592 if (!r_framedata_mem)
3594 r_framedata_mem->mark = r_framedata_mem->current;
3597 void R_FrameData_ReturnToMark(void)
3599 if (!r_framedata_mem)
3601 r_framedata_mem->current = r_framedata_mem->mark;
3604 //==================================================================================
3606 // avoid reusing the same buffer objects on consecutive frames
3607 #define R_BUFFERDATA_CYCLE 3
3609 typedef struct r_bufferdata_buffer_s
3611 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3612 size_t size; // how much usable space
3613 size_t current; // how much space in use
3614 r_meshbuffer_t *buffer; // the buffer itself
3616 r_bufferdata_buffer_t;
3618 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3619 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3621 /// frees all dynamic buffers
3622 void R_BufferData_Reset(void)
3625 r_bufferdata_buffer_t **p, *mem;
3626 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3628 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3631 p = &r_bufferdata_buffer[cycle][type];
3637 R_Mesh_DestroyMeshBuffer(mem->buffer);
3644 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3645 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3647 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3649 float newvalue = r_buffermegs[type].value;
3651 // increase the cvar if we have to (but only if we already have a mem)
3652 if (mustgrow && mem)
3654 newvalue = bound(0.25f, newvalue, 256.0f);
3655 while (newvalue * 1024*1024 < minsize)
3658 // clamp the cvar to valid range
3659 newvalue = bound(0.25f, newvalue, 256.0f);
3660 if (r_buffermegs[type].value != newvalue)
3661 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3663 // calculate size in bytes
3664 size = (size_t)(newvalue * 1024*1024);
3665 size = bound(131072, size, 256*1024*1024);
3667 // allocate a new buffer if the size is different (purge old one later)
3668 // or if we were told we must grow the buffer
3669 if (!mem || mem->size != size || mustgrow)
3671 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3674 if (type == R_BUFFERDATA_VERTEX)
3675 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3676 else if (type == R_BUFFERDATA_INDEX16)
3677 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3678 else if (type == R_BUFFERDATA_INDEX32)
3679 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3680 else if (type == R_BUFFERDATA_UNIFORM)
3681 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3682 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3683 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3687 void R_BufferData_NewFrame(void)
3690 r_bufferdata_buffer_t **p, *mem;
3691 // cycle to the next frame's buffers
3692 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3693 // if we ran out of space on the last time we used these buffers, free the old memory now
3694 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3696 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3698 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3699 // free all but the head buffer, this is how we recycle obsolete
3700 // buffers after they are no longer in use
3701 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3707 R_Mesh_DestroyMeshBuffer(mem->buffer);
3710 // reset the current offset
3711 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3716 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3718 r_bufferdata_buffer_t *mem;
3722 *returnbufferoffset = 0;
3724 // align size to a byte boundary appropriate for the buffer type, this
3725 // makes all allocations have aligned start offsets
3726 if (type == R_BUFFERDATA_UNIFORM)
3727 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3729 padsize = (datasize + 15) & ~15;
3731 // if we ran out of space in this buffer we must allocate a new one
3732 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)
3733 R_BufferData_Resize(type, true, padsize);
3735 // if the resize did not give us enough memory, fail
3736 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)
3737 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3739 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3740 offset = (int)mem->current;
3741 mem->current += padsize;
3743 // upload the data to the buffer at the chosen offset
3745 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3746 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3748 // count the usage for stats
3749 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3750 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3752 // return the buffer offset
3753 *returnbufferoffset = offset;
3758 //==================================================================================
3760 // LadyHavoc: animcache originally written by Echon, rewritten since then
3763 * Animation cache prevents re-generating mesh data for an animated model
3764 * multiple times in one frame for lighting, shadowing, reflections, etc.
3767 void R_AnimCache_Free(void)
3771 void R_AnimCache_ClearCache(void)
3774 entity_render_t *ent;
3776 for (i = 0;i < r_refdef.scene.numentities;i++)
3778 ent = r_refdef.scene.entities[i];
3779 ent->animcache_vertex3f = NULL;
3780 ent->animcache_vertex3f_vertexbuffer = NULL;
3781 ent->animcache_vertex3f_bufferoffset = 0;
3782 ent->animcache_normal3f = NULL;
3783 ent->animcache_normal3f_vertexbuffer = NULL;
3784 ent->animcache_normal3f_bufferoffset = 0;
3785 ent->animcache_svector3f = NULL;
3786 ent->animcache_svector3f_vertexbuffer = NULL;
3787 ent->animcache_svector3f_bufferoffset = 0;
3788 ent->animcache_tvector3f = NULL;
3789 ent->animcache_tvector3f_vertexbuffer = NULL;
3790 ent->animcache_tvector3f_bufferoffset = 0;
3791 ent->animcache_skeletaltransform3x4 = NULL;
3792 ent->animcache_skeletaltransform3x4buffer = NULL;
3793 ent->animcache_skeletaltransform3x4offset = 0;
3794 ent->animcache_skeletaltransform3x4size = 0;
3798 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3800 dp_model_t *model = ent->model;
3803 // see if this ent is worth caching
3804 if (!model || !model->Draw || !model->AnimateVertices)
3806 // nothing to cache if it contains no animations and has no skeleton
3807 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3809 // see if it is already cached for gpuskeletal
3810 if (ent->animcache_skeletaltransform3x4)
3812 // see if it is already cached as a mesh
3813 if (ent->animcache_vertex3f)
3815 // check if we need to add normals or tangents
3816 if (ent->animcache_normal3f)
3817 wantnormals = false;
3818 if (ent->animcache_svector3f)
3819 wanttangents = false;
3820 if (!wantnormals && !wanttangents)
3824 // check which kind of cache we need to generate
3825 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3827 // cache the skeleton so the vertex shader can use it
3828 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3829 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3830 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3831 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3832 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3833 // note: this can fail if the buffer is at the grow limit
3834 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3835 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3837 else if (ent->animcache_vertex3f)
3839 // mesh was already cached but we may need to add normals/tangents
3840 // (this only happens with multiple views, reflections, cameras, etc)
3841 if (wantnormals || wanttangents)
3843 numvertices = model->surfmesh.num_vertices;
3845 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3848 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3849 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3851 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3852 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3853 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3854 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3859 // generate mesh cache
3860 numvertices = model->surfmesh.num_vertices;
3861 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3863 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3866 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3867 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3869 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3870 if (wantnormals || wanttangents)
3872 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3873 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3874 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3876 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3877 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3878 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3883 void R_AnimCache_CacheVisibleEntities(void)
3887 // TODO: thread this
3888 // NOTE: R_PrepareRTLights() also caches entities
3890 for (i = 0;i < r_refdef.scene.numentities;i++)
3891 if (r_refdef.viewcache.entityvisible[i])
3892 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3895 //==================================================================================
3897 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3900 vec3_t eyemins, eyemaxs;
3901 vec3_t boxmins, boxmaxs;
3902 vec3_t padmins, padmaxs;
3905 dp_model_t *model = r_refdef.scene.worldmodel;
3906 static vec3_t positions[] = {
3907 { 0.5f, 0.5f, 0.5f },
3908 { 0.0f, 0.0f, 0.0f },
3909 { 0.0f, 0.0f, 1.0f },
3910 { 0.0f, 1.0f, 0.0f },
3911 { 0.0f, 1.0f, 1.0f },
3912 { 1.0f, 0.0f, 0.0f },
3913 { 1.0f, 0.0f, 1.0f },
3914 { 1.0f, 1.0f, 0.0f },
3915 { 1.0f, 1.0f, 1.0f },
3918 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3922 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3923 if (!r_refdef.view.usevieworiginculling)
3926 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3929 // expand the eye box a little
3930 eyemins[0] = eye[0] - eyejitter;
3931 eyemaxs[0] = eye[0] + eyejitter;
3932 eyemins[1] = eye[1] - eyejitter;
3933 eyemaxs[1] = eye[1] + eyejitter;
3934 eyemins[2] = eye[2] - eyejitter;
3935 eyemaxs[2] = eye[2] + eyejitter;
3936 // expand the box a little
3937 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3938 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3939 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3940 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3941 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3942 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3943 // make an even larger box for the acceptable area
3944 padmins[0] = boxmins[0] - pad;
3945 padmaxs[0] = boxmaxs[0] + pad;
3946 padmins[1] = boxmins[1] - pad;
3947 padmaxs[1] = boxmaxs[1] + pad;
3948 padmins[2] = boxmins[2] - pad;
3949 padmaxs[2] = boxmaxs[2] + pad;
3951 // return true if eye overlaps enlarged box
3952 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3955 // try specific positions in the box first - note that these can be cached
3956 if (r_cullentities_trace_entityocclusion.integer)
3958 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3960 VectorCopy(eye, start);
3961 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3962 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3963 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3964 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3965 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3966 // not picky - if the trace ended anywhere in the box we're good
3967 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3971 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3974 // try various random positions
3975 for (i = 0; i < numsamples; i++)
3977 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3978 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3979 if (r_cullentities_trace_entityocclusion.integer)
3981 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3982 // not picky - if the trace ended anywhere in the box we're good
3983 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3986 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3994 static void R_View_UpdateEntityVisible (void)
3999 entity_render_t *ent;
4001 if (r_refdef.envmap || r_fb.water.hideplayer)
4002 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4003 else if (chase_active.integer || r_fb.water.renderingscene)
4004 renderimask = RENDER_VIEWMODEL;
4006 renderimask = RENDER_EXTERIORMODEL;
4007 if (!r_drawviewmodel.integer)
4008 renderimask |= RENDER_VIEWMODEL;
4009 if (!r_drawexteriormodel.integer)
4010 renderimask |= RENDER_EXTERIORMODEL;
4011 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4012 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4014 // worldmodel can check visibility
4015 for (i = 0;i < r_refdef.scene.numentities;i++)
4017 ent = r_refdef.scene.entities[i];
4018 if (!(ent->flags & renderimask))
4019 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)))
4020 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))
4021 r_refdef.viewcache.entityvisible[i] = true;
4026 // no worldmodel or it can't check visibility
4027 for (i = 0;i < r_refdef.scene.numentities;i++)
4029 ent = r_refdef.scene.entities[i];
4030 if (!(ent->flags & renderimask))
4031 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)))
4032 r_refdef.viewcache.entityvisible[i] = true;
4035 if (r_cullentities_trace.integer)
4037 for (i = 0;i < r_refdef.scene.numentities;i++)
4039 if (!r_refdef.viewcache.entityvisible[i])
4041 ent = r_refdef.scene.entities[i];
4042 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4044 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4045 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))
4046 ent->last_trace_visibility = realtime;
4047 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4048 r_refdef.viewcache.entityvisible[i] = 0;
4054 /// only used if skyrendermasked, and normally returns false
4055 static int R_DrawBrushModelsSky (void)
4058 entity_render_t *ent;
4061 for (i = 0;i < r_refdef.scene.numentities;i++)
4063 if (!r_refdef.viewcache.entityvisible[i])
4065 ent = r_refdef.scene.entities[i];
4066 if (!ent->model || !ent->model->DrawSky)
4068 ent->model->DrawSky(ent);
4074 static void R_DrawNoModel(entity_render_t *ent);
4075 static void R_DrawModels(void)
4078 entity_render_t *ent;
4080 for (i = 0;i < r_refdef.scene.numentities;i++)
4082 if (!r_refdef.viewcache.entityvisible[i])
4084 ent = r_refdef.scene.entities[i];
4085 r_refdef.stats[r_stat_entities]++;
4087 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4090 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4091 Con_Printf("R_DrawModels\n");
4092 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4093 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4094 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4097 if (ent->model && ent->model->Draw != NULL)
4098 ent->model->Draw(ent);
4104 static void R_DrawModelsDepth(void)
4107 entity_render_t *ent;
4109 for (i = 0;i < r_refdef.scene.numentities;i++)
4111 if (!r_refdef.viewcache.entityvisible[i])
4113 ent = r_refdef.scene.entities[i];
4114 if (ent->model && ent->model->DrawDepth != NULL)
4115 ent->model->DrawDepth(ent);
4119 static void R_DrawModelsDebug(void)
4122 entity_render_t *ent;
4124 for (i = 0;i < r_refdef.scene.numentities;i++)
4126 if (!r_refdef.viewcache.entityvisible[i])
4128 ent = r_refdef.scene.entities[i];
4129 if (ent->model && ent->model->DrawDebug != NULL)
4130 ent->model->DrawDebug(ent);
4134 static void R_DrawModelsAddWaterPlanes(void)
4137 entity_render_t *ent;
4139 for (i = 0;i < r_refdef.scene.numentities;i++)
4141 if (!r_refdef.viewcache.entityvisible[i])
4143 ent = r_refdef.scene.entities[i];
4144 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4145 ent->model->DrawAddWaterPlanes(ent);
4149 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}};
4151 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4153 if (r_hdr_irisadaptation.integer)
4158 vec3_t diffusenormal;
4160 vec_t brightness = 0.0f;
4165 VectorCopy(r_refdef.view.forward, forward);
4166 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4168 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4169 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4170 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4171 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4172 d = DotProduct(forward, diffusenormal);
4173 brightness += VectorLength(ambient);
4175 brightness += d * VectorLength(diffuse);
4177 brightness *= 1.0f / c;
4178 brightness += 0.00001f; // make sure it's never zero
4179 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4180 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4181 current = r_hdr_irisadaptation_value.value;
4183 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4184 else if (current > goal)
4185 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4186 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4187 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4189 else if (r_hdr_irisadaptation_value.value != 1.0f)
4190 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4193 static void R_View_SetFrustum(const int *scissor)
4196 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4197 vec3_t forward, left, up, origin, v;
4201 // flipped x coordinates (because x points left here)
4202 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4203 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4204 // non-flipped y coordinates
4205 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4206 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4209 // we can't trust r_refdef.view.forward and friends in reflected scenes
4210 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4213 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4214 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4215 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4216 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4217 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4218 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4219 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4220 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4221 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4222 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4223 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4224 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4228 zNear = r_refdef.nearclip;
4229 nudge = 1.0 - 1.0 / (1<<23);
4230 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4231 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4232 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4233 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4234 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4235 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4236 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4237 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4243 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4244 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4245 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4246 r_refdef.view.frustum[0].dist = m[15] - m[12];
4248 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4249 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4250 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4251 r_refdef.view.frustum[1].dist = m[15] + m[12];
4253 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4254 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4255 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4256 r_refdef.view.frustum[2].dist = m[15] - m[13];
4258 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4259 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4260 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4261 r_refdef.view.frustum[3].dist = m[15] + m[13];
4263 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4264 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4265 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4266 r_refdef.view.frustum[4].dist = m[15] - m[14];
4268 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4269 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4270 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4271 r_refdef.view.frustum[5].dist = m[15] + m[14];
4274 if (r_refdef.view.useperspective)
4276 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4277 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]);
4278 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]);
4279 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]);
4280 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]);
4282 // then the normals from the corners relative to origin
4283 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4284 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4285 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4286 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4288 // in a NORMAL view, forward cross left == up
4289 // in a REFLECTED view, forward cross left == down
4290 // so our cross products above need to be adjusted for a left handed coordinate system
4291 CrossProduct(forward, left, v);
4292 if(DotProduct(v, up) < 0)
4294 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4295 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4296 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4297 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4300 // Leaving those out was a mistake, those were in the old code, and they
4301 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4302 // I couldn't reproduce it after adding those normalizations. --blub
4303 VectorNormalize(r_refdef.view.frustum[0].normal);
4304 VectorNormalize(r_refdef.view.frustum[1].normal);
4305 VectorNormalize(r_refdef.view.frustum[2].normal);
4306 VectorNormalize(r_refdef.view.frustum[3].normal);
4308 // make the corners absolute
4309 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4310 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4311 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4312 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4315 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4317 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4318 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4319 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4320 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4321 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4325 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4326 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4327 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4328 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4329 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4330 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4331 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4332 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4333 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4334 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4336 r_refdef.view.numfrustumplanes = 5;
4338 if (r_refdef.view.useclipplane)
4340 r_refdef.view.numfrustumplanes = 6;
4341 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4344 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4345 PlaneClassify(r_refdef.view.frustum + i);
4347 // LadyHavoc: note to all quake engine coders, Quake had a special case
4348 // for 90 degrees which assumed a square view (wrong), so I removed it,
4349 // Quake2 has it disabled as well.
4351 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4352 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4353 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4354 //PlaneClassify(&frustum[0]);
4356 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4357 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4358 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4359 //PlaneClassify(&frustum[1]);
4361 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4362 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4363 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4364 //PlaneClassify(&frustum[2]);
4366 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4367 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4368 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4369 //PlaneClassify(&frustum[3]);
4372 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4373 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4374 //PlaneClassify(&frustum[4]);
4377 static void R_View_UpdateWithScissor(const int *myscissor)
4379 R_Main_ResizeViewCache();
4380 R_View_SetFrustum(myscissor);
4381 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4382 R_View_UpdateEntityVisible();
4385 static void R_View_Update(void)
4387 R_Main_ResizeViewCache();
4388 R_View_SetFrustum(NULL);
4389 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4390 R_View_UpdateEntityVisible();
4393 float viewscalefpsadjusted = 1.0f;
4395 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4397 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4398 scale = bound(0.03125f, scale, 1.0f);
4399 *outwidth = (int)ceil(width * scale);
4400 *outheight = (int)ceil(height * scale);
4403 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4405 const float *customclipplane = NULL;
4407 int /*rtwidth,*/ rtheight;
4408 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4410 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4411 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4412 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4413 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4414 dist = r_refdef.view.clipplane.dist;
4415 plane[0] = r_refdef.view.clipplane.normal[0];
4416 plane[1] = r_refdef.view.clipplane.normal[1];
4417 plane[2] = r_refdef.view.clipplane.normal[2];
4419 customclipplane = plane;
4422 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4423 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4425 if (!r_refdef.view.useperspective)
4426 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);
4427 else if (vid.stencil && r_useinfinitefarclip.integer)
4428 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);
4430 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);
4431 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4432 R_SetViewport(&r_refdef.view.viewport);
4435 void R_EntityMatrix(const matrix4x4_t *matrix)
4437 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4439 gl_modelmatrixchanged = false;
4440 gl_modelmatrix = *matrix;
4441 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4442 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4443 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4444 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4446 switch(vid.renderpath)
4448 case RENDERPATH_GL32:
4449 case RENDERPATH_GLES2:
4450 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4451 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4457 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4459 r_viewport_t viewport;
4463 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4464 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4465 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4466 R_SetViewport(&viewport);
4467 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4468 GL_Color(1, 1, 1, 1);
4469 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4470 GL_BlendFunc(GL_ONE, GL_ZERO);
4471 GL_ScissorTest(false);
4472 GL_DepthMask(false);
4473 GL_DepthRange(0, 1);
4474 GL_DepthTest(false);
4475 GL_DepthFunc(GL_LEQUAL);
4476 R_EntityMatrix(&identitymatrix);
4477 R_Mesh_ResetTextureState();
4478 GL_PolygonOffset(0, 0);
4479 switch(vid.renderpath)
4481 case RENDERPATH_GL32:
4482 case RENDERPATH_GLES2:
4483 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4486 GL_CullFace(GL_NONE);
4491 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4493 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4496 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4498 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4499 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4500 GL_Color(1, 1, 1, 1);
4501 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4502 GL_BlendFunc(GL_ONE, GL_ZERO);
4503 GL_ScissorTest(true);
4505 GL_DepthRange(0, 1);
4507 GL_DepthFunc(GL_LEQUAL);
4508 R_EntityMatrix(&identitymatrix);
4509 R_Mesh_ResetTextureState();
4510 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4511 switch(vid.renderpath)
4513 case RENDERPATH_GL32:
4514 case RENDERPATH_GLES2:
4515 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4518 GL_CullFace(r_refdef.view.cullface_back);
4523 R_RenderView_UpdateViewVectors
4526 void R_RenderView_UpdateViewVectors(void)
4528 // break apart the view matrix into vectors for various purposes
4529 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4530 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4531 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4532 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4533 // make an inverted copy of the view matrix for tracking sprites
4534 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4537 void R_RenderTarget_FreeUnused(qboolean force)
4539 unsigned int i, j, end;
4540 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4541 for (i = 0; i < end; i++)
4543 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4544 // free resources for rendertargets that have not been used for a while
4545 // (note: this check is run after the frame render, so any targets used
4546 // this frame will not be affected even at low framerates)
4547 if (r && (realtime - r->lastusetime > 0.2 || force))
4550 R_Mesh_DestroyFramebufferObject(r->fbo);
4551 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4552 if (r->colortexture[j])
4553 R_FreeTexture(r->colortexture[j]);
4554 if (r->depthtexture)
4555 R_FreeTexture(r->depthtexture);
4556 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4561 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4563 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4567 y2 = (th - y - h) * ih;
4578 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4580 unsigned int i, j, end;
4581 r_rendertarget_t *r = NULL;
4583 // first try to reuse an existing slot if possible
4584 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4585 for (i = 0; i < end; i++)
4587 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4588 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4593 // no unused exact match found, so we have to make one in the first unused slot
4594 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4595 r->texturewidth = texturewidth;
4596 r->textureheight = textureheight;
4597 r->colortextype[0] = colortextype0;
4598 r->colortextype[1] = colortextype1;
4599 r->colortextype[2] = colortextype2;
4600 r->colortextype[3] = colortextype3;
4601 r->depthtextype = depthtextype;
4602 r->depthisrenderbuffer = depthisrenderbuffer;
4603 for (j = 0; j < 4; j++)
4604 if (r->colortextype[j])
4605 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);
4606 if (r->depthtextype)
4608 if (r->depthisrenderbuffer)
4609 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);
4611 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4613 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4615 r_refdef.stats[r_stat_rendertargets_used]++;
4616 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4617 r->lastusetime = realtime;
4618 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4622 static void R_Water_StartFrame(void)
4624 int waterwidth, waterheight;
4626 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4629 // set waterwidth and waterheight to the water resolution that will be
4630 // used (often less than the screen resolution for faster rendering)
4631 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4632 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4633 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4635 if (!r_water.integer || r_showsurfaces.integer)
4636 waterwidth = waterheight = 0;
4638 // set up variables that will be used in shader setup
4639 r_fb.water.waterwidth = waterwidth;
4640 r_fb.water.waterheight = waterheight;
4641 r_fb.water.texturewidth = waterwidth;
4642 r_fb.water.textureheight = waterheight;
4643 r_fb.water.camerawidth = waterwidth;
4644 r_fb.water.cameraheight = waterheight;
4645 r_fb.water.screenscale[0] = 0.5f;
4646 r_fb.water.screenscale[1] = 0.5f;
4647 r_fb.water.screencenter[0] = 0.5f;
4648 r_fb.water.screencenter[1] = 0.5f;
4649 r_fb.water.enabled = waterwidth != 0;
4651 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4652 r_fb.water.numwaterplanes = 0;
4655 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4657 int planeindex, bestplaneindex, vertexindex;
4658 vec3_t mins, maxs, normal, center, v, n;
4659 vec_t planescore, bestplanescore;
4661 r_waterstate_waterplane_t *p;
4662 texture_t *t = R_GetCurrentTexture(surface->texture);
4664 rsurface.texture = t;
4665 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4666 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4667 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4669 // average the vertex normals, find the surface bounds (after deformvertexes)
4670 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4671 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4672 VectorCopy(n, normal);
4673 VectorCopy(v, mins);
4674 VectorCopy(v, maxs);
4675 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4677 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4678 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4679 VectorAdd(normal, n, normal);
4680 mins[0] = min(mins[0], v[0]);
4681 mins[1] = min(mins[1], v[1]);
4682 mins[2] = min(mins[2], v[2]);
4683 maxs[0] = max(maxs[0], v[0]);
4684 maxs[1] = max(maxs[1], v[1]);
4685 maxs[2] = max(maxs[2], v[2]);
4687 VectorNormalize(normal);
4688 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4690 VectorCopy(normal, plane.normal);
4691 VectorNormalize(plane.normal);
4692 plane.dist = DotProduct(center, plane.normal);
4693 PlaneClassify(&plane);
4694 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4696 // skip backfaces (except if nocullface is set)
4697 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4699 VectorNegate(plane.normal, plane.normal);
4701 PlaneClassify(&plane);
4705 // find a matching plane if there is one
4706 bestplaneindex = -1;
4707 bestplanescore = 1048576.0f;
4708 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4710 if(p->camera_entity == t->camera_entity)
4712 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4713 if (bestplaneindex < 0 || bestplanescore > planescore)
4715 bestplaneindex = planeindex;
4716 bestplanescore = planescore;
4720 planeindex = bestplaneindex;
4722 // if this surface does not fit any known plane rendered this frame, add one
4723 if (planeindex < 0 || bestplanescore > 0.001f)
4725 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4727 // store the new plane
4728 planeindex = r_fb.water.numwaterplanes++;
4729 p = r_fb.water.waterplanes + planeindex;
4731 // clear materialflags and pvs
4732 p->materialflags = 0;
4733 p->pvsvalid = false;
4734 p->camera_entity = t->camera_entity;
4735 VectorCopy(mins, p->mins);
4736 VectorCopy(maxs, p->maxs);
4740 // We're totally screwed.
4746 // merge mins/maxs when we're adding this surface to the plane
4747 p = r_fb.water.waterplanes + planeindex;
4748 p->mins[0] = min(p->mins[0], mins[0]);
4749 p->mins[1] = min(p->mins[1], mins[1]);
4750 p->mins[2] = min(p->mins[2], mins[2]);
4751 p->maxs[0] = max(p->maxs[0], maxs[0]);
4752 p->maxs[1] = max(p->maxs[1], maxs[1]);
4753 p->maxs[2] = max(p->maxs[2], maxs[2]);
4755 // merge this surface's materialflags into the waterplane
4756 p->materialflags |= t->currentmaterialflags;
4757 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4759 // merge this surface's PVS into the waterplane
4760 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4761 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4763 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4769 extern cvar_t r_drawparticles;
4770 extern cvar_t r_drawdecals;
4772 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4775 r_refdef_view_t originalview;
4776 r_refdef_view_t myview;
4777 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;
4778 r_waterstate_waterplane_t *p;
4780 r_rendertarget_t *rt;
4782 originalview = r_refdef.view;
4784 // lowquality hack, temporarily shut down some cvars and restore afterwards
4785 qualityreduction = r_water_lowquality.integer;
4786 if (qualityreduction > 0)
4788 if (qualityreduction >= 1)
4790 old_r_shadows = r_shadows.integer;
4791 old_r_worldrtlight = r_shadow_realtime_world.integer;
4792 old_r_dlight = r_shadow_realtime_dlight.integer;
4793 Cvar_SetValueQuick(&r_shadows, 0);
4794 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4795 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4797 if (qualityreduction >= 2)
4799 old_r_dynamic = r_dynamic.integer;
4800 old_r_particles = r_drawparticles.integer;
4801 old_r_decals = r_drawdecals.integer;
4802 Cvar_SetValueQuick(&r_dynamic, 0);
4803 Cvar_SetValueQuick(&r_drawparticles, 0);
4804 Cvar_SetValueQuick(&r_drawdecals, 0);
4808 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4810 p->rt_reflection = NULL;
4811 p->rt_refraction = NULL;
4812 p->rt_camera = NULL;
4816 r_refdef.view = originalview;
4817 r_refdef.view.showdebug = false;
4818 r_refdef.view.width = r_fb.water.waterwidth;
4819 r_refdef.view.height = r_fb.water.waterheight;
4820 r_refdef.view.useclipplane = true;
4821 myview = r_refdef.view;
4822 r_fb.water.renderingscene = true;
4823 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4825 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4828 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4830 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);
4831 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4833 r_refdef.view = myview;
4834 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4835 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4836 if(r_water_scissormode.integer)
4838 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4839 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4841 p->rt_reflection = NULL;
4842 p->rt_refraction = NULL;
4843 p->rt_camera = NULL;
4848 r_refdef.view.clipplane = p->plane;
4849 // reflected view origin may be in solid, so don't cull with it
4850 r_refdef.view.usevieworiginculling = false;
4851 // reverse the cullface settings for this render
4852 r_refdef.view.cullface_front = GL_FRONT;
4853 r_refdef.view.cullface_back = GL_BACK;
4854 // combined pvs (based on what can be seen from each surface center)
4855 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4857 r_refdef.view.usecustompvs = true;
4859 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4861 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4864 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4865 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4866 GL_ScissorTest(false);
4867 R_ClearScreen(r_refdef.fogenabled);
4868 GL_ScissorTest(true);
4869 if(r_water_scissormode.integer & 2)
4870 R_View_UpdateWithScissor(myscissor);
4873 R_AnimCache_CacheVisibleEntities();
4874 if(r_water_scissormode.integer & 1)
4875 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4876 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4878 r_fb.water.hideplayer = false;
4879 p->rt_reflection = rt;
4882 // render the normal view scene and copy into texture
4883 // (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)
4884 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4886 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);
4887 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4889 r_refdef.view = myview;
4890 if(r_water_scissormode.integer)
4892 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4893 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4895 p->rt_reflection = NULL;
4896 p->rt_refraction = NULL;
4897 p->rt_camera = NULL;
4902 // combined pvs (based on what can be seen from each surface center)
4903 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4905 r_refdef.view.usecustompvs = true;
4907 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4909 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4912 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4914 r_refdef.view.clipplane = p->plane;
4915 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4916 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4918 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4920 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4921 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4922 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4923 R_RenderView_UpdateViewVectors();
4924 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4926 r_refdef.view.usecustompvs = true;
4927 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);
4931 PlaneClassify(&r_refdef.view.clipplane);
4933 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4934 GL_ScissorTest(false);
4935 R_ClearScreen(r_refdef.fogenabled);
4936 GL_ScissorTest(true);
4937 if(r_water_scissormode.integer & 2)
4938 R_View_UpdateWithScissor(myscissor);
4941 R_AnimCache_CacheVisibleEntities();
4942 if(r_water_scissormode.integer & 1)
4943 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4944 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4946 r_fb.water.hideplayer = false;
4947 p->rt_refraction = rt;
4949 else if (p->materialflags & MATERIALFLAG_CAMERA)
4951 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4952 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4954 r_refdef.view = myview;
4956 r_refdef.view.clipplane = p->plane;
4957 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4958 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4960 r_refdef.view.width = r_fb.water.camerawidth;
4961 r_refdef.view.height = r_fb.water.cameraheight;
4962 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4963 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4964 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4965 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4967 if(p->camera_entity)
4969 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4970 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4973 // note: all of the view is used for displaying... so
4974 // there is no use in scissoring
4976 // reverse the cullface settings for this render
4977 r_refdef.view.cullface_front = GL_FRONT;
4978 r_refdef.view.cullface_back = GL_BACK;
4979 // also reverse the view matrix
4980 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
4981 R_RenderView_UpdateViewVectors();
4982 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4984 r_refdef.view.usecustompvs = true;
4985 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);
4988 // camera needs no clipplane
4989 r_refdef.view.useclipplane = false;
4990 // TODO: is the camera origin always valid? if so we don't need to clear this
4991 r_refdef.view.usevieworiginculling = false;
4993 PlaneClassify(&r_refdef.view.clipplane);
4995 r_fb.water.hideplayer = false;
4997 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4998 GL_ScissorTest(false);
4999 R_ClearScreen(r_refdef.fogenabled);
5000 GL_ScissorTest(true);
5002 R_AnimCache_CacheVisibleEntities();
5003 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5005 r_fb.water.hideplayer = false;
5010 r_fb.water.renderingscene = false;
5011 r_refdef.view = originalview;
5012 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5014 R_AnimCache_CacheVisibleEntities();
5017 r_refdef.view = originalview;
5018 r_fb.water.renderingscene = false;
5019 Cvar_SetValueQuick(&r_water, 0);
5020 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5022 // lowquality hack, restore cvars
5023 if (qualityreduction > 0)
5025 if (qualityreduction >= 1)
5027 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5028 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5029 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5031 if (qualityreduction >= 2)
5033 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5034 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5035 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5040 static void R_Bloom_StartFrame(void)
5042 int screentexturewidth, screentextureheight;
5043 int viewwidth, viewheight;
5044 textype_t textype = TEXTYPE_COLORBUFFER;
5046 // clear the pointers to rendertargets from last frame as they're stale
5047 r_fb.rt_screen = NULL;
5048 r_fb.rt_bloom = NULL;
5050 switch (vid.renderpath)
5052 case RENDERPATH_GL32:
5053 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5054 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5055 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5057 case RENDERPATH_GLES2:
5058 r_fb.usedepthtextures = false;
5062 if (r_viewscale_fpsscaling.integer)
5064 double actualframetime;
5065 double targetframetime;
5067 actualframetime = r_refdef.lastdrawscreentime;
5068 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5069 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5070 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5071 if (r_viewscale_fpsscaling_stepsize.value > 0)
5072 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5073 viewscalefpsadjusted += adjust;
5074 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5077 viewscalefpsadjusted = 1.0f;
5079 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5081 // set bloomwidth and bloomheight to the bloom resolution that will be
5082 // used (often less than the screen resolution for faster rendering)
5083 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5084 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5085 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5086 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5087 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5089 // calculate desired texture sizes
5090 screentexturewidth = viewwidth;
5091 screentextureheight = viewheight;
5093 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5095 Cvar_SetValueQuick(&r_bloom, 0);
5096 Cvar_SetValueQuick(&r_motionblur, 0);
5097 Cvar_SetValueQuick(&r_damageblur, 0);
5100 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5101 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5103 if (r_fb.ghosttexture)
5104 R_FreeTexture(r_fb.ghosttexture);
5105 r_fb.ghosttexture = NULL;
5107 r_fb.screentexturewidth = screentexturewidth;
5108 r_fb.screentextureheight = screentextureheight;
5109 r_fb.textype = textype;
5111 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5113 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5114 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);
5115 r_fb.ghosttexture_valid = false;
5119 if (r_bloom.integer)
5121 // bloom texture is a different resolution
5122 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5123 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5124 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5127 r_fb.bloomwidth = r_fb.bloomheight = 0;
5129 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5131 r_refdef.view.clear = true;
5134 static void R_Bloom_MakeTexture(void)
5137 float xoffset, yoffset, r, brighten;
5138 float colorscale = r_bloom_colorscale.value;
5139 r_viewport_t bloomviewport;
5140 r_rendertarget_t *prev, *cur;
5141 textype_t textype = r_fb.rt_screen->colortextype[0];
5143 r_refdef.stats[r_stat_bloom]++;
5145 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5147 // scale down screen texture to the bloom texture size
5149 prev = r_fb.rt_screen;
5150 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5151 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5152 R_SetViewport(&bloomviewport);
5153 GL_CullFace(GL_NONE);
5154 GL_DepthTest(false);
5155 GL_BlendFunc(GL_ONE, GL_ZERO);
5156 GL_Color(colorscale, colorscale, colorscale, 1);
5157 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5158 // TODO: do boxfilter scale-down in shader?
5159 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5160 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5161 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5162 // we now have a properly scaled bloom image
5164 // multiply bloom image by itself as many times as desired to darken it
5165 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5166 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5169 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5170 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5172 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5174 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5175 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5176 GL_Color(1,1,1,1); // no fix factor supported here
5177 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5178 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5179 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5180 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5184 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5185 brighten = r_bloom_brighten.value;
5186 brighten = sqrt(brighten);
5188 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5190 for (dir = 0;dir < 2;dir++)
5193 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5194 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5195 // blend on at multiple vertical offsets to achieve a vertical blur
5196 // TODO: do offset blends using GLSL
5197 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5199 GL_BlendFunc(GL_ONE, GL_ZERO);
5201 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5203 for (x = -range;x <= range;x++)
5205 if (!dir){xoffset = 0;yoffset = x;}
5206 else {xoffset = x;yoffset = 0;}
5207 xoffset /= (float)prev->texturewidth;
5208 yoffset /= (float)prev->textureheight;
5209 // compute a texcoord array with the specified x and y offset
5210 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5211 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5212 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5213 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5214 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5215 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5216 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5217 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5218 // this r value looks like a 'dot' particle, fading sharply to
5219 // black at the edges
5220 // (probably not realistic but looks good enough)
5221 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5222 //r = brighten/(range*2+1);
5223 r = brighten / (range * 2 + 1);
5225 r *= (1 - x*x/(float)((range+1)*(range+1)));
5229 GL_Color(r, r, r, 1);
5231 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5233 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5234 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5236 GL_BlendFunc(GL_ONE, GL_ONE);
5241 // now we have the bloom image, so keep track of it
5242 r_fb.rt_bloom = cur;
5245 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5247 dpuint64 permutation;
5248 float uservecs[4][4];
5249 rtexture_t *viewtexture;
5250 rtexture_t *bloomtexture;
5252 R_EntityMatrix(&identitymatrix);
5254 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5256 // declare variables
5257 float blur_factor, blur_mouseaccel, blur_velocity;
5258 static float blur_average;
5259 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5261 // set a goal for the factoring
5262 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5263 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5264 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5265 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5266 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5267 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5269 // from the goal, pick an averaged value between goal and last value
5270 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5271 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5273 // enforce minimum amount of blur
5274 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5276 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5278 // calculate values into a standard alpha
5279 cl.motionbluralpha = 1 - exp(-
5281 (r_motionblur.value * blur_factor / 80)
5283 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5286 max(0.0001, cl.time - cl.oldtime) // fps independent
5289 // randomization for the blur value to combat persistent ghosting
5290 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5291 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5294 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5295 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5297 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5298 GL_Color(1, 1, 1, cl.motionbluralpha);
5299 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5300 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5301 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5302 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5303 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5306 // updates old view angles for next pass
5307 VectorCopy(cl.viewangles, blur_oldangles);
5309 // copy view into the ghost texture
5310 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5311 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5312 r_fb.ghosttexture_valid = true;
5315 if (r_fb.bloomwidth)
5317 // make the bloom texture
5318 R_Bloom_MakeTexture();
5321 #if _MSC_VER >= 1400
5322 #define sscanf sscanf_s
5324 memset(uservecs, 0, sizeof(uservecs));
5325 if (r_glsl_postprocess_uservec1_enable.integer)
5326 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5327 if (r_glsl_postprocess_uservec2_enable.integer)
5328 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5329 if (r_glsl_postprocess_uservec3_enable.integer)
5330 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5331 if (r_glsl_postprocess_uservec4_enable.integer)
5332 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5334 // render to the screen fbo
5335 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5336 GL_Color(1, 1, 1, 1);
5337 GL_BlendFunc(GL_ONE, GL_ZERO);
5339 viewtexture = r_fb.rt_screen->colortexture[0];
5340 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5342 if (r_rendertarget_debug.integer >= 0)
5344 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5345 if (rt && rt->colortexture[0])
5347 viewtexture = rt->colortexture[0];
5348 bloomtexture = NULL;
5352 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5353 switch(vid.renderpath)
5355 case RENDERPATH_GL32:
5356 case RENDERPATH_GLES2:
5358 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5359 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5360 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5361 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5362 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5363 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5364 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5365 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5366 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5367 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]);
5368 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5369 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]);
5370 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]);
5371 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]);
5372 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]);
5373 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5374 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5375 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);
5376 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5379 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5380 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5383 matrix4x4_t r_waterscrollmatrix;
5385 void R_UpdateFog(void)
5388 if (gamemode == GAME_NEHAHRA)
5390 if (gl_fogenable.integer)
5392 r_refdef.oldgl_fogenable = true;
5393 r_refdef.fog_density = gl_fogdensity.value;
5394 r_refdef.fog_red = gl_fogred.value;
5395 r_refdef.fog_green = gl_foggreen.value;
5396 r_refdef.fog_blue = gl_fogblue.value;
5397 r_refdef.fog_alpha = 1;
5398 r_refdef.fog_start = 0;
5399 r_refdef.fog_end = gl_skyclip.value;
5400 r_refdef.fog_height = 1<<30;
5401 r_refdef.fog_fadedepth = 128;
5403 else if (r_refdef.oldgl_fogenable)
5405 r_refdef.oldgl_fogenable = false;
5406 r_refdef.fog_density = 0;
5407 r_refdef.fog_red = 0;
5408 r_refdef.fog_green = 0;
5409 r_refdef.fog_blue = 0;
5410 r_refdef.fog_alpha = 0;
5411 r_refdef.fog_start = 0;
5412 r_refdef.fog_end = 0;
5413 r_refdef.fog_height = 1<<30;
5414 r_refdef.fog_fadedepth = 128;
5419 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5420 r_refdef.fog_start = max(0, r_refdef.fog_start);
5421 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5423 if (r_refdef.fog_density && r_drawfog.integer)
5425 r_refdef.fogenabled = true;
5426 // this is the point where the fog reaches 0.9986 alpha, which we
5427 // consider a good enough cutoff point for the texture
5428 // (0.9986 * 256 == 255.6)
5429 if (r_fog_exp2.integer)
5430 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5432 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5433 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5434 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5435 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5436 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5437 R_BuildFogHeightTexture();
5438 // fog color was already set
5439 // update the fog texture
5440 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)
5441 R_BuildFogTexture();
5442 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5443 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5446 r_refdef.fogenabled = false;
5449 if (r_refdef.fog_density)
5451 r_refdef.fogcolor[0] = r_refdef.fog_red;
5452 r_refdef.fogcolor[1] = r_refdef.fog_green;
5453 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5455 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5456 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5457 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5458 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5462 VectorCopy(r_refdef.fogcolor, fogvec);
5463 // color.rgb *= ContrastBoost * SceneBrightness;
5464 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5465 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5466 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5467 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5472 void R_UpdateVariables(void)
5476 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5478 r_refdef.farclip = r_farclip_base.value;
5479 if (r_refdef.scene.worldmodel)
5480 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5481 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5483 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5484 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5485 r_refdef.polygonfactor = 0;
5486 r_refdef.polygonoffset = 0;
5488 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5489 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5490 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5491 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5492 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5493 if (r_refdef.scene.worldmodel)
5495 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5497 if (r_showsurfaces.integer)
5499 r_refdef.scene.rtworld = false;
5500 r_refdef.scene.rtworldshadows = false;
5501 r_refdef.scene.rtdlight = false;
5502 r_refdef.scene.rtdlightshadows = false;
5503 r_refdef.scene.lightmapintensity = 0;
5506 r_gpuskeletal = false;
5507 switch(vid.renderpath)
5509 case RENDERPATH_GL32:
5510 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5511 case RENDERPATH_GLES2:
5512 if(!vid_gammatables_trivial)
5514 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5516 // build GLSL gamma texture
5517 #define RAMPWIDTH 256
5518 unsigned short ramp[RAMPWIDTH * 3];
5519 unsigned char rampbgr[RAMPWIDTH][4];
5522 r_texture_gammaramps_serial = vid_gammatables_serial;
5524 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5525 for(i = 0; i < RAMPWIDTH; ++i)
5527 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5528 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5529 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5532 if (r_texture_gammaramps)
5534 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5538 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5544 // remove GLSL gamma texture
5550 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5551 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5557 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5558 if( scenetype != r_currentscenetype ) {
5559 // store the old scenetype
5560 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5561 r_currentscenetype = scenetype;
5562 // move in the new scene
5563 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5572 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5574 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5575 if( scenetype == r_currentscenetype ) {
5576 return &r_refdef.scene;
5578 return &r_scenes_store[ scenetype ];
5582 static int R_SortEntities_Compare(const void *ap, const void *bp)
5584 const entity_render_t *a = *(const entity_render_t **)ap;
5585 const entity_render_t *b = *(const entity_render_t **)bp;
5588 if(a->model < b->model)
5590 if(a->model > b->model)
5594 // TODO possibly calculate the REAL skinnum here first using
5596 if(a->skinnum < b->skinnum)
5598 if(a->skinnum > b->skinnum)
5601 // everything we compared is equal
5604 static void R_SortEntities(void)
5606 // below or equal 2 ents, sorting never gains anything
5607 if(r_refdef.scene.numentities <= 2)
5610 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5618 extern cvar_t r_shadow_bouncegrid;
5619 extern cvar_t v_isometric;
5620 extern void V_MakeViewIsometric(void);
5621 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5623 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5625 rtexture_t *viewdepthtexture = NULL;
5626 rtexture_t *viewcolortexture = NULL;
5627 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5629 // finish any 2D rendering that was queued
5632 if (r_timereport_active)
5633 R_TimeReport("start");
5634 r_textureframe++; // used only by R_GetCurrentTexture
5635 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5637 if(R_CompileShader_CheckStaticParms())
5638 R_GLSL_Restart_f(&cmd_client);
5640 if (!r_drawentities.integer)
5641 r_refdef.scene.numentities = 0;
5642 else if (r_sortentities.integer)
5645 R_AnimCache_ClearCache();
5647 /* adjust for stereo display */
5648 if(R_Stereo_Active())
5650 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);
5651 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5654 if (r_refdef.view.isoverlay)
5656 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5657 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5658 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5659 R_TimeReport("depthclear");
5661 r_refdef.view.showdebug = false;
5663 r_fb.water.enabled = false;
5664 r_fb.water.numwaterplanes = 0;
5666 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5668 r_refdef.view.matrix = originalmatrix;
5674 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5676 r_refdef.view.matrix = originalmatrix;
5680 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5681 if (v_isometric.integer && r_refdef.view.ismain)
5682 V_MakeViewIsometric();
5684 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5686 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5687 // in sRGB fallback, behave similar to true sRGB: convert this
5688 // value from linear to sRGB
5689 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5691 R_RenderView_UpdateViewVectors();
5693 R_Shadow_UpdateWorldLightSelection();
5695 // this will set up r_fb.rt_screen
5696 R_Bloom_StartFrame();
5698 // apply bloom brightness offset
5700 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5702 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5705 viewfbo = r_fb.rt_screen->fbo;
5706 viewdepthtexture = r_fb.rt_screen->depthtexture;
5707 viewcolortexture = r_fb.rt_screen->colortexture[0];
5711 viewheight = height;
5714 R_Water_StartFrame();
5717 if (r_timereport_active)
5718 R_TimeReport("viewsetup");
5720 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5722 // clear the whole fbo every frame - otherwise the driver will consider
5723 // it to be an inter-frame texture and stall in multi-gpu configurations
5725 GL_ScissorTest(false);
5726 R_ClearScreen(r_refdef.fogenabled);
5727 if (r_timereport_active)
5728 R_TimeReport("viewclear");
5730 r_refdef.view.clear = true;
5732 r_refdef.view.showdebug = true;
5735 if (r_timereport_active)
5736 R_TimeReport("visibility");
5738 R_AnimCache_CacheVisibleEntities();
5739 if (r_timereport_active)
5740 R_TimeReport("animcache");
5742 R_Shadow_UpdateBounceGridTexture();
5743 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5745 r_fb.water.numwaterplanes = 0;
5746 if (r_fb.water.enabled)
5747 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5749 // for the actual view render we use scissoring a fair amount, so scissor
5750 // test needs to be on
5752 GL_ScissorTest(true);
5753 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5754 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5755 r_fb.water.numwaterplanes = 0;
5757 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5758 GL_ScissorTest(false);
5760 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5761 if (r_timereport_active)
5762 R_TimeReport("blendview");
5764 r_refdef.view.matrix = originalmatrix;
5768 // go back to 2d rendering
5772 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5774 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5776 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5777 if (r_timereport_active)
5778 R_TimeReport("waterworld");
5781 // don't let sound skip if going slow
5782 if (r_refdef.scene.extraupdate)
5785 R_DrawModelsAddWaterPlanes();
5786 if (r_timereport_active)
5787 R_TimeReport("watermodels");
5789 if (r_fb.water.numwaterplanes)
5791 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5792 if (r_timereport_active)
5793 R_TimeReport("waterscenes");
5797 extern cvar_t cl_locs_show;
5798 static void R_DrawLocs(void);
5799 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5800 static void R_DrawModelDecals(void);
5801 extern qboolean r_shadow_usingdeferredprepass;
5802 extern int r_shadow_shadowmapatlas_modelshadows_size;
5803 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5805 qboolean shadowmapping = false;
5807 if (r_timereport_active)
5808 R_TimeReport("beginscene");
5810 r_refdef.stats[r_stat_renders]++;
5814 // don't let sound skip if going slow
5815 if (r_refdef.scene.extraupdate)
5818 R_MeshQueue_BeginScene();
5822 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);
5824 if (r_timereport_active)
5825 R_TimeReport("skystartframe");
5827 if (cl.csqc_vidvars.drawworld)
5829 // don't let sound skip if going slow
5830 if (r_refdef.scene.extraupdate)
5833 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5835 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5836 if (r_timereport_active)
5837 R_TimeReport("worldsky");
5840 if (R_DrawBrushModelsSky() && r_timereport_active)
5841 R_TimeReport("bmodelsky");
5843 if (skyrendermasked && skyrenderlater)
5845 // we have to force off the water clipping plane while rendering sky
5846 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5848 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5849 if (r_timereport_active)
5850 R_TimeReport("sky");
5854 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5855 r_shadow_viewfbo = viewfbo;
5856 r_shadow_viewdepthtexture = viewdepthtexture;
5857 r_shadow_viewcolortexture = viewcolortexture;
5858 r_shadow_viewx = viewx;
5859 r_shadow_viewy = viewy;
5860 r_shadow_viewwidth = viewwidth;
5861 r_shadow_viewheight = viewheight;
5863 R_Shadow_PrepareModelShadows();
5864 R_Shadow_PrepareLights();
5865 if (r_timereport_active)
5866 R_TimeReport("preparelights");
5868 // render all the shadowmaps that will be used for this view
5869 shadowmapping = R_Shadow_ShadowMappingEnabled();
5870 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5872 R_Shadow_DrawShadowMaps();
5873 if (r_timereport_active)
5874 R_TimeReport("shadowmaps");
5877 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5878 if (r_shadow_usingdeferredprepass)
5879 R_Shadow_DrawPrepass();
5881 // now we begin the forward pass of the view render
5882 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5884 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5885 if (r_timereport_active)
5886 R_TimeReport("worlddepth");
5888 if (r_depthfirst.integer >= 2)
5890 R_DrawModelsDepth();
5891 if (r_timereport_active)
5892 R_TimeReport("modeldepth");
5895 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5897 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5898 if (r_timereport_active)
5899 R_TimeReport("world");
5902 // don't let sound skip if going slow
5903 if (r_refdef.scene.extraupdate)
5907 if (r_timereport_active)
5908 R_TimeReport("models");
5910 // don't let sound skip if going slow
5911 if (r_refdef.scene.extraupdate)
5914 if (!r_shadow_usingdeferredprepass)
5916 R_Shadow_DrawLights();
5917 if (r_timereport_active)
5918 R_TimeReport("rtlights");
5921 // don't let sound skip if going slow
5922 if (r_refdef.scene.extraupdate)
5925 if (cl.csqc_vidvars.drawworld)
5927 R_DrawModelDecals();
5928 if (r_timereport_active)
5929 R_TimeReport("modeldecals");
5932 if (r_timereport_active)
5933 R_TimeReport("particles");
5936 if (r_timereport_active)
5937 R_TimeReport("explosions");
5940 if (r_refdef.view.showdebug)
5942 if (cl_locs_show.integer)
5945 if (r_timereport_active)
5946 R_TimeReport("showlocs");
5949 if (r_drawportals.integer)
5952 if (r_timereport_active)
5953 R_TimeReport("portals");
5956 if (r_showbboxes_client.value > 0)
5958 R_DrawEntityBBoxes(CLVM_prog);
5959 if (r_timereport_active)
5960 R_TimeReport("clbboxes");
5962 if (r_showbboxes.value > 0)
5964 R_DrawEntityBBoxes(SVVM_prog);
5965 if (r_timereport_active)
5966 R_TimeReport("svbboxes");
5970 if (r_transparent.integer)
5972 R_MeshQueue_RenderTransparent();
5973 if (r_timereport_active)
5974 R_TimeReport("drawtrans");
5977 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))
5979 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5980 if (r_timereport_active)
5981 R_TimeReport("worlddebug");
5982 R_DrawModelsDebug();
5983 if (r_timereport_active)
5984 R_TimeReport("modeldebug");
5987 if (cl.csqc_vidvars.drawworld)
5989 R_Shadow_DrawCoronas();
5990 if (r_timereport_active)
5991 R_TimeReport("coronas");
5994 // don't let sound skip if going slow
5995 if (r_refdef.scene.extraupdate)
5999 static const unsigned short bboxelements[36] =
6009 #define BBOXEDGES 13
6010 static const float bboxedges[BBOXEDGES][6] =
6013 { 0, 0, 0, 1, 1, 1 },
6015 { 0, 0, 0, 0, 1, 0 },
6016 { 0, 0, 0, 1, 0, 0 },
6017 { 0, 1, 0, 1, 1, 0 },
6018 { 1, 0, 0, 1, 1, 0 },
6020 { 0, 0, 1, 0, 1, 1 },
6021 { 0, 0, 1, 1, 0, 1 },
6022 { 0, 1, 1, 1, 1, 1 },
6023 { 1, 0, 1, 1, 1, 1 },
6025 { 0, 0, 0, 0, 0, 1 },
6026 { 1, 0, 0, 1, 0, 1 },
6027 { 0, 1, 0, 0, 1, 1 },
6028 { 1, 1, 0, 1, 1, 1 },
6031 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6033 int numvertices = BBOXEDGES * 8;
6034 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6035 int numtriangles = BBOXEDGES * 12;
6036 unsigned short elements[BBOXEDGES * 36];
6038 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6040 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6042 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6043 GL_DepthMask(false);
6044 GL_DepthRange(0, 1);
6045 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6047 for (edge = 0; edge < BBOXEDGES; edge++)
6049 for (i = 0; i < 3; i++)
6051 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6052 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6054 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6055 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6056 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6057 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6058 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6059 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6060 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6061 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6062 for (i = 0; i < 36; i++)
6063 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6065 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6066 if (r_refdef.fogenabled)
6068 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6070 f1 = RSurf_FogVertex(v);
6072 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6073 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6074 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6077 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6078 R_Mesh_ResetTextureState();
6079 R_SetupShader_Generic_NoTexture(false, false);
6080 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6083 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6085 // hacky overloading of the parameters
6086 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6089 prvm_edict_t *edict;
6091 GL_CullFace(GL_NONE);
6092 R_SetupShader_Generic_NoTexture(false, false);
6094 for (i = 0;i < numsurfaces;i++)
6096 edict = PRVM_EDICT_NUM(surfacelist[i]);
6097 switch ((int)PRVM_serveredictfloat(edict, solid))
6099 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6100 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6101 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6102 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6103 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6104 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6105 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6107 if (prog == CLVM_prog)
6108 color[3] *= r_showbboxes_client.value;
6110 color[3] *= r_showbboxes.value;
6111 color[3] = bound(0, color[3], 1);
6112 GL_DepthTest(!r_showdisabledepthtest.integer);
6113 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6117 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6120 prvm_edict_t *edict;
6126 for (i = 0; i < prog->num_edicts; i++)
6128 edict = PRVM_EDICT_NUM(i);
6129 if (edict->priv.server->free)
6131 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6132 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6134 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6136 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6137 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6141 static const int nomodelelement3i[24] =
6153 static const unsigned short nomodelelement3s[24] =
6165 static const float nomodelvertex3f[6*3] =
6175 static const float nomodelcolor4f[6*4] =
6177 0.0f, 0.0f, 0.5f, 1.0f,
6178 0.0f, 0.0f, 0.5f, 1.0f,
6179 0.0f, 0.5f, 0.0f, 1.0f,
6180 0.0f, 0.5f, 0.0f, 1.0f,
6181 0.5f, 0.0f, 0.0f, 1.0f,
6182 0.5f, 0.0f, 0.0f, 1.0f
6185 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6191 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);
6193 // this is only called once per entity so numsurfaces is always 1, and
6194 // surfacelist is always {0}, so this code does not handle batches
6196 if (rsurface.ent_flags & RENDER_ADDITIVE)
6198 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6199 GL_DepthMask(false);
6201 else if (ent->alpha < 1)
6203 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6204 GL_DepthMask(false);
6208 GL_BlendFunc(GL_ONE, GL_ZERO);
6211 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6212 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6213 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6214 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6215 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6216 for (i = 0, c = color4f;i < 6;i++, c += 4)
6218 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6219 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6220 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6223 if (r_refdef.fogenabled)
6225 for (i = 0, c = color4f;i < 6;i++, c += 4)
6227 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6229 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6230 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6231 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6234 // R_Mesh_ResetTextureState();
6235 R_SetupShader_Generic_NoTexture(false, false);
6236 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6237 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6240 void R_DrawNoModel(entity_render_t *ent)
6243 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6244 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6245 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6247 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6250 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6252 vec3_t right1, right2, diff, normal;
6254 VectorSubtract (org2, org1, normal);
6256 // calculate 'right' vector for start
6257 VectorSubtract (r_refdef.view.origin, org1, diff);
6258 CrossProduct (normal, diff, right1);
6259 VectorNormalize (right1);
6261 // calculate 'right' vector for end
6262 VectorSubtract (r_refdef.view.origin, org2, diff);
6263 CrossProduct (normal, diff, right2);
6264 VectorNormalize (right2);
6266 vert[ 0] = org1[0] + width * right1[0];
6267 vert[ 1] = org1[1] + width * right1[1];
6268 vert[ 2] = org1[2] + width * right1[2];
6269 vert[ 3] = org1[0] - width * right1[0];
6270 vert[ 4] = org1[1] - width * right1[1];
6271 vert[ 5] = org1[2] - width * right1[2];
6272 vert[ 6] = org2[0] - width * right2[0];
6273 vert[ 7] = org2[1] - width * right2[1];
6274 vert[ 8] = org2[2] - width * right2[2];
6275 vert[ 9] = org2[0] + width * right2[0];
6276 vert[10] = org2[1] + width * right2[1];
6277 vert[11] = org2[2] + width * right2[2];
6280 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)
6282 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6283 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6284 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6285 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6286 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6287 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6288 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6289 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6290 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6291 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6292 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6293 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6296 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6301 VectorSet(v, x, y, z);
6302 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6303 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6305 if (i == mesh->numvertices)
6307 if (mesh->numvertices < mesh->maxvertices)
6309 VectorCopy(v, vertex3f);
6310 mesh->numvertices++;
6312 return mesh->numvertices;
6318 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6322 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6323 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6324 e = mesh->element3i + mesh->numtriangles * 3;
6325 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6327 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6328 if (mesh->numtriangles < mesh->maxtriangles)
6333 mesh->numtriangles++;
6335 element[1] = element[2];
6339 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6343 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6344 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6345 e = mesh->element3i + mesh->numtriangles * 3;
6346 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6348 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6349 if (mesh->numtriangles < mesh->maxtriangles)
6354 mesh->numtriangles++;
6356 element[1] = element[2];
6360 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6361 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6363 int planenum, planenum2;
6366 mplane_t *plane, *plane2;
6368 double temppoints[2][256*3];
6369 // figure out how large a bounding box we need to properly compute this brush
6371 for (w = 0;w < numplanes;w++)
6372 maxdist = max(maxdist, fabs(planes[w].dist));
6373 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6374 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6375 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6379 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6380 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6382 if (planenum2 == planenum)
6384 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);
6387 if (tempnumpoints < 3)
6389 // generate elements forming a triangle fan for this polygon
6390 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6394 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6396 if(parms[0] == 0 && parms[1] == 0)
6398 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6399 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6404 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6407 index = parms[2] + rsurface.shadertime * parms[3];
6408 index -= floor(index);
6409 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6412 case Q3WAVEFUNC_NONE:
6413 case Q3WAVEFUNC_NOISE:
6414 case Q3WAVEFUNC_COUNT:
6417 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6418 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6419 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6420 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6421 case Q3WAVEFUNC_TRIANGLE:
6423 f = index - floor(index);
6436 f = parms[0] + parms[1] * f;
6437 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6438 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6442 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6449 matrix4x4_t matrix, temp;
6450 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6451 // it's better to have one huge fixup every 9 hours than gradual
6452 // degradation over time which looks consistently bad after many hours.
6454 // tcmod scroll in particular suffers from this degradation which can't be
6455 // effectively worked around even with floor() tricks because we don't
6456 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6457 // a workaround involving floor() would be incorrect anyway...
6458 shadertime = rsurface.shadertime;
6459 if (shadertime >= 32768.0f)
6460 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6461 switch(tcmod->tcmod)
6465 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6466 matrix = r_waterscrollmatrix;
6468 matrix = identitymatrix;
6470 case Q3TCMOD_ENTITYTRANSLATE:
6471 // this is used in Q3 to allow the gamecode to control texcoord
6472 // scrolling on the entity, which is not supported in darkplaces yet.
6473 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6475 case Q3TCMOD_ROTATE:
6476 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6477 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6478 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6481 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6483 case Q3TCMOD_SCROLL:
6484 // this particular tcmod is a "bug for bug" compatible one with regards to
6485 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6486 // specifically did the wrapping and so we must mimic that...
6487 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6488 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6489 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6491 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6492 w = (int) tcmod->parms[0];
6493 h = (int) tcmod->parms[1];
6494 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6496 idx = (int) floor(f * w * h);
6497 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6499 case Q3TCMOD_STRETCH:
6500 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6501 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6503 case Q3TCMOD_TRANSFORM:
6504 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6505 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6506 VectorSet(tcmat + 6, 0 , 0 , 1);
6507 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6508 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6510 case Q3TCMOD_TURBULENT:
6511 // this is handled in the RSurf_PrepareVertices function
6512 matrix = identitymatrix;
6516 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6519 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6521 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6522 char name[MAX_QPATH];
6523 skinframe_t *skinframe;
6524 unsigned char pixels[296*194];
6525 strlcpy(cache->name, skinname, sizeof(cache->name));
6526 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6527 if (developer_loading.integer)
6528 Con_Printf("loading %s\n", name);
6529 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6530 if (!skinframe || !skinframe->base)
6533 fs_offset_t filesize;
6535 f = FS_LoadFile(name, tempmempool, true, &filesize);
6538 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6539 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6543 cache->skinframe = skinframe;
6546 texture_t *R_GetCurrentTexture(texture_t *t)
6549 const entity_render_t *ent = rsurface.entity;
6550 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6551 q3shaderinfo_layer_tcmod_t *tcmod;
6552 float specularscale = 0.0f;
6554 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6555 return t->currentframe;
6556 t->update_lastrenderframe = r_textureframe;
6557 t->update_lastrenderentity = (void *)ent;
6559 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6560 t->camera_entity = ent->entitynumber;
6562 t->camera_entity = 0;
6564 // switch to an alternate material if this is a q1bsp animated material
6566 texture_t *texture = t;
6567 int s = rsurface.ent_skinnum;
6568 if ((unsigned int)s >= (unsigned int)model->numskins)
6570 if (model->skinscenes)
6572 if (model->skinscenes[s].framecount > 1)
6573 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6575 s = model->skinscenes[s].firstframe;
6578 t = t + s * model->num_surfaces;
6581 // use an alternate animation if the entity's frame is not 0,
6582 // and only if the texture has an alternate animation
6583 if (t->animated == 2) // q2bsp
6584 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6585 else if (rsurface.ent_alttextures && t->anim_total[1])
6586 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6588 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6590 texture->currentframe = t;
6593 // update currentskinframe to be a qw skin or animation frame
6594 if (rsurface.ent_qwskin >= 0)
6596 i = rsurface.ent_qwskin;
6597 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6599 r_qwskincache_size = cl.maxclients;
6601 Mem_Free(r_qwskincache);
6602 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6604 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6605 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6606 t->currentskinframe = r_qwskincache[i].skinframe;
6607 if (t->materialshaderpass && t->currentskinframe == NULL)
6608 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6610 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6611 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6612 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6613 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6615 t->currentmaterialflags = t->basematerialflags;
6616 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6617 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6618 t->currentalpha *= r_wateralpha.value;
6619 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6620 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6621 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6622 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6624 // decide on which type of lighting to use for this surface
6625 if (rsurface.entity->render_modellight_forced)
6626 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6627 if (rsurface.entity->render_rtlight_disabled)
6628 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6629 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6631 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6632 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
6633 for (q = 0; q < 3; q++)
6635 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6636 t->render_modellight_lightdir[q] = q == 2;
6637 t->render_modellight_ambient[q] = 1;
6638 t->render_modellight_diffuse[q] = 0;
6639 t->render_modellight_specular[q] = 0;
6640 t->render_lightmap_ambient[q] = 0;
6641 t->render_lightmap_diffuse[q] = 0;
6642 t->render_lightmap_specular[q] = 0;
6643 t->render_rtlight_diffuse[q] = 0;
6644 t->render_rtlight_specular[q] = 0;
6647 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6649 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6650 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6651 for (q = 0; q < 3; q++)
6653 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6654 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6655 t->render_modellight_lightdir[q] = q == 2;
6656 t->render_modellight_diffuse[q] = 0;
6657 t->render_modellight_specular[q] = 0;
6658 t->render_lightmap_ambient[q] = 0;
6659 t->render_lightmap_diffuse[q] = 0;
6660 t->render_lightmap_specular[q] = 0;
6661 t->render_rtlight_diffuse[q] = 0;
6662 t->render_rtlight_specular[q] = 0;
6665 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6667 // ambient + single direction light (modellight)
6668 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6669 for (q = 0; q < 3; q++)
6671 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6672 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6673 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6674 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6675 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6676 t->render_lightmap_ambient[q] = 0;
6677 t->render_lightmap_diffuse[q] = 0;
6678 t->render_lightmap_specular[q] = 0;
6679 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6680 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6685 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6686 for (q = 0; q < 3; q++)
6688 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6689 t->render_modellight_lightdir[q] = q == 2;
6690 t->render_modellight_ambient[q] = 0;
6691 t->render_modellight_diffuse[q] = 0;
6692 t->render_modellight_specular[q] = 0;
6693 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6694 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6695 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6696 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6697 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6701 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6703 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6704 // attribute, we punt it to the lightmap path and hope for the best,
6705 // but lighting doesn't work.
6707 // FIXME: this is fine for effects but CSQC polygons should be subject
6709 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6710 for (q = 0; q < 3; q++)
6712 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6713 t->render_modellight_lightdir[q] = q == 2;
6714 t->render_modellight_ambient[q] = 0;
6715 t->render_modellight_diffuse[q] = 0;
6716 t->render_modellight_specular[q] = 0;
6717 t->render_lightmap_ambient[q] = 0;
6718 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6719 t->render_lightmap_specular[q] = 0;
6720 t->render_rtlight_diffuse[q] = 0;
6721 t->render_rtlight_specular[q] = 0;
6725 for (q = 0; q < 3; q++)
6727 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6728 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6731 if (rsurface.ent_flags & RENDER_ADDITIVE)
6732 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6733 else if (t->currentalpha < 1)
6734 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6735 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6736 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6737 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6738 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6739 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6740 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6741 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6742 if (t->backgroundshaderpass)
6743 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6744 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6746 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6747 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6750 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6751 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6753 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6754 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6756 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6757 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6759 // there is no tcmod
6760 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6762 t->currenttexmatrix = r_waterscrollmatrix;
6763 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6765 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6767 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6768 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6771 if (t->materialshaderpass)
6772 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6773 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6775 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6776 if (t->currentskinframe->qpixels)
6777 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6778 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6779 if (!t->basetexture)
6780 t->basetexture = r_texture_notexture;
6781 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6782 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6783 t->nmaptexture = t->currentskinframe->nmap;
6784 if (!t->nmaptexture)
6785 t->nmaptexture = r_texture_blanknormalmap;
6786 t->glosstexture = r_texture_black;
6787 t->glowtexture = t->currentskinframe->glow;
6788 t->fogtexture = t->currentskinframe->fog;
6789 t->reflectmasktexture = t->currentskinframe->reflect;
6790 if (t->backgroundshaderpass)
6792 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6793 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6794 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6795 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6796 t->backgroundglosstexture = r_texture_black;
6797 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6798 if (!t->backgroundnmaptexture)
6799 t->backgroundnmaptexture = r_texture_blanknormalmap;
6800 // make sure that if glow is going to be used, both textures are not NULL
6801 if (!t->backgroundglowtexture && t->glowtexture)
6802 t->backgroundglowtexture = r_texture_black;
6803 if (!t->glowtexture && t->backgroundglowtexture)
6804 t->glowtexture = r_texture_black;
6808 t->backgroundbasetexture = r_texture_white;
6809 t->backgroundnmaptexture = r_texture_blanknormalmap;
6810 t->backgroundglosstexture = r_texture_black;
6811 t->backgroundglowtexture = NULL;
6813 t->specularpower = r_shadow_glossexponent.value;
6814 // TODO: store reference values for these in the texture?
6815 if (r_shadow_gloss.integer > 0)
6817 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6819 if (r_shadow_glossintensity.value > 0)
6821 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6822 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6823 specularscale = r_shadow_glossintensity.value;
6826 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6828 t->glosstexture = r_texture_white;
6829 t->backgroundglosstexture = r_texture_white;
6830 specularscale = r_shadow_gloss2intensity.value;
6831 t->specularpower = r_shadow_gloss2exponent.value;
6834 specularscale *= t->specularscalemod;
6835 t->specularpower *= t->specularpowermod;
6837 // lightmaps mode looks bad with dlights using actual texturing, so turn
6838 // off the colormap and glossmap, but leave the normalmap on as it still
6839 // accurately represents the shading involved
6840 if (gl_lightmaps.integer)
6842 t->basetexture = r_texture_grey128;
6843 t->pantstexture = r_texture_black;
6844 t->shirttexture = r_texture_black;
6845 if (gl_lightmaps.integer < 2)
6846 t->nmaptexture = r_texture_blanknormalmap;
6847 t->glosstexture = r_texture_black;
6848 t->glowtexture = NULL;
6849 t->fogtexture = NULL;
6850 t->reflectmasktexture = NULL;
6851 t->backgroundbasetexture = NULL;
6852 if (gl_lightmaps.integer < 2)
6853 t->backgroundnmaptexture = r_texture_blanknormalmap;
6854 t->backgroundglosstexture = r_texture_black;
6855 t->backgroundglowtexture = NULL;
6857 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6860 if (specularscale != 1.0f)
6862 for (q = 0; q < 3; q++)
6864 t->render_modellight_specular[q] *= specularscale;
6865 t->render_lightmap_specular[q] *= specularscale;
6866 t->render_rtlight_specular[q] *= specularscale;
6870 t->currentblendfunc[0] = GL_ONE;
6871 t->currentblendfunc[1] = GL_ZERO;
6872 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6874 t->currentblendfunc[0] = GL_SRC_ALPHA;
6875 t->currentblendfunc[1] = GL_ONE;
6877 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6879 t->currentblendfunc[0] = GL_SRC_ALPHA;
6880 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6882 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6884 t->currentblendfunc[0] = t->customblendfunc[0];
6885 t->currentblendfunc[1] = t->customblendfunc[1];
6891 rsurfacestate_t rsurface;
6893 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
6895 dp_model_t *model = ent->model;
6896 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6898 rsurface.entity = (entity_render_t *)ent;
6899 rsurface.skeleton = ent->skeleton;
6900 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6901 rsurface.ent_skinnum = ent->skinnum;
6902 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;
6903 rsurface.ent_flags = ent->flags;
6904 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6905 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6906 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6907 rsurface.matrix = ent->matrix;
6908 rsurface.inversematrix = ent->inversematrix;
6909 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6910 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6911 R_EntityMatrix(&rsurface.matrix);
6912 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6913 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6914 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6915 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6916 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6917 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6918 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6919 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6920 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6921 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6922 if (ent->model->brush.submodel && !prepass)
6924 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6925 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6927 // if the animcache code decided it should use the shader path, skip the deform step
6928 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6929 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6930 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6931 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6932 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6933 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6935 if (ent->animcache_vertex3f)
6937 r_refdef.stats[r_stat_batch_entitycache_count]++;
6938 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
6939 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
6940 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
6941 rsurface.modelvertex3f = ent->animcache_vertex3f;
6942 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
6943 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
6944 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6945 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
6946 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
6947 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6948 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
6949 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
6950 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6951 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
6952 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
6954 else if (wanttangents)
6956 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6957 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6958 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6959 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6960 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6961 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6962 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6963 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6964 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
6965 rsurface.modelvertex3f_vertexbuffer = NULL;
6966 rsurface.modelvertex3f_bufferoffset = 0;
6967 rsurface.modelvertex3f_vertexbuffer = 0;
6968 rsurface.modelvertex3f_bufferoffset = 0;
6969 rsurface.modelsvector3f_vertexbuffer = 0;
6970 rsurface.modelsvector3f_bufferoffset = 0;
6971 rsurface.modeltvector3f_vertexbuffer = 0;
6972 rsurface.modeltvector3f_bufferoffset = 0;
6973 rsurface.modelnormal3f_vertexbuffer = 0;
6974 rsurface.modelnormal3f_bufferoffset = 0;
6976 else if (wantnormals)
6978 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6979 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6980 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6981 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6982 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6983 rsurface.modelsvector3f = NULL;
6984 rsurface.modeltvector3f = NULL;
6985 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6986 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
6987 rsurface.modelvertex3f_vertexbuffer = NULL;
6988 rsurface.modelvertex3f_bufferoffset = 0;
6989 rsurface.modelvertex3f_vertexbuffer = 0;
6990 rsurface.modelvertex3f_bufferoffset = 0;
6991 rsurface.modelsvector3f_vertexbuffer = 0;
6992 rsurface.modelsvector3f_bufferoffset = 0;
6993 rsurface.modeltvector3f_vertexbuffer = 0;
6994 rsurface.modeltvector3f_bufferoffset = 0;
6995 rsurface.modelnormal3f_vertexbuffer = 0;
6996 rsurface.modelnormal3f_bufferoffset = 0;
7000 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7001 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7002 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7003 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7004 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7005 rsurface.modelsvector3f = NULL;
7006 rsurface.modeltvector3f = NULL;
7007 rsurface.modelnormal3f = NULL;
7008 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7009 rsurface.modelvertex3f_vertexbuffer = NULL;
7010 rsurface.modelvertex3f_bufferoffset = 0;
7011 rsurface.modelvertex3f_vertexbuffer = 0;
7012 rsurface.modelvertex3f_bufferoffset = 0;
7013 rsurface.modelsvector3f_vertexbuffer = 0;
7014 rsurface.modelsvector3f_bufferoffset = 0;
7015 rsurface.modeltvector3f_vertexbuffer = 0;
7016 rsurface.modeltvector3f_bufferoffset = 0;
7017 rsurface.modelnormal3f_vertexbuffer = 0;
7018 rsurface.modelnormal3f_bufferoffset = 0;
7020 rsurface.modelgeneratedvertex = true;
7024 if (rsurface.entityskeletaltransform3x4)
7026 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7027 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7028 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7029 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7033 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7034 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7035 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7036 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7038 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7039 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7040 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7041 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7042 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7043 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7044 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7045 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7046 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7047 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7048 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7049 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7050 rsurface.modelgeneratedvertex = false;
7052 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7053 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7054 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7055 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7056 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7057 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7058 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7059 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7060 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7061 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7062 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7063 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7064 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7065 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7066 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7067 rsurface.modelelement3i = model->surfmesh.data_element3i;
7068 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7069 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7070 rsurface.modelelement3s = model->surfmesh.data_element3s;
7071 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7072 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7073 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7074 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7075 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7076 rsurface.modelsurfaces = model->data_surfaces;
7077 rsurface.batchgeneratedvertex = false;
7078 rsurface.batchfirstvertex = 0;
7079 rsurface.batchnumvertices = 0;
7080 rsurface.batchfirsttriangle = 0;
7081 rsurface.batchnumtriangles = 0;
7082 rsurface.batchvertex3f = NULL;
7083 rsurface.batchvertex3f_vertexbuffer = NULL;
7084 rsurface.batchvertex3f_bufferoffset = 0;
7085 rsurface.batchsvector3f = NULL;
7086 rsurface.batchsvector3f_vertexbuffer = NULL;
7087 rsurface.batchsvector3f_bufferoffset = 0;
7088 rsurface.batchtvector3f = NULL;
7089 rsurface.batchtvector3f_vertexbuffer = NULL;
7090 rsurface.batchtvector3f_bufferoffset = 0;
7091 rsurface.batchnormal3f = NULL;
7092 rsurface.batchnormal3f_vertexbuffer = NULL;
7093 rsurface.batchnormal3f_bufferoffset = 0;
7094 rsurface.batchlightmapcolor4f = NULL;
7095 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7096 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7097 rsurface.batchtexcoordtexture2f = NULL;
7098 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7099 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7100 rsurface.batchtexcoordlightmap2f = NULL;
7101 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7102 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7103 rsurface.batchskeletalindex4ub = NULL;
7104 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7105 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7106 rsurface.batchskeletalweight4ub = NULL;
7107 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7108 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7109 rsurface.batchelement3i = NULL;
7110 rsurface.batchelement3i_indexbuffer = NULL;
7111 rsurface.batchelement3i_bufferoffset = 0;
7112 rsurface.batchelement3s = NULL;
7113 rsurface.batchelement3s_indexbuffer = NULL;
7114 rsurface.batchelement3s_bufferoffset = 0;
7115 rsurface.forcecurrenttextureupdate = false;
7118 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
7120 rsurface.entity = r_refdef.scene.worldentity;
7121 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7122 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7123 // A better approach could be making this copy only once per frame.
7124 static entity_render_t custom_entity;
7126 custom_entity = *rsurface.entity;
7127 for (q = 0; q < 3; ++q) {
7128 float colormod = q == 0 ? r : q == 1 ? g : b;
7129 custom_entity.render_fullbright[q] *= colormod;
7130 custom_entity.render_modellight_ambient[q] *= colormod;
7131 custom_entity.render_modellight_diffuse[q] *= colormod;
7132 custom_entity.render_lightmap_ambient[q] *= colormod;
7133 custom_entity.render_lightmap_diffuse[q] *= colormod;
7134 custom_entity.render_rtlight_diffuse[q] *= colormod;
7136 custom_entity.alpha *= a;
7137 rsurface.entity = &custom_entity;
7139 rsurface.skeleton = NULL;
7140 rsurface.ent_skinnum = 0;
7141 rsurface.ent_qwskin = -1;
7142 rsurface.ent_flags = entflags;
7143 rsurface.shadertime = r_refdef.scene.time - shadertime;
7144 rsurface.modelnumvertices = numvertices;
7145 rsurface.modelnumtriangles = numtriangles;
7146 rsurface.matrix = *matrix;
7147 rsurface.inversematrix = *inversematrix;
7148 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7149 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7150 R_EntityMatrix(&rsurface.matrix);
7151 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7152 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7153 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7154 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7155 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7156 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7157 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7158 rsurface.frameblend[0].lerp = 1;
7159 rsurface.ent_alttextures = false;
7160 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7161 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7162 rsurface.entityskeletaltransform3x4 = NULL;
7163 rsurface.entityskeletaltransform3x4buffer = NULL;
7164 rsurface.entityskeletaltransform3x4offset = 0;
7165 rsurface.entityskeletaltransform3x4size = 0;
7166 rsurface.entityskeletalnumtransforms = 0;
7167 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7168 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7169 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7170 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7173 rsurface.modelvertex3f = (float *)vertex3f;
7174 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7175 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7176 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7178 else if (wantnormals)
7180 rsurface.modelvertex3f = (float *)vertex3f;
7181 rsurface.modelsvector3f = NULL;
7182 rsurface.modeltvector3f = NULL;
7183 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7187 rsurface.modelvertex3f = (float *)vertex3f;
7188 rsurface.modelsvector3f = NULL;
7189 rsurface.modeltvector3f = NULL;
7190 rsurface.modelnormal3f = NULL;
7192 rsurface.modelvertex3f_vertexbuffer = 0;
7193 rsurface.modelvertex3f_bufferoffset = 0;
7194 rsurface.modelsvector3f_vertexbuffer = 0;
7195 rsurface.modelsvector3f_bufferoffset = 0;
7196 rsurface.modeltvector3f_vertexbuffer = 0;
7197 rsurface.modeltvector3f_bufferoffset = 0;
7198 rsurface.modelnormal3f_vertexbuffer = 0;
7199 rsurface.modelnormal3f_bufferoffset = 0;
7200 rsurface.modelgeneratedvertex = true;
7201 rsurface.modellightmapcolor4f = (float *)color4f;
7202 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7203 rsurface.modellightmapcolor4f_bufferoffset = 0;
7204 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7205 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7206 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7207 rsurface.modeltexcoordlightmap2f = NULL;
7208 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7209 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7210 rsurface.modelskeletalindex4ub = NULL;
7211 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7212 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7213 rsurface.modelskeletalweight4ub = NULL;
7214 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7215 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7216 rsurface.modelelement3i = (int *)element3i;
7217 rsurface.modelelement3i_indexbuffer = NULL;
7218 rsurface.modelelement3i_bufferoffset = 0;
7219 rsurface.modelelement3s = (unsigned short *)element3s;
7220 rsurface.modelelement3s_indexbuffer = NULL;
7221 rsurface.modelelement3s_bufferoffset = 0;
7222 rsurface.modellightmapoffsets = NULL;
7223 rsurface.modelsurfaces = NULL;
7224 rsurface.batchgeneratedvertex = false;
7225 rsurface.batchfirstvertex = 0;
7226 rsurface.batchnumvertices = 0;
7227 rsurface.batchfirsttriangle = 0;
7228 rsurface.batchnumtriangles = 0;
7229 rsurface.batchvertex3f = NULL;
7230 rsurface.batchvertex3f_vertexbuffer = NULL;
7231 rsurface.batchvertex3f_bufferoffset = 0;
7232 rsurface.batchsvector3f = NULL;
7233 rsurface.batchsvector3f_vertexbuffer = NULL;
7234 rsurface.batchsvector3f_bufferoffset = 0;
7235 rsurface.batchtvector3f = NULL;
7236 rsurface.batchtvector3f_vertexbuffer = NULL;
7237 rsurface.batchtvector3f_bufferoffset = 0;
7238 rsurface.batchnormal3f = NULL;
7239 rsurface.batchnormal3f_vertexbuffer = NULL;
7240 rsurface.batchnormal3f_bufferoffset = 0;
7241 rsurface.batchlightmapcolor4f = NULL;
7242 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7243 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7244 rsurface.batchtexcoordtexture2f = NULL;
7245 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7246 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7247 rsurface.batchtexcoordlightmap2f = NULL;
7248 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7249 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7250 rsurface.batchskeletalindex4ub = NULL;
7251 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7252 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7253 rsurface.batchskeletalweight4ub = NULL;
7254 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7255 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7256 rsurface.batchelement3i = NULL;
7257 rsurface.batchelement3i_indexbuffer = NULL;
7258 rsurface.batchelement3i_bufferoffset = 0;
7259 rsurface.batchelement3s = NULL;
7260 rsurface.batchelement3s_indexbuffer = NULL;
7261 rsurface.batchelement3s_bufferoffset = 0;
7262 rsurface.forcecurrenttextureupdate = true;
7264 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7266 if ((wantnormals || wanttangents) && !normal3f)
7268 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7269 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7271 if (wanttangents && !svector3f)
7273 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7274 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7275 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7280 float RSurf_FogPoint(const float *v)
7282 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7283 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7284 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7285 float FogHeightFade = r_refdef.fogheightfade;
7287 unsigned int fogmasktableindex;
7288 if (r_refdef.fogplaneviewabove)
7289 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7291 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7292 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7293 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7296 float RSurf_FogVertex(const float *v)
7298 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7299 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7300 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7301 float FogHeightFade = rsurface.fogheightfade;
7303 unsigned int fogmasktableindex;
7304 if (r_refdef.fogplaneviewabove)
7305 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7307 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7308 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7309 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7312 void RSurf_UploadBuffersForBatch(void)
7314 // 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)
7315 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7316 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7317 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7318 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7319 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7320 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7321 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7322 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7323 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7324 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7325 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7326 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7327 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7328 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7329 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7330 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7331 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7332 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7333 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7335 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7336 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7337 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7338 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7340 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7341 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7342 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7343 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7344 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7345 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7346 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7347 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7348 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7349 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7352 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7355 for (i = 0;i < numelements;i++)
7356 outelement3i[i] = inelement3i[i] + adjust;
7359 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7360 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7368 int surfacefirsttriangle;
7369 int surfacenumtriangles;
7370 int surfacefirstvertex;
7371 int surfaceendvertex;
7372 int surfacenumvertices;
7373 int batchnumsurfaces = texturenumsurfaces;
7374 int batchnumvertices;
7375 int batchnumtriangles;
7378 qboolean dynamicvertex;
7381 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7384 q3shaderinfo_deform_t *deform;
7385 const msurface_t *surface, *firstsurface;
7386 if (!texturenumsurfaces)
7388 // find vertex range of this surface batch
7390 firstsurface = texturesurfacelist[0];
7391 firsttriangle = firstsurface->num_firsttriangle;
7392 batchnumvertices = 0;
7393 batchnumtriangles = 0;
7394 firstvertex = endvertex = firstsurface->num_firstvertex;
7395 for (i = 0;i < texturenumsurfaces;i++)
7397 surface = texturesurfacelist[i];
7398 if (surface != firstsurface + i)
7400 surfacefirstvertex = surface->num_firstvertex;
7401 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7402 surfacenumvertices = surface->num_vertices;
7403 surfacenumtriangles = surface->num_triangles;
7404 if (firstvertex > surfacefirstvertex)
7405 firstvertex = surfacefirstvertex;
7406 if (endvertex < surfaceendvertex)
7407 endvertex = surfaceendvertex;
7408 batchnumvertices += surfacenumvertices;
7409 batchnumtriangles += surfacenumtriangles;
7412 r_refdef.stats[r_stat_batch_batches]++;
7414 r_refdef.stats[r_stat_batch_withgaps]++;
7415 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7416 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7417 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7419 // we now know the vertex range used, and if there are any gaps in it
7420 rsurface.batchfirstvertex = firstvertex;
7421 rsurface.batchnumvertices = endvertex - firstvertex;
7422 rsurface.batchfirsttriangle = firsttriangle;
7423 rsurface.batchnumtriangles = batchnumtriangles;
7425 // check if any dynamic vertex processing must occur
7426 dynamicvertex = false;
7428 // we must use vertexbuffers for rendering, we can upload vertex buffers
7429 // easily enough but if the basevertex is non-zero it becomes more
7430 // difficult, so force dynamicvertex path in that case - it's suboptimal
7431 // but the most optimal case is to have the geometry sources provide their
7433 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7434 dynamicvertex = true;
7436 // a cvar to force the dynamic vertex path to be taken, for debugging
7437 if (r_batch_debugdynamicvertexpath.integer)
7441 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7442 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7443 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7444 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7446 dynamicvertex = true;
7449 // if there is a chance of animated vertex colors, it's a dynamic batch
7450 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7454 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7455 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7456 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7457 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7459 dynamicvertex = true;
7462 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7464 switch (deform->deform)
7467 case Q3DEFORM_PROJECTIONSHADOW:
7468 case Q3DEFORM_TEXT0:
7469 case Q3DEFORM_TEXT1:
7470 case Q3DEFORM_TEXT2:
7471 case Q3DEFORM_TEXT3:
7472 case Q3DEFORM_TEXT4:
7473 case Q3DEFORM_TEXT5:
7474 case Q3DEFORM_TEXT6:
7475 case Q3DEFORM_TEXT7:
7478 case Q3DEFORM_AUTOSPRITE:
7481 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7482 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7483 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7484 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7486 dynamicvertex = true;
7487 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7489 case Q3DEFORM_AUTOSPRITE2:
7492 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7493 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7494 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7495 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7497 dynamicvertex = true;
7498 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7500 case Q3DEFORM_NORMAL:
7503 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7504 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7505 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7506 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7508 dynamicvertex = true;
7509 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7512 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7513 break; // if wavefunc is a nop, ignore this transform
7516 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7517 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7518 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7519 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7521 dynamicvertex = true;
7522 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7524 case Q3DEFORM_BULGE:
7527 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7528 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7529 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7530 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7532 dynamicvertex = true;
7533 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7536 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7537 break; // if wavefunc is a nop, ignore this transform
7540 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7541 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7542 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7543 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7545 dynamicvertex = true;
7546 batchneed |= BATCHNEED_ARRAY_VERTEX;
7550 if (rsurface.texture->materialshaderpass)
7552 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7555 case Q3TCGEN_TEXTURE:
7557 case Q3TCGEN_LIGHTMAP:
7560 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7561 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7562 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7563 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7565 dynamicvertex = true;
7566 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7568 case Q3TCGEN_VECTOR:
7571 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7572 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7573 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7574 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7576 dynamicvertex = true;
7577 batchneed |= BATCHNEED_ARRAY_VERTEX;
7579 case Q3TCGEN_ENVIRONMENT:
7582 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7583 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7584 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7585 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7587 dynamicvertex = true;
7588 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7591 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7595 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7596 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7597 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7598 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7600 dynamicvertex = true;
7601 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7605 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7606 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7607 // we ensure this by treating the vertex batch as dynamic...
7608 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7612 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7613 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7614 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7615 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7617 dynamicvertex = true;
7620 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7621 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7622 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7624 rsurface.batchvertex3f = rsurface.modelvertex3f;
7625 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7626 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7627 rsurface.batchsvector3f = rsurface.modelsvector3f;
7628 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7629 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7630 rsurface.batchtvector3f = rsurface.modeltvector3f;
7631 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7632 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7633 rsurface.batchnormal3f = rsurface.modelnormal3f;
7634 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7635 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7636 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7637 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7638 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7639 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7640 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7641 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7642 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7643 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7644 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7645 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7646 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7647 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7648 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7649 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7650 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7651 rsurface.batchelement3i = rsurface.modelelement3i;
7652 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7653 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7654 rsurface.batchelement3s = rsurface.modelelement3s;
7655 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7656 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7657 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7658 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7659 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7660 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7661 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7663 // if any dynamic vertex processing has to occur in software, we copy the
7664 // entire surface list together before processing to rebase the vertices
7665 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7667 // if any gaps exist and we do not have a static vertex buffer, we have to
7668 // copy the surface list together to avoid wasting upload bandwidth on the
7669 // vertices in the gaps.
7671 // if gaps exist and we have a static vertex buffer, we can choose whether
7672 // to combine the index buffer ranges into one dynamic index buffer or
7673 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7675 // in many cases the batch is reduced to one draw call.
7677 rsurface.batchmultidraw = false;
7678 rsurface.batchmultidrawnumsurfaces = 0;
7679 rsurface.batchmultidrawsurfacelist = NULL;
7683 // static vertex data, just set pointers...
7684 rsurface.batchgeneratedvertex = false;
7685 // if there are gaps, we want to build a combined index buffer,
7686 // otherwise use the original static buffer with an appropriate offset
7689 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7690 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7691 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7692 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7693 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7695 rsurface.batchmultidraw = true;
7696 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7697 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7700 // build a new triangle elements array for this batch
7701 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7702 rsurface.batchfirsttriangle = 0;
7704 for (i = 0;i < texturenumsurfaces;i++)
7706 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7707 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7708 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7709 numtriangles += surfacenumtriangles;
7711 rsurface.batchelement3i_indexbuffer = NULL;
7712 rsurface.batchelement3i_bufferoffset = 0;
7713 rsurface.batchelement3s = NULL;
7714 rsurface.batchelement3s_indexbuffer = NULL;
7715 rsurface.batchelement3s_bufferoffset = 0;
7716 if (endvertex <= 65536)
7718 // make a 16bit (unsigned short) index array if possible
7719 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7720 for (i = 0;i < numtriangles*3;i++)
7721 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7726 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7727 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7728 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7729 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7734 // something needs software processing, do it for real...
7735 // we only directly handle separate array data in this case and then
7736 // generate interleaved data if needed...
7737 rsurface.batchgeneratedvertex = true;
7738 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7739 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7740 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7741 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7743 // now copy the vertex data into a combined array and make an index array
7744 // (this is what Quake3 does all the time)
7745 // we also apply any skeletal animation here that would have been done in
7746 // the vertex shader, because most of the dynamic vertex animation cases
7747 // need actual vertex positions and normals
7748 //if (dynamicvertex)
7750 rsurface.batchvertex3f = NULL;
7751 rsurface.batchvertex3f_vertexbuffer = NULL;
7752 rsurface.batchvertex3f_bufferoffset = 0;
7753 rsurface.batchsvector3f = NULL;
7754 rsurface.batchsvector3f_vertexbuffer = NULL;
7755 rsurface.batchsvector3f_bufferoffset = 0;
7756 rsurface.batchtvector3f = NULL;
7757 rsurface.batchtvector3f_vertexbuffer = NULL;
7758 rsurface.batchtvector3f_bufferoffset = 0;
7759 rsurface.batchnormal3f = NULL;
7760 rsurface.batchnormal3f_vertexbuffer = NULL;
7761 rsurface.batchnormal3f_bufferoffset = 0;
7762 rsurface.batchlightmapcolor4f = NULL;
7763 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7764 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7765 rsurface.batchtexcoordtexture2f = NULL;
7766 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7767 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7768 rsurface.batchtexcoordlightmap2f = NULL;
7769 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7770 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7771 rsurface.batchskeletalindex4ub = NULL;
7772 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7773 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7774 rsurface.batchskeletalweight4ub = NULL;
7775 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7776 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7777 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7778 rsurface.batchelement3i_indexbuffer = NULL;
7779 rsurface.batchelement3i_bufferoffset = 0;
7780 rsurface.batchelement3s = NULL;
7781 rsurface.batchelement3s_indexbuffer = NULL;
7782 rsurface.batchelement3s_bufferoffset = 0;
7783 rsurface.batchskeletaltransform3x4buffer = NULL;
7784 rsurface.batchskeletaltransform3x4offset = 0;
7785 rsurface.batchskeletaltransform3x4size = 0;
7786 // we'll only be setting up certain arrays as needed
7787 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7788 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7789 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7790 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7791 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7793 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7794 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7796 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7797 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7798 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7799 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7800 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7801 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7802 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7804 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7805 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7809 for (i = 0;i < texturenumsurfaces;i++)
7811 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7812 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7813 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7814 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7815 // copy only the data requested
7816 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7818 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7820 if (rsurface.batchvertex3f)
7821 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7823 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7825 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7827 if (rsurface.modelnormal3f)
7828 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7830 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7832 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7834 if (rsurface.modelsvector3f)
7836 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7837 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7841 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7842 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7845 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7847 if (rsurface.modellightmapcolor4f)
7848 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7850 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7852 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7854 if (rsurface.modeltexcoordtexture2f)
7855 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7857 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7859 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7861 if (rsurface.modeltexcoordlightmap2f)
7862 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7864 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7866 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7868 if (rsurface.modelskeletalindex4ub)
7870 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7871 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7875 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7876 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7877 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7878 for (j = 0;j < surfacenumvertices;j++)
7883 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7884 numvertices += surfacenumvertices;
7885 numtriangles += surfacenumtriangles;
7888 // generate a 16bit index array as well if possible
7889 // (in general, dynamic batches fit)
7890 if (numvertices <= 65536)
7892 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7893 for (i = 0;i < numtriangles*3;i++)
7894 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7897 // since we've copied everything, the batch now starts at 0
7898 rsurface.batchfirstvertex = 0;
7899 rsurface.batchnumvertices = batchnumvertices;
7900 rsurface.batchfirsttriangle = 0;
7901 rsurface.batchnumtriangles = batchnumtriangles;
7904 // apply skeletal animation that would have been done in the vertex shader
7905 if (rsurface.batchskeletaltransform3x4)
7907 const unsigned char *si;
7908 const unsigned char *sw;
7910 const float *b = rsurface.batchskeletaltransform3x4;
7911 float *vp, *vs, *vt, *vn;
7913 float m[3][4], n[3][4];
7914 float tp[3], ts[3], tt[3], tn[3];
7915 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7916 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7917 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7918 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7919 si = rsurface.batchskeletalindex4ub;
7920 sw = rsurface.batchskeletalweight4ub;
7921 vp = rsurface.batchvertex3f;
7922 vs = rsurface.batchsvector3f;
7923 vt = rsurface.batchtvector3f;
7924 vn = rsurface.batchnormal3f;
7925 memset(m[0], 0, sizeof(m));
7926 memset(n[0], 0, sizeof(n));
7927 for (i = 0;i < batchnumvertices;i++)
7929 t[0] = b + si[0]*12;
7932 // common case - only one matrix
7946 else if (sw[2] + sw[3])
7949 t[1] = b + si[1]*12;
7950 t[2] = b + si[2]*12;
7951 t[3] = b + si[3]*12;
7952 w[0] = sw[0] * (1.0f / 255.0f);
7953 w[1] = sw[1] * (1.0f / 255.0f);
7954 w[2] = sw[2] * (1.0f / 255.0f);
7955 w[3] = sw[3] * (1.0f / 255.0f);
7956 // blend the matrices
7957 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
7958 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
7959 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
7960 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
7961 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
7962 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
7963 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
7964 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
7965 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
7966 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
7967 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
7968 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
7973 t[1] = b + si[1]*12;
7974 w[0] = sw[0] * (1.0f / 255.0f);
7975 w[1] = sw[1] * (1.0f / 255.0f);
7976 // blend the matrices
7977 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
7978 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
7979 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
7980 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
7981 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
7982 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
7983 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
7984 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
7985 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
7986 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
7987 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
7988 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
7992 // modify the vertex
7994 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
7995 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
7996 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8000 // the normal transformation matrix is a set of cross products...
8001 CrossProduct(m[1], m[2], n[0]);
8002 CrossProduct(m[2], m[0], n[1]);
8003 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8005 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8006 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8007 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8008 VectorNormalize(vn);
8013 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8014 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8015 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8016 VectorNormalize(vs);
8019 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8020 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8021 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8022 VectorNormalize(vt);
8027 rsurface.batchskeletaltransform3x4 = NULL;
8028 rsurface.batchskeletalnumtransforms = 0;
8031 // q1bsp surfaces rendered in vertex color mode have to have colors
8032 // calculated based on lightstyles
8033 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8035 // generate color arrays for the surfaces in this list
8040 const unsigned char *lm;
8041 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8042 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8043 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8045 for (i = 0;i < texturenumsurfaces;i++)
8047 surface = texturesurfacelist[i];
8048 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8049 surfacenumvertices = surface->num_vertices;
8050 if (surface->lightmapinfo->samples)
8052 for (j = 0;j < surfacenumvertices;j++)
8054 lm = surface->lightmapinfo->samples + offsets[j];
8055 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8056 VectorScale(lm, scale, c);
8057 if (surface->lightmapinfo->styles[1] != 255)
8059 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8061 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8062 VectorMA(c, scale, lm, c);
8063 if (surface->lightmapinfo->styles[2] != 255)
8066 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8067 VectorMA(c, scale, lm, c);
8068 if (surface->lightmapinfo->styles[3] != 255)
8071 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8072 VectorMA(c, scale, lm, c);
8079 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);
8085 for (j = 0;j < surfacenumvertices;j++)
8087 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8094 // if vertices are deformed (sprite flares and things in maps, possibly
8095 // water waves, bulges and other deformations), modify the copied vertices
8097 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8100 switch (deform->deform)
8103 case Q3DEFORM_PROJECTIONSHADOW:
8104 case Q3DEFORM_TEXT0:
8105 case Q3DEFORM_TEXT1:
8106 case Q3DEFORM_TEXT2:
8107 case Q3DEFORM_TEXT3:
8108 case Q3DEFORM_TEXT4:
8109 case Q3DEFORM_TEXT5:
8110 case Q3DEFORM_TEXT6:
8111 case Q3DEFORM_TEXT7:
8114 case Q3DEFORM_AUTOSPRITE:
8115 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8116 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8117 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8118 VectorNormalize(newforward);
8119 VectorNormalize(newright);
8120 VectorNormalize(newup);
8121 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8122 // rsurface.batchvertex3f_vertexbuffer = NULL;
8123 // rsurface.batchvertex3f_bufferoffset = 0;
8124 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8125 // rsurface.batchsvector3f_vertexbuffer = NULL;
8126 // rsurface.batchsvector3f_bufferoffset = 0;
8127 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8128 // rsurface.batchtvector3f_vertexbuffer = NULL;
8129 // rsurface.batchtvector3f_bufferoffset = 0;
8130 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8131 // rsurface.batchnormal3f_vertexbuffer = NULL;
8132 // rsurface.batchnormal3f_bufferoffset = 0;
8133 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8134 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8135 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8136 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8137 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);
8138 // a single autosprite surface can contain multiple sprites...
8139 for (j = 0;j < batchnumvertices - 3;j += 4)
8141 VectorClear(center);
8142 for (i = 0;i < 4;i++)
8143 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8144 VectorScale(center, 0.25f, center);
8145 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8146 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8147 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8148 for (i = 0;i < 4;i++)
8150 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8151 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8154 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8155 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8156 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);
8158 case Q3DEFORM_AUTOSPRITE2:
8159 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8160 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8161 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8162 VectorNormalize(newforward);
8163 VectorNormalize(newright);
8164 VectorNormalize(newup);
8165 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8166 // rsurface.batchvertex3f_vertexbuffer = NULL;
8167 // rsurface.batchvertex3f_bufferoffset = 0;
8169 const float *v1, *v2;
8179 memset(shortest, 0, sizeof(shortest));
8180 // a single autosprite surface can contain multiple sprites...
8181 for (j = 0;j < batchnumvertices - 3;j += 4)
8183 VectorClear(center);
8184 for (i = 0;i < 4;i++)
8185 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8186 VectorScale(center, 0.25f, center);
8187 // find the two shortest edges, then use them to define the
8188 // axis vectors for rotating around the central axis
8189 for (i = 0;i < 6;i++)
8191 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8192 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8193 l = VectorDistance2(v1, v2);
8194 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8196 l += (1.0f / 1024.0f);
8197 if (shortest[0].length2 > l || i == 0)
8199 shortest[1] = shortest[0];
8200 shortest[0].length2 = l;
8201 shortest[0].v1 = v1;
8202 shortest[0].v2 = v2;
8204 else if (shortest[1].length2 > l || i == 1)
8206 shortest[1].length2 = l;
8207 shortest[1].v1 = v1;
8208 shortest[1].v2 = v2;
8211 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8212 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8213 // this calculates the right vector from the shortest edge
8214 // and the up vector from the edge midpoints
8215 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8216 VectorNormalize(right);
8217 VectorSubtract(end, start, up);
8218 VectorNormalize(up);
8219 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8220 VectorSubtract(rsurface.localvieworigin, center, forward);
8221 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8222 VectorNegate(forward, forward);
8223 VectorReflect(forward, 0, up, forward);
8224 VectorNormalize(forward);
8225 CrossProduct(up, forward, newright);
8226 VectorNormalize(newright);
8227 // rotate the quad around the up axis vector, this is made
8228 // especially easy by the fact we know the quad is flat,
8229 // so we only have to subtract the center position and
8230 // measure distance along the right vector, and then
8231 // multiply that by the newright vector and add back the
8233 // we also need to subtract the old position to undo the
8234 // displacement from the center, which we do with a
8235 // DotProduct, the subtraction/addition of center is also
8236 // optimized into DotProducts here
8237 l = DotProduct(right, center);
8238 for (i = 0;i < 4;i++)
8240 v1 = rsurface.batchvertex3f + 3*(j+i);
8241 f = DotProduct(right, v1) - l;
8242 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8246 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8248 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8249 // rsurface.batchnormal3f_vertexbuffer = NULL;
8250 // rsurface.batchnormal3f_bufferoffset = 0;
8251 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8253 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8255 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8256 // rsurface.batchsvector3f_vertexbuffer = NULL;
8257 // rsurface.batchsvector3f_bufferoffset = 0;
8258 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8259 // rsurface.batchtvector3f_vertexbuffer = NULL;
8260 // rsurface.batchtvector3f_bufferoffset = 0;
8261 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);
8264 case Q3DEFORM_NORMAL:
8265 // deform the normals to make reflections wavey
8266 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8267 rsurface.batchnormal3f_vertexbuffer = NULL;
8268 rsurface.batchnormal3f_bufferoffset = 0;
8269 for (j = 0;j < batchnumvertices;j++)
8272 float *normal = rsurface.batchnormal3f + 3*j;
8273 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8274 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8275 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8276 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8277 VectorNormalize(normal);
8279 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8281 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8282 // rsurface.batchsvector3f_vertexbuffer = NULL;
8283 // rsurface.batchsvector3f_bufferoffset = 0;
8284 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8285 // rsurface.batchtvector3f_vertexbuffer = NULL;
8286 // rsurface.batchtvector3f_bufferoffset = 0;
8287 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);
8291 // deform vertex array to make wavey water and flags and such
8292 waveparms[0] = deform->waveparms[0];
8293 waveparms[1] = deform->waveparms[1];
8294 waveparms[2] = deform->waveparms[2];
8295 waveparms[3] = deform->waveparms[3];
8296 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8297 break; // if wavefunc is a nop, don't make a dynamic vertex array
8298 // this is how a divisor of vertex influence on deformation
8299 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8300 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8301 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8302 // rsurface.batchvertex3f_vertexbuffer = NULL;
8303 // rsurface.batchvertex3f_bufferoffset = 0;
8304 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8305 // rsurface.batchnormal3f_vertexbuffer = NULL;
8306 // rsurface.batchnormal3f_bufferoffset = 0;
8307 for (j = 0;j < batchnumvertices;j++)
8309 // if the wavefunc depends on time, evaluate it per-vertex
8312 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8313 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8315 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8317 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8318 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8319 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8321 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8322 // rsurface.batchsvector3f_vertexbuffer = NULL;
8323 // rsurface.batchsvector3f_bufferoffset = 0;
8324 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8325 // rsurface.batchtvector3f_vertexbuffer = NULL;
8326 // rsurface.batchtvector3f_bufferoffset = 0;
8327 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);
8330 case Q3DEFORM_BULGE:
8331 // deform vertex array to make the surface have moving bulges
8332 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8333 // rsurface.batchvertex3f_vertexbuffer = NULL;
8334 // rsurface.batchvertex3f_bufferoffset = 0;
8335 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8336 // rsurface.batchnormal3f_vertexbuffer = NULL;
8337 // rsurface.batchnormal3f_bufferoffset = 0;
8338 for (j = 0;j < batchnumvertices;j++)
8340 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8341 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8343 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8344 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8345 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8347 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8348 // rsurface.batchsvector3f_vertexbuffer = NULL;
8349 // rsurface.batchsvector3f_bufferoffset = 0;
8350 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8351 // rsurface.batchtvector3f_vertexbuffer = NULL;
8352 // rsurface.batchtvector3f_bufferoffset = 0;
8353 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);
8357 // deform vertex array
8358 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8359 break; // if wavefunc is a nop, don't make a dynamic vertex array
8360 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8361 VectorScale(deform->parms, scale, waveparms);
8362 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8363 // rsurface.batchvertex3f_vertexbuffer = NULL;
8364 // rsurface.batchvertex3f_bufferoffset = 0;
8365 for (j = 0;j < batchnumvertices;j++)
8366 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8371 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8373 // generate texcoords based on the chosen texcoord source
8374 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8377 case Q3TCGEN_TEXTURE:
8379 case Q3TCGEN_LIGHTMAP:
8380 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8381 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8382 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8383 if (rsurface.batchtexcoordlightmap2f)
8384 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8386 case Q3TCGEN_VECTOR:
8387 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8388 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8389 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8390 for (j = 0;j < batchnumvertices;j++)
8392 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8393 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8396 case Q3TCGEN_ENVIRONMENT:
8397 // make environment reflections using a spheremap
8398 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8399 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8400 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8401 for (j = 0;j < batchnumvertices;j++)
8403 // identical to Q3A's method, but executed in worldspace so
8404 // carried models can be shiny too
8406 float viewer[3], d, reflected[3], worldreflected[3];
8408 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8409 // VectorNormalize(viewer);
8411 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8413 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8414 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8415 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8416 // note: this is proportinal to viewer, so we can normalize later
8418 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8419 VectorNormalize(worldreflected);
8421 // note: this sphere map only uses world x and z!
8422 // so positive and negative y will LOOK THE SAME.
8423 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8424 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8428 // the only tcmod that needs software vertex processing is turbulent, so
8429 // check for it here and apply the changes if needed
8430 // and we only support that as the first one
8431 // (handling a mixture of turbulent and other tcmods would be problematic
8432 // without punting it entirely to a software path)
8433 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8435 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8436 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8437 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8438 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8439 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8440 for (j = 0;j < batchnumvertices;j++)
8442 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);
8443 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8449 void RSurf_DrawBatch(void)
8451 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8452 // through the pipeline, killing it earlier in the pipeline would have
8453 // per-surface overhead rather than per-batch overhead, so it's best to
8454 // reject it here, before it hits glDraw.
8455 if (rsurface.batchnumtriangles == 0)
8458 // batch debugging code
8459 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8465 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8466 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8469 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8471 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8473 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8474 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);
8481 if (rsurface.batchmultidraw)
8483 // issue multiple draws rather than copying index data
8484 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8485 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8486 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8487 for (i = 0;i < numsurfaces;)
8489 // combine consecutive surfaces as one draw
8490 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8491 if (surfacelist[j] != surfacelist[k] + 1)
8493 firstvertex = surfacelist[i]->num_firstvertex;
8494 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8495 firsttriangle = surfacelist[i]->num_firsttriangle;
8496 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8497 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);
8503 // there is only one consecutive run of index data (may have been combined)
8504 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);
8508 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8510 // pick the closest matching water plane
8511 int planeindex, vertexindex, bestplaneindex = -1;
8515 r_waterstate_waterplane_t *p;
8516 qboolean prepared = false;
8518 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8520 if(p->camera_entity != rsurface.texture->camera_entity)
8525 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8527 if(rsurface.batchnumvertices == 0)
8530 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8532 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8533 d += fabs(PlaneDiff(vert, &p->plane));
8535 if (bestd > d || bestplaneindex < 0)
8538 bestplaneindex = planeindex;
8541 return bestplaneindex;
8542 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8543 // this situation though, as it might be better to render single larger
8544 // batches with useless stuff (backface culled for example) than to
8545 // render multiple smaller batches
8548 void RSurf_SetupDepthAndCulling(void)
8550 // submodels are biased to avoid z-fighting with world surfaces that they
8551 // may be exactly overlapping (avoids z-fighting artifacts on certain
8552 // doors and things in Quake maps)
8553 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8554 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8555 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8556 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8559 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8562 // transparent sky would be ridiculous
8563 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8565 R_SetupShader_Generic_NoTexture(false, false);
8566 skyrenderlater = true;
8567 RSurf_SetupDepthAndCulling();
8570 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8571 if (r_sky_scissor.integer)
8573 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8574 for (i = 0; i < texturenumsurfaces; i++)
8576 const msurface_t *surf = texturesurfacelist[i];
8579 float mins[3], maxs[3];
8581 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8583 Matrix4x4_Transform(&rsurface.matrix, v, p);
8586 if (mins[0] > p[0]) mins[0] = p[0];
8587 if (mins[1] > p[1]) mins[1] = p[1];
8588 if (mins[2] > p[2]) mins[2] = p[2];
8589 if (maxs[0] < p[0]) maxs[0] = p[0];
8590 if (maxs[1] < p[1]) maxs[1] = p[1];
8591 if (maxs[2] < p[2]) maxs[2] = p[2];
8595 VectorCopy(p, mins);
8596 VectorCopy(p, maxs);
8599 if (!R_ScissorForBBox(mins, maxs, scissor))
8603 if (skyscissor[0] > scissor[0])
8605 skyscissor[2] += skyscissor[0] - scissor[0];
8606 skyscissor[0] = scissor[0];
8608 if (skyscissor[1] > scissor[1])
8610 skyscissor[3] += skyscissor[1] - scissor[1];
8611 skyscissor[1] = scissor[1];
8613 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8614 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8615 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8616 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8619 Vector4Copy(scissor, skyscissor);
8624 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8625 // skymasking on them, and Quake3 never did sky masking (unlike
8626 // software Quake and software Quake2), so disable the sky masking
8627 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8628 // and skymasking also looks very bad when noclipping outside the
8629 // level, so don't use it then either.
8630 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)
8632 R_Mesh_ResetTextureState();
8633 if (skyrendermasked)
8635 R_SetupShader_DepthOrShadow(false, false, false);
8636 // depth-only (masking)
8637 GL_ColorMask(0, 0, 0, 0);
8638 // just to make sure that braindead drivers don't draw
8639 // anything despite that colormask...
8640 GL_BlendFunc(GL_ZERO, GL_ONE);
8641 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8642 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8646 R_SetupShader_Generic_NoTexture(false, false);
8648 GL_BlendFunc(GL_ONE, GL_ZERO);
8649 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8650 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8651 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8654 if (skyrendermasked)
8655 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8657 R_Mesh_ResetTextureState();
8658 GL_Color(1, 1, 1, 1);
8661 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8662 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8663 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8665 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8669 // render screenspace normalmap to texture
8671 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8676 // bind lightmap texture
8678 // water/refraction/reflection/camera surfaces have to be handled specially
8679 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8681 int start, end, startplaneindex;
8682 for (start = 0;start < texturenumsurfaces;start = end)
8684 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8685 if(startplaneindex < 0)
8687 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8688 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8692 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8694 // now that we have a batch using the same planeindex, render it
8695 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8697 // render water or distortion background
8699 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8701 // blend surface on top
8702 GL_DepthMask(false);
8703 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8706 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8708 // render surface with reflection texture as input
8709 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8710 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8717 // render surface batch normally
8718 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8719 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8723 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8727 int texturesurfaceindex;
8729 const msurface_t *surface;
8730 float surfacecolor4f[4];
8732 // R_Mesh_ResetTextureState();
8733 R_SetupShader_Generic_NoTexture(false, false);
8735 GL_BlendFunc(GL_ONE, GL_ZERO);
8736 GL_DepthMask(writedepth);
8738 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8740 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8742 surface = texturesurfacelist[texturesurfaceindex];
8743 k = (int)(((size_t)surface) / sizeof(msurface_t));
8744 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8745 for (j = 0;j < surface->num_vertices;j++)
8747 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8751 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8755 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8758 RSurf_SetupDepthAndCulling();
8759 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8761 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8764 switch (vid.renderpath)
8766 case RENDERPATH_GL32:
8767 case RENDERPATH_GLES2:
8768 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8774 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8777 int texturenumsurfaces, endsurface;
8779 const msurface_t *surface;
8780 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8782 RSurf_ActiveModelEntity(ent, true, true, false);
8784 if (r_transparentdepthmasking.integer)
8786 qboolean setup = false;
8787 for (i = 0;i < numsurfaces;i = j)
8790 surface = rsurface.modelsurfaces + surfacelist[i];
8791 texture = surface->texture;
8792 rsurface.texture = R_GetCurrentTexture(texture);
8793 rsurface.lightmaptexture = NULL;
8794 rsurface.deluxemaptexture = NULL;
8795 rsurface.uselightmaptexture = false;
8796 // scan ahead until we find a different texture
8797 endsurface = min(i + 1024, numsurfaces);
8798 texturenumsurfaces = 0;
8799 texturesurfacelist[texturenumsurfaces++] = surface;
8800 for (;j < endsurface;j++)
8802 surface = rsurface.modelsurfaces + surfacelist[j];
8803 if (texture != surface->texture)
8805 texturesurfacelist[texturenumsurfaces++] = surface;
8807 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8809 // render the range of surfaces as depth
8813 GL_ColorMask(0,0,0,0);
8816 GL_BlendFunc(GL_ONE, GL_ZERO);
8818 // R_Mesh_ResetTextureState();
8820 RSurf_SetupDepthAndCulling();
8821 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8822 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8823 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8827 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8830 for (i = 0;i < numsurfaces;i = j)
8833 surface = rsurface.modelsurfaces + surfacelist[i];
8834 texture = surface->texture;
8835 rsurface.texture = R_GetCurrentTexture(texture);
8836 // scan ahead until we find a different texture
8837 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8838 texturenumsurfaces = 0;
8839 texturesurfacelist[texturenumsurfaces++] = surface;
8840 rsurface.lightmaptexture = surface->lightmaptexture;
8841 rsurface.deluxemaptexture = surface->deluxemaptexture;
8842 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8843 for (;j < endsurface;j++)
8845 surface = rsurface.modelsurfaces + surfacelist[j];
8846 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8848 texturesurfacelist[texturenumsurfaces++] = surface;
8850 // render the range of surfaces
8851 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8853 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8856 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8858 // transparent surfaces get pushed off into the transparent queue
8859 int surfacelistindex;
8860 const msurface_t *surface;
8861 vec3_t tempcenter, center;
8862 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8864 surface = texturesurfacelist[surfacelistindex];
8865 if (r_transparent_sortsurfacesbynearest.integer)
8867 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8868 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8869 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8873 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8874 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8875 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8877 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8878 if (rsurface.entity->transparent_offset) // transparent offset
8880 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8881 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8882 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8884 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);
8888 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8890 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8892 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8894 RSurf_SetupDepthAndCulling();
8895 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8896 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8897 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8901 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8905 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8907 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8910 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8912 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8913 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8915 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8917 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8918 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8919 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8921 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8923 // in the deferred case, transparent surfaces were queued during prepass
8924 if (!r_shadow_usingdeferredprepass)
8925 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8929 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8930 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8935 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8939 R_FrameData_SetMark();
8940 // break the surface list down into batches by texture and use of lightmapping
8941 for (i = 0;i < numsurfaces;i = j)
8944 // texture is the base texture pointer, rsurface.texture is the
8945 // current frame/skin the texture is directing us to use (for example
8946 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8947 // use skin 1 instead)
8948 texture = surfacelist[i]->texture;
8949 rsurface.texture = R_GetCurrentTexture(texture);
8950 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8952 // if this texture is not the kind we want, skip ahead to the next one
8953 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8957 if(depthonly || prepass)
8959 rsurface.lightmaptexture = NULL;
8960 rsurface.deluxemaptexture = NULL;
8961 rsurface.uselightmaptexture = false;
8962 // simply scan ahead until we find a different texture or lightmap state
8963 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8968 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
8969 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
8970 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8971 // simply scan ahead until we find a different texture or lightmap state
8972 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
8975 // render the range of surfaces
8976 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
8978 R_FrameData_ReturnToMark();
8981 float locboxvertex3f[6*4*3] =
8983 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8984 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8985 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8986 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8987 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8988 1,0,0, 0,0,0, 0,1,0, 1,1,0
8991 unsigned short locboxelements[6*2*3] =
9001 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9004 cl_locnode_t *loc = (cl_locnode_t *)ent;
9006 float vertex3f[6*4*3];
9008 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9009 GL_DepthMask(false);
9010 GL_DepthRange(0, 1);
9011 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9013 GL_CullFace(GL_NONE);
9014 R_EntityMatrix(&identitymatrix);
9016 // R_Mesh_ResetTextureState();
9019 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9020 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9021 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9022 surfacelist[0] < 0 ? 0.5f : 0.125f);
9024 if (VectorCompare(loc->mins, loc->maxs))
9026 VectorSet(size, 2, 2, 2);
9027 VectorMA(loc->mins, -0.5f, size, mins);
9031 VectorCopy(loc->mins, mins);
9032 VectorSubtract(loc->maxs, loc->mins, size);
9035 for (i = 0;i < 6*4*3;)
9036 for (j = 0;j < 3;j++, i++)
9037 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9039 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9040 R_SetupShader_Generic_NoTexture(false, false);
9041 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9044 void R_DrawLocs(void)
9047 cl_locnode_t *loc, *nearestloc;
9049 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9050 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9052 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9053 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9057 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9059 if (decalsystem->decals)
9060 Mem_Free(decalsystem->decals);
9061 memset(decalsystem, 0, sizeof(*decalsystem));
9064 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)
9070 // expand or initialize the system
9071 if (decalsystem->maxdecals <= decalsystem->numdecals)
9073 decalsystem_t old = *decalsystem;
9074 qboolean useshortelements;
9075 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9076 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9077 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)));
9078 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9079 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9080 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9081 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9082 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9083 if (decalsystem->numdecals)
9084 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9086 Mem_Free(old.decals);
9087 for (i = 0;i < decalsystem->maxdecals*3;i++)
9088 decalsystem->element3i[i] = i;
9089 if (useshortelements)
9090 for (i = 0;i < decalsystem->maxdecals*3;i++)
9091 decalsystem->element3s[i] = i;
9094 // grab a decal and search for another free slot for the next one
9095 decals = decalsystem->decals;
9096 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9097 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9099 decalsystem->freedecal = i;
9100 if (decalsystem->numdecals <= i)
9101 decalsystem->numdecals = i + 1;
9103 // initialize the decal
9105 decal->triangleindex = triangleindex;
9106 decal->surfaceindex = surfaceindex;
9107 decal->decalsequence = decalsequence;
9108 decal->color4f[0][0] = c0[0];
9109 decal->color4f[0][1] = c0[1];
9110 decal->color4f[0][2] = c0[2];
9111 decal->color4f[0][3] = 1;
9112 decal->color4f[1][0] = c1[0];
9113 decal->color4f[1][1] = c1[1];
9114 decal->color4f[1][2] = c1[2];
9115 decal->color4f[1][3] = 1;
9116 decal->color4f[2][0] = c2[0];
9117 decal->color4f[2][1] = c2[1];
9118 decal->color4f[2][2] = c2[2];
9119 decal->color4f[2][3] = 1;
9120 decal->vertex3f[0][0] = v0[0];
9121 decal->vertex3f[0][1] = v0[1];
9122 decal->vertex3f[0][2] = v0[2];
9123 decal->vertex3f[1][0] = v1[0];
9124 decal->vertex3f[1][1] = v1[1];
9125 decal->vertex3f[1][2] = v1[2];
9126 decal->vertex3f[2][0] = v2[0];
9127 decal->vertex3f[2][1] = v2[1];
9128 decal->vertex3f[2][2] = v2[2];
9129 decal->texcoord2f[0][0] = t0[0];
9130 decal->texcoord2f[0][1] = t0[1];
9131 decal->texcoord2f[1][0] = t1[0];
9132 decal->texcoord2f[1][1] = t1[1];
9133 decal->texcoord2f[2][0] = t2[0];
9134 decal->texcoord2f[2][1] = t2[1];
9135 TriangleNormal(v0, v1, v2, decal->plane);
9136 VectorNormalize(decal->plane);
9137 decal->plane[3] = DotProduct(v0, decal->plane);
9140 extern cvar_t cl_decals_bias;
9141 extern cvar_t cl_decals_models;
9142 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9143 // baseparms, parms, temps
9144 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9149 const float *vertex3f;
9150 const float *normal3f;
9152 float points[2][9][3];
9159 e = rsurface.modelelement3i + 3*triangleindex;
9161 vertex3f = rsurface.modelvertex3f;
9162 normal3f = rsurface.modelnormal3f;
9166 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9168 index = 3*e[cornerindex];
9169 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9174 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9176 index = 3*e[cornerindex];
9177 VectorCopy(vertex3f + index, v[cornerindex]);
9182 //TriangleNormal(v[0], v[1], v[2], normal);
9183 //if (DotProduct(normal, localnormal) < 0.0f)
9185 // clip by each of the box planes formed from the projection matrix
9186 // if anything survives, we emit the decal
9187 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]);
9190 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]);
9193 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]);
9196 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]);
9199 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]);
9202 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]);
9205 // some part of the triangle survived, so we have to accept it...
9208 // dynamic always uses the original triangle
9210 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9212 index = 3*e[cornerindex];
9213 VectorCopy(vertex3f + index, v[cornerindex]);
9216 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9218 // convert vertex positions to texcoords
9219 Matrix4x4_Transform(projection, v[cornerindex], temp);
9220 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9221 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9222 // calculate distance fade from the projection origin
9223 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9224 f = bound(0.0f, f, 1.0f);
9225 c[cornerindex][0] = r * f;
9226 c[cornerindex][1] = g * f;
9227 c[cornerindex][2] = b * f;
9228 c[cornerindex][3] = 1.0f;
9229 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9232 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);
9234 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9235 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);
9237 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)
9239 matrix4x4_t projection;
9240 decalsystem_t *decalsystem;
9243 const msurface_t *surface;
9244 const msurface_t *surfaces;
9245 const int *surfacelist;
9246 const texture_t *texture;
9249 int surfacelistindex;
9252 float localorigin[3];
9253 float localnormal[3];
9261 int bih_triangles_count;
9262 int bih_triangles[256];
9263 int bih_surfaces[256];
9265 decalsystem = &ent->decalsystem;
9267 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9269 R_DecalSystem_Reset(&ent->decalsystem);
9273 if (!model->brush.data_leafs && !cl_decals_models.integer)
9275 if (decalsystem->model)
9276 R_DecalSystem_Reset(decalsystem);
9280 if (decalsystem->model != model)
9281 R_DecalSystem_Reset(decalsystem);
9282 decalsystem->model = model;
9284 RSurf_ActiveModelEntity(ent, true, false, false);
9286 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9287 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9288 VectorNormalize(localnormal);
9289 localsize = worldsize*rsurface.inversematrixscale;
9290 localmins[0] = localorigin[0] - localsize;
9291 localmins[1] = localorigin[1] - localsize;
9292 localmins[2] = localorigin[2] - localsize;
9293 localmaxs[0] = localorigin[0] + localsize;
9294 localmaxs[1] = localorigin[1] + localsize;
9295 localmaxs[2] = localorigin[2] + localsize;
9297 //VectorCopy(localnormal, planes[4]);
9298 //VectorVectors(planes[4], planes[2], planes[0]);
9299 AnglesFromVectors(angles, localnormal, NULL, false);
9300 AngleVectors(angles, planes[0], planes[2], planes[4]);
9301 VectorNegate(planes[0], planes[1]);
9302 VectorNegate(planes[2], planes[3]);
9303 VectorNegate(planes[4], planes[5]);
9304 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9305 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9306 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9307 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9308 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9309 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9314 matrix4x4_t forwardprojection;
9315 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9316 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9321 float projectionvector[4][3];
9322 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9323 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9324 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9325 projectionvector[0][0] = planes[0][0] * ilocalsize;
9326 projectionvector[0][1] = planes[1][0] * ilocalsize;
9327 projectionvector[0][2] = planes[2][0] * ilocalsize;
9328 projectionvector[1][0] = planes[0][1] * ilocalsize;
9329 projectionvector[1][1] = planes[1][1] * ilocalsize;
9330 projectionvector[1][2] = planes[2][1] * ilocalsize;
9331 projectionvector[2][0] = planes[0][2] * ilocalsize;
9332 projectionvector[2][1] = planes[1][2] * ilocalsize;
9333 projectionvector[2][2] = planes[2][2] * ilocalsize;
9334 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9335 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9336 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9337 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9341 dynamic = model->surfmesh.isanimated;
9342 numsurfacelist = model->nummodelsurfaces;
9343 surfacelist = model->sortedmodelsurfaces;
9344 surfaces = model->data_surfaces;
9347 bih_triangles_count = -1;
9350 if(model->render_bih.numleafs)
9351 bih = &model->render_bih;
9352 else if(model->collision_bih.numleafs)
9353 bih = &model->collision_bih;
9356 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9357 if(bih_triangles_count == 0)
9359 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9361 if(bih_triangles_count > 0)
9363 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9365 surfaceindex = bih_surfaces[triangleindex];
9366 surface = surfaces + surfaceindex;
9367 texture = surface->texture;
9368 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9370 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9372 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9377 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9379 surfaceindex = surfacelist[surfacelistindex];
9380 surface = surfaces + surfaceindex;
9381 // check cull box first because it rejects more than any other check
9382 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9384 // skip transparent surfaces
9385 texture = surface->texture;
9386 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9388 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9390 numtriangles = surface->num_triangles;
9391 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9392 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9397 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9398 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)
9400 int renderentityindex;
9403 entity_render_t *ent;
9405 worldmins[0] = worldorigin[0] - worldsize;
9406 worldmins[1] = worldorigin[1] - worldsize;
9407 worldmins[2] = worldorigin[2] - worldsize;
9408 worldmaxs[0] = worldorigin[0] + worldsize;
9409 worldmaxs[1] = worldorigin[1] + worldsize;
9410 worldmaxs[2] = worldorigin[2] + worldsize;
9412 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9414 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9416 ent = r_refdef.scene.entities[renderentityindex];
9417 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9420 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9424 typedef struct r_decalsystem_splatqueue_s
9431 unsigned int decalsequence;
9433 r_decalsystem_splatqueue_t;
9435 int r_decalsystem_numqueued = 0;
9436 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9438 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)
9440 r_decalsystem_splatqueue_t *queue;
9442 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9445 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9446 VectorCopy(worldorigin, queue->worldorigin);
9447 VectorCopy(worldnormal, queue->worldnormal);
9448 Vector4Set(queue->color, r, g, b, a);
9449 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9450 queue->worldsize = worldsize;
9451 queue->decalsequence = cl.decalsequence++;
9454 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9457 r_decalsystem_splatqueue_t *queue;
9459 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9460 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);
9461 r_decalsystem_numqueued = 0;
9464 extern cvar_t cl_decals_max;
9465 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9468 decalsystem_t *decalsystem = &ent->decalsystem;
9470 unsigned int killsequence;
9475 if (!decalsystem->numdecals)
9478 if (r_showsurfaces.integer)
9481 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9483 R_DecalSystem_Reset(decalsystem);
9487 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9488 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9490 if (decalsystem->lastupdatetime)
9491 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9494 decalsystem->lastupdatetime = r_refdef.scene.time;
9495 numdecals = decalsystem->numdecals;
9497 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9499 if (decal->color4f[0][3])
9501 decal->lived += frametime;
9502 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9504 memset(decal, 0, sizeof(*decal));
9505 if (decalsystem->freedecal > i)
9506 decalsystem->freedecal = i;
9510 decal = decalsystem->decals;
9511 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9514 // collapse the array by shuffling the tail decals into the gaps
9517 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9518 decalsystem->freedecal++;
9519 if (decalsystem->freedecal == numdecals)
9521 decal[decalsystem->freedecal] = decal[--numdecals];
9524 decalsystem->numdecals = numdecals;
9528 // if there are no decals left, reset decalsystem
9529 R_DecalSystem_Reset(decalsystem);
9533 extern skinframe_t *decalskinframe;
9534 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9537 decalsystem_t *decalsystem = &ent->decalsystem;
9546 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9549 numdecals = decalsystem->numdecals;
9553 if (r_showsurfaces.integer)
9556 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9558 R_DecalSystem_Reset(decalsystem);
9562 // if the model is static it doesn't matter what value we give for
9563 // wantnormals and wanttangents, so this logic uses only rules applicable
9564 // to a model, knowing that they are meaningless otherwise
9565 RSurf_ActiveModelEntity(ent, false, false, false);
9567 decalsystem->lastupdatetime = r_refdef.scene.time;
9569 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9571 // update vertex positions for animated models
9572 v3f = decalsystem->vertex3f;
9573 c4f = decalsystem->color4f;
9574 t2f = decalsystem->texcoord2f;
9575 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9577 if (!decal->color4f[0][3])
9580 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9584 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9587 // update color values for fading decals
9588 if (decal->lived >= cl_decals_time.value)
9589 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9593 c4f[ 0] = decal->color4f[0][0] * alpha;
9594 c4f[ 1] = decal->color4f[0][1] * alpha;
9595 c4f[ 2] = decal->color4f[0][2] * alpha;
9597 c4f[ 4] = decal->color4f[1][0] * alpha;
9598 c4f[ 5] = decal->color4f[1][1] * alpha;
9599 c4f[ 6] = decal->color4f[1][2] * alpha;
9601 c4f[ 8] = decal->color4f[2][0] * alpha;
9602 c4f[ 9] = decal->color4f[2][1] * alpha;
9603 c4f[10] = decal->color4f[2][2] * alpha;
9606 t2f[0] = decal->texcoord2f[0][0];
9607 t2f[1] = decal->texcoord2f[0][1];
9608 t2f[2] = decal->texcoord2f[1][0];
9609 t2f[3] = decal->texcoord2f[1][1];
9610 t2f[4] = decal->texcoord2f[2][0];
9611 t2f[5] = decal->texcoord2f[2][1];
9613 // update vertex positions for animated models
9614 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9616 e = rsurface.modelelement3i + 3*decal->triangleindex;
9617 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9618 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9619 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9623 VectorCopy(decal->vertex3f[0], v3f);
9624 VectorCopy(decal->vertex3f[1], v3f + 3);
9625 VectorCopy(decal->vertex3f[2], v3f + 6);
9628 if (r_refdef.fogenabled)
9630 alpha = RSurf_FogVertex(v3f);
9631 VectorScale(c4f, alpha, c4f);
9632 alpha = RSurf_FogVertex(v3f + 3);
9633 VectorScale(c4f + 4, alpha, c4f + 4);
9634 alpha = RSurf_FogVertex(v3f + 6);
9635 VectorScale(c4f + 8, alpha, c4f + 8);
9646 r_refdef.stats[r_stat_drawndecals] += numtris;
9648 // now render the decals all at once
9649 // (this assumes they all use one particle font texture!)
9650 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);
9651 // R_Mesh_ResetTextureState();
9652 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9653 GL_DepthMask(false);
9654 GL_DepthRange(0, 1);
9655 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9657 GL_CullFace(GL_NONE);
9658 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9659 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9660 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9664 static void R_DrawModelDecals(void)
9668 // fade faster when there are too many decals
9669 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9670 for (i = 0;i < r_refdef.scene.numentities;i++)
9671 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9673 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9674 for (i = 0;i < r_refdef.scene.numentities;i++)
9675 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9676 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9678 R_DecalSystem_ApplySplatEntitiesQueue();
9680 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9681 for (i = 0;i < r_refdef.scene.numentities;i++)
9682 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9684 r_refdef.stats[r_stat_totaldecals] += numdecals;
9686 if (r_showsurfaces.integer || !r_drawdecals.integer)
9689 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9691 for (i = 0;i < r_refdef.scene.numentities;i++)
9693 if (!r_refdef.viewcache.entityvisible[i])
9695 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9696 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9700 extern cvar_t mod_collision_bih;
9701 static void R_DrawDebugModel(void)
9703 entity_render_t *ent = rsurface.entity;
9704 int i, j, flagsmask;
9705 const msurface_t *surface;
9706 dp_model_t *model = ent->model;
9708 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9711 if (r_showoverdraw.value > 0)
9713 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9714 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9715 R_SetupShader_Generic_NoTexture(false, false);
9716 GL_DepthTest(false);
9717 GL_DepthMask(false);
9718 GL_DepthRange(0, 1);
9719 GL_BlendFunc(GL_ONE, GL_ONE);
9720 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9722 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9724 rsurface.texture = R_GetCurrentTexture(surface->texture);
9725 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9727 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9728 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9729 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9730 GL_Color(c, 0, 0, 1.0f);
9731 else if (ent == r_refdef.scene.worldentity)
9732 GL_Color(c, c, c, 1.0f);
9734 GL_Color(0, c, 0, 1.0f);
9735 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9739 rsurface.texture = NULL;
9742 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9744 // R_Mesh_ResetTextureState();
9745 R_SetupShader_Generic_NoTexture(false, false);
9746 GL_DepthRange(0, 1);
9747 GL_DepthTest(!r_showdisabledepthtest.integer);
9748 GL_DepthMask(false);
9749 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9751 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9755 qboolean cullbox = false;
9756 const q3mbrush_t *brush;
9757 const bih_t *bih = &model->collision_bih;
9758 const bih_leaf_t *bihleaf;
9759 float vertex3f[3][3];
9760 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9761 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9763 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9765 switch (bihleaf->type)
9768 brush = model->brush.data_brushes + bihleaf->itemindex;
9769 if (brush->colbrushf && brush->colbrushf->numtriangles)
9771 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);
9772 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9773 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9776 case BIH_COLLISIONTRIANGLE:
9777 triangleindex = bihleaf->itemindex;
9778 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9779 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9780 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9781 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);
9782 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9783 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9785 case BIH_RENDERTRIANGLE:
9786 triangleindex = bihleaf->itemindex;
9787 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9788 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9789 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9790 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);
9791 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9792 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9798 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9801 if (r_showtris.value > 0 && qglPolygonMode)
9803 if (r_showdisabledepthtest.integer)
9805 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9806 GL_DepthMask(false);
9810 GL_BlendFunc(GL_ONE, GL_ZERO);
9813 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9814 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9816 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9818 rsurface.texture = R_GetCurrentTexture(surface->texture);
9819 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9821 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9822 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9823 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9824 else if (ent == r_refdef.scene.worldentity)
9825 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9827 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9828 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9832 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9833 rsurface.texture = NULL;
9837 // FIXME! implement r_shownormals with just triangles
9838 if (r_shownormals.value != 0 && qglBegin)
9842 if (r_showdisabledepthtest.integer)
9844 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9845 GL_DepthMask(false);
9849 GL_BlendFunc(GL_ONE, GL_ZERO);
9852 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9854 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9856 rsurface.texture = R_GetCurrentTexture(surface->texture);
9857 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9859 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9861 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9863 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9865 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9866 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9867 qglVertex3f(v[0], v[1], v[2]);
9868 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9869 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9870 qglVertex3f(v[0], v[1], v[2]);
9873 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9875 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9877 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9878 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9879 qglVertex3f(v[0], v[1], v[2]);
9880 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9881 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9882 qglVertex3f(v[0], v[1], v[2]);
9885 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9887 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9889 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9890 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9891 qglVertex3f(v[0], v[1], v[2]);
9892 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9893 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9894 qglVertex3f(v[0], v[1], v[2]);
9897 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9899 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9901 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9902 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9903 qglVertex3f(v[0], v[1], v[2]);
9904 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9905 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9906 qglVertex3f(v[0], v[1], v[2]);
9913 rsurface.texture = NULL;
9919 int r_maxsurfacelist = 0;
9920 const msurface_t **r_surfacelist = NULL;
9921 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
9923 int i, j, endj, flagsmask;
9924 dp_model_t *model = ent->model;
9925 msurface_t *surfaces;
9926 unsigned char *update;
9927 int numsurfacelist = 0;
9931 if (r_maxsurfacelist < model->num_surfaces)
9933 r_maxsurfacelist = model->num_surfaces;
9935 Mem_Free((msurface_t **)r_surfacelist);
9936 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9939 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9940 RSurf_ActiveModelEntity(ent, false, false, false);
9942 RSurf_ActiveModelEntity(ent, true, true, true);
9944 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
9946 RSurf_ActiveModelEntity(ent, true, true, false);
9948 surfaces = model->data_surfaces;
9949 update = model->brushq1.lightmapupdateflags;
9951 // update light styles
9952 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
9954 model_brush_lightstyleinfo_t *style;
9955 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9957 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9959 int *list = style->surfacelist;
9960 style->value = r_refdef.scene.lightstylevalue[style->style];
9961 for (j = 0;j < style->numsurfaces;j++)
9962 update[list[j]] = true;
9967 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9972 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9976 rsurface.lightmaptexture = NULL;
9977 rsurface.deluxemaptexture = NULL;
9978 rsurface.uselightmaptexture = false;
9979 rsurface.texture = NULL;
9980 rsurface.rtlight = NULL;
9982 // add visible surfaces to draw list
9983 if (ent == r_refdef.scene.worldentity)
9985 // for the world entity, check surfacevisible
9986 for (i = 0;i < model->nummodelsurfaces;i++)
9988 j = model->sortedmodelsurfaces[i];
9989 if (r_refdef.viewcache.world_surfacevisible[j])
9990 r_surfacelist[numsurfacelist++] = surfaces + j;
9995 // for ui we have to preserve the order of surfaces
9996 for (i = 0; i < model->nummodelsurfaces; i++)
9997 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10001 // add all surfaces
10002 for (i = 0; i < model->nummodelsurfaces; i++)
10003 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10005 // don't do anything if there were no surfaces
10006 if (!numsurfacelist)
10008 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10011 // update lightmaps if needed
10015 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10020 R_BuildLightMap(ent, surfaces + j);
10025 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10027 // add to stats if desired
10028 if (r_speeds.integer && !skysurfaces && !depthonly)
10030 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10031 for (j = 0;j < numsurfacelist;j++)
10032 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10035 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10038 void R_DebugLine(vec3_t start, vec3_t end)
10040 dp_model_t *mod = CL_Mesh_UI();
10042 int e0, e1, e2, e3;
10043 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10044 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10045 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10048 // transform to screen coords first
10049 Vector4Set(w[0], start[0], start[1], start[2], 1);
10050 Vector4Set(w[1], end[0], end[1], end[2], 1);
10051 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10052 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10053 x1 = s[0][0] * vid_conwidth.value / vid.width;
10054 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10055 x2 = s[1][0] * vid_conwidth.value / vid.width;
10056 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10057 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10059 // add the line to the UI mesh for drawing later
10061 // width is measured in real pixels
10062 if (fabs(x2 - x1) > fabs(y2 - y1))
10065 offsety = 0.5f * width * vid_conheight.value / vid.height;
10069 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10072 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
10073 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10074 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10075 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10076 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10077 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10078 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10083 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10085 static texture_t texture;
10087 // fake enough texture and surface state to render this geometry
10089 texture.update_lastrenderframe = -1; // regenerate this texture
10090 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10091 texture.basealpha = 1.0f;
10092 texture.currentskinframe = skinframe;
10093 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10094 texture.offsetmapping = OFFSETMAPPING_OFF;
10095 texture.offsetscale = 1;
10096 texture.specularscalemod = 1;
10097 texture.specularpowermod = 1;
10098 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10100 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10103 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10105 static msurface_t surface;
10106 const msurface_t *surfacelist = &surface;
10108 // fake enough texture and surface state to render this geometry
10109 surface.texture = texture;
10110 surface.num_triangles = numtriangles;
10111 surface.num_firsttriangle = firsttriangle;
10112 surface.num_vertices = numvertices;
10113 surface.num_firstvertex = firstvertex;
10116 rsurface.texture = R_GetCurrentTexture(surface.texture);
10117 rsurface.lightmaptexture = NULL;
10118 rsurface.deluxemaptexture = NULL;
10119 rsurface.uselightmaptexture = false;
10120 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);