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_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
78 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
86 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
87 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
91 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
95 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
96 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
97 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
98 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
99 cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
100 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
101 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
102 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
103 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
104 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
105 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
106 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
107 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
108 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
109 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
110 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
111 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
112 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
113 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
114 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
115 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
124 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
125 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
126 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
127 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
128 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
130 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
131 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
132 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
133 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
134 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
135 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
136 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
137 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
138 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
139 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
140 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
141 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
142 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
143 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
144 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
145 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
146 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
147 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
148 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
149 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
150 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
151 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
152 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
153 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
154 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
155 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
157 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
158 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
159 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
160 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
161 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
162 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
163 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
164 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
166 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
167 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
169 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
170 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
171 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
173 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
174 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
175 cvar_t r_rendertarget_debug = {0, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
176 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
177 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
178 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
179 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
180 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
181 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
182 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
184 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
185 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
186 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
187 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
188 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
189 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
190 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
191 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
192 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
193 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
194 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
195 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
196 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
197 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
198 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
199 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
200 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
201 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
202 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
204 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
205 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
206 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
207 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
208 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
209 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
210 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
211 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
212 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
214 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
215 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
216 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
217 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
219 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
220 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
222 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
223 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
224 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
225 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
226 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
227 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
229 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
230 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
231 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
232 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
233 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
234 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
235 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
236 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
237 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
238 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
240 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
242 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
244 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
246 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
248 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
249 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
250 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
251 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
253 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
254 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
256 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
258 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
259 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
261 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
262 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
263 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
264 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
267 extern cvar_t v_glslgamma_2d;
269 extern qboolean v_flipped_state;
271 r_framebufferstate_t r_fb;
273 /// shadow volume bsp struct with automatically growing nodes buffer
276 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
278 rtexture_t *r_texture_blanknormalmap;
279 rtexture_t *r_texture_white;
280 rtexture_t *r_texture_grey128;
281 rtexture_t *r_texture_black;
282 rtexture_t *r_texture_notexture;
283 rtexture_t *r_texture_whitecube;
284 rtexture_t *r_texture_normalizationcube;
285 rtexture_t *r_texture_fogattenuation;
286 rtexture_t *r_texture_fogheighttexture;
287 rtexture_t *r_texture_gammaramps;
288 unsigned int r_texture_gammaramps_serial;
289 //rtexture_t *r_texture_fogintensity;
290 rtexture_t *r_texture_reflectcube;
292 // TODO: hash lookups?
293 typedef struct cubemapinfo_s
300 int r_texture_numcubemaps;
301 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
303 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
304 unsigned int r_numqueries;
305 unsigned int r_maxqueries;
307 typedef struct r_qwskincache_s
309 char name[MAX_QPATH];
310 skinframe_t *skinframe;
314 static r_qwskincache_t *r_qwskincache;
315 static int r_qwskincache_size;
317 /// vertex coordinates for a quad that covers the screen exactly
318 extern const float r_screenvertex3f[12];
319 const float r_screenvertex3f[12] =
327 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
330 for (i = 0;i < verts;i++)
341 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
344 for (i = 0;i < verts;i++)
354 // FIXME: move this to client?
357 if (gamemode == GAME_NEHAHRA)
359 Cvar_Set("gl_fogenable", "0");
360 Cvar_Set("gl_fogdensity", "0.2");
361 Cvar_Set("gl_fogred", "0.3");
362 Cvar_Set("gl_foggreen", "0.3");
363 Cvar_Set("gl_fogblue", "0.3");
365 r_refdef.fog_density = 0;
366 r_refdef.fog_red = 0;
367 r_refdef.fog_green = 0;
368 r_refdef.fog_blue = 0;
369 r_refdef.fog_alpha = 1;
370 r_refdef.fog_start = 0;
371 r_refdef.fog_end = 16384;
372 r_refdef.fog_height = 1<<30;
373 r_refdef.fog_fadedepth = 128;
374 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
377 static void R_BuildBlankTextures(void)
379 unsigned char data[4];
380 data[2] = 128; // normal X
381 data[1] = 128; // normal Y
382 data[0] = 255; // normal Z
383 data[3] = 255; // height
384 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
399 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
402 static void R_BuildNoTexture(void)
405 unsigned char pix[16][16][4];
406 // this makes a light grey/dark grey checkerboard texture
407 for (y = 0;y < 16;y++)
409 for (x = 0;x < 16;x++)
411 if ((y < 8) ^ (x < 8))
427 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
430 static void R_BuildWhiteCube(void)
432 unsigned char data[6*1*1*4];
433 memset(data, 255, sizeof(data));
434 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
437 static void R_BuildNormalizationCube(void)
441 vec_t s, t, intensity;
444 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
445 for (side = 0;side < 6;side++)
447 for (y = 0;y < NORMSIZE;y++)
449 for (x = 0;x < NORMSIZE;x++)
451 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
452 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
487 intensity = 127.0f / sqrt(DotProduct(v, v));
488 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
489 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
490 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
491 data[((side*64+y)*64+x)*4+3] = 255;
495 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
499 static void R_BuildFogTexture(void)
503 unsigned char data1[FOGWIDTH][4];
504 //unsigned char data2[FOGWIDTH][4];
507 r_refdef.fogmasktable_start = r_refdef.fog_start;
508 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
509 r_refdef.fogmasktable_range = r_refdef.fogrange;
510 r_refdef.fogmasktable_density = r_refdef.fog_density;
512 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
513 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
515 d = (x * r - r_refdef.fogmasktable_start);
516 if(developer_extra.integer)
517 Con_DPrintf("%f ", d);
519 if (r_fog_exp2.integer)
520 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
522 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
523 if(developer_extra.integer)
524 Con_DPrintf(" : %f ", alpha);
525 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
526 if(developer_extra.integer)
527 Con_DPrintf(" = %f\n", alpha);
528 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
531 for (x = 0;x < FOGWIDTH;x++)
533 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
538 //data2[x][0] = 255 - b;
539 //data2[x][1] = 255 - b;
540 //data2[x][2] = 255 - b;
543 if (r_texture_fogattenuation)
545 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
550 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
551 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
555 static void R_BuildFogHeightTexture(void)
557 unsigned char *inpixels;
565 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
566 if (r_refdef.fogheighttexturename[0])
567 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
570 r_refdef.fog_height_tablesize = 0;
571 if (r_texture_fogheighttexture)
572 R_FreeTexture(r_texture_fogheighttexture);
573 r_texture_fogheighttexture = NULL;
574 if (r_refdef.fog_height_table2d)
575 Mem_Free(r_refdef.fog_height_table2d);
576 r_refdef.fog_height_table2d = NULL;
577 if (r_refdef.fog_height_table1d)
578 Mem_Free(r_refdef.fog_height_table1d);
579 r_refdef.fog_height_table1d = NULL;
583 r_refdef.fog_height_tablesize = size;
584 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
585 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
586 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
588 // LordHavoc: now the magic - what is that table2d for? it is a cooked
589 // average fog color table accounting for every fog layer between a point
590 // and the camera. (Note: attenuation is handled separately!)
591 for (y = 0;y < size;y++)
593 for (x = 0;x < size;x++)
599 for (j = x;j <= y;j++)
601 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
607 for (j = x;j >= y;j--)
609 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
614 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
615 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
616 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
617 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
620 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
623 //=======================================================================================================================================================
625 static const char *builtinshaderstrings[] =
627 #include "shader_glsl.h"
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *sourcebasename;
643 const char *extension;
644 const char **builtinshaderstrings;
653 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
654 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
656 {"#define USEDIFFUSE\n", " diffuse"},
657 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
658 {"#define USEVIEWTINT\n", " viewtint"},
659 {"#define USECOLORMAPPING\n", " colormapping"},
660 {"#define USESATURATION\n", " saturation"},
661 {"#define USEFOGINSIDE\n", " foginside"},
662 {"#define USEFOGOUTSIDE\n", " fogoutside"},
663 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
664 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
665 {"#define USEGAMMARAMPS\n", " gammaramps"},
666 {"#define USECUBEFILTER\n", " cubefilter"},
667 {"#define USEGLOW\n", " glow"},
668 {"#define USEBLOOM\n", " bloom"},
669 {"#define USESPECULAR\n", " specular"},
670 {"#define USEPOSTPROCESSING\n", " postprocessing"},
671 {"#define USEREFLECTION\n", " reflection"},
672 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
673 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
674 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
683 {"#define USETRIPPY\n", " trippy"},
684 {"#define USEDEPTHRGB\n", " depthrgb"},
685 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
686 {"#define USESKELETAL\n", " skeletal"},
687 {"#define USEOCCLUDE\n", " occlude"}
690 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
691 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
693 // SHADERLANGUAGE_GLSL
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
703 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
704 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
705 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
706 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
715 struct r_glsl_permutation_s;
716 typedef struct r_glsl_permutation_s
719 struct r_glsl_permutation_s *hashnext;
721 dpuint64 permutation;
723 /// indicates if we have tried compiling this permutation already
725 /// 0 if compilation failed
727 // texture units assigned to each detected uniform
728 int tex_Texture_First;
729 int tex_Texture_Second;
730 int tex_Texture_GammaRamps;
731 int tex_Texture_Normal;
732 int tex_Texture_Color;
733 int tex_Texture_Gloss;
734 int tex_Texture_Glow;
735 int tex_Texture_SecondaryNormal;
736 int tex_Texture_SecondaryColor;
737 int tex_Texture_SecondaryGloss;
738 int tex_Texture_SecondaryGlow;
739 int tex_Texture_Pants;
740 int tex_Texture_Shirt;
741 int tex_Texture_FogHeightTexture;
742 int tex_Texture_FogMask;
743 int tex_Texture_Lightmap;
744 int tex_Texture_Deluxemap;
745 int tex_Texture_Attenuation;
746 int tex_Texture_Cube;
747 int tex_Texture_Refraction;
748 int tex_Texture_Reflection;
749 int tex_Texture_ShadowMap2D;
750 int tex_Texture_CubeProjection;
751 int tex_Texture_ScreenNormalMap;
752 int tex_Texture_ScreenDiffuse;
753 int tex_Texture_ScreenSpecular;
754 int tex_Texture_ReflectMask;
755 int tex_Texture_ReflectCube;
756 int tex_Texture_BounceGrid;
757 /// locations of detected uniforms in program object, or -1 if not found
758 int loc_Texture_First;
759 int loc_Texture_Second;
760 int loc_Texture_GammaRamps;
761 int loc_Texture_Normal;
762 int loc_Texture_Color;
763 int loc_Texture_Gloss;
764 int loc_Texture_Glow;
765 int loc_Texture_SecondaryNormal;
766 int loc_Texture_SecondaryColor;
767 int loc_Texture_SecondaryGloss;
768 int loc_Texture_SecondaryGlow;
769 int loc_Texture_Pants;
770 int loc_Texture_Shirt;
771 int loc_Texture_FogHeightTexture;
772 int loc_Texture_FogMask;
773 int loc_Texture_Lightmap;
774 int loc_Texture_Deluxemap;
775 int loc_Texture_Attenuation;
776 int loc_Texture_Cube;
777 int loc_Texture_Refraction;
778 int loc_Texture_Reflection;
779 int loc_Texture_ShadowMap2D;
780 int loc_Texture_CubeProjection;
781 int loc_Texture_ScreenNormalMap;
782 int loc_Texture_ScreenDiffuse;
783 int loc_Texture_ScreenSpecular;
784 int loc_Texture_ReflectMask;
785 int loc_Texture_ReflectCube;
786 int loc_Texture_BounceGrid;
788 int loc_BloomBlur_Parameters;
790 int loc_Color_Ambient;
791 int loc_Color_Diffuse;
792 int loc_Color_Specular;
796 int loc_DeferredColor_Ambient;
797 int loc_DeferredColor_Diffuse;
798 int loc_DeferredColor_Specular;
799 int loc_DeferredMod_Diffuse;
800 int loc_DeferredMod_Specular;
801 int loc_DistortScaleRefractReflect;
804 int loc_FogHeightFade;
806 int loc_FogPlaneViewDist;
807 int loc_FogRangeRecip;
810 int loc_LightPosition;
811 int loc_OffsetMapping_ScaleSteps;
812 int loc_OffsetMapping_LodDistance;
813 int loc_OffsetMapping_Bias;
815 int loc_ReflectColor;
816 int loc_ReflectFactor;
817 int loc_ReflectOffset;
818 int loc_RefractColor;
820 int loc_ScreenCenterRefractReflect;
821 int loc_ScreenScaleRefractReflect;
822 int loc_ScreenToDepth;
823 int loc_ShadowMap_Parameters;
824 int loc_ShadowMap_TextureScale;
825 int loc_SpecularPower;
826 int loc_Skeletal_Transform12;
831 int loc_ViewTintColor;
833 int loc_ModelToLight;
835 int loc_BackgroundTexMatrix;
836 int loc_ModelViewProjectionMatrix;
837 int loc_ModelViewMatrix;
838 int loc_PixelToScreenTexCoord;
839 int loc_ModelToReflectCube;
840 int loc_ShadowMapMatrix;
841 int loc_BloomColorSubtract;
842 int loc_NormalmapScrollBlend;
843 int loc_BounceGridMatrix;
844 int loc_BounceGridIntensity;
845 /// uniform block bindings
846 int ubibind_Skeletal_Transform12_UniformBlock;
847 /// uniform block indices
848 int ubiloc_Skeletal_Transform12_UniformBlock;
850 r_glsl_permutation_t;
852 #define SHADERPERMUTATION_HASHSIZE 256
855 // non-degradable "lightweight" shader parameters to keep the permutations simpler
856 // these can NOT degrade! only use for simple stuff
859 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
860 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
861 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
862 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
863 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
864 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
865 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
866 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
867 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
868 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
869 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
870 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
871 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
872 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
874 #define SHADERSTATICPARMS_COUNT 14
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
882 extern qboolean r_shadow_shadowmapsampler;
883 extern int r_shadow_shadowmappcf;
884 qboolean R_CompileShader_CheckStaticParms(void)
886 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
887 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
888 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
891 if (r_glsl_saturation_redcompensate.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
893 if (r_glsl_vertextextureblend_usebothalphas.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
895 if (r_shadow_glossexact.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
897 if (r_glsl_postprocess.integer)
899 if (r_glsl_postprocess_uservec1_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
901 if (r_glsl_postprocess_uservec2_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
903 if (r_glsl_postprocess_uservec3_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
905 if (r_glsl_postprocess_uservec4_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
910 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
913 if (r_shadow_shadowmapsampler)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
915 if (r_shadow_shadowmappcf > 1)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
917 else if (r_shadow_shadowmappcf)
918 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
919 if (r_celshading.integer)
920 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
921 if (r_celoutlines.integer)
922 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
924 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
927 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
928 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
929 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
931 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
932 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
934 shaderstaticparms_count = 0;
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
953 /// information about each possible shader permutation
954 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
955 /// currently selected permutation
956 r_glsl_permutation_t *r_glsl_permutation;
957 /// storage for permutations linked in the hash table
958 memexpandablearray_t r_glsl_permutationarray;
960 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
962 //unsigned int hashdepth = 0;
963 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
964 r_glsl_permutation_t *p;
965 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
967 if (p->mode == mode && p->permutation == permutation)
969 //if (hashdepth > 10)
970 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
975 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
977 p->permutation = permutation;
978 p->hashnext = r_glsl_permutationhash[mode][hashindex];
979 r_glsl_permutationhash[mode][hashindex] = p;
980 //if (hashdepth > 10)
981 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
985 static char *R_ShaderStrCat(const char **strings)
988 const char **p = strings;
991 for (p = strings;(t = *p);p++)
994 s = string = (char *)Mem_Alloc(r_main_mempool, len);
996 for (p = strings;(t = *p);p++)
1006 static char *R_ShaderStrCat(const char **strings);
1007 static void R_InitShaderModeInfo(void)
1010 shadermodeinfo_t *modeinfo;
1011 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1012 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1014 for (i = 0; i < SHADERMODE_COUNT; i++)
1016 char filename[MAX_QPATH];
1017 modeinfo = &shadermodeinfo[language][i];
1018 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1019 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1020 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1021 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1026 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1029 // if the mode has no filename we have to return the builtin string
1030 if (builtinonly || !modeinfo->filename)
1031 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1032 // note that FS_LoadFile appends a 0 byte to make it a valid string
1033 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1036 if (printfromdisknotice)
1037 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1038 return shaderstring;
1040 // fall back to builtinstring
1041 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1044 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1049 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1051 char permutationname[256];
1052 int vertstrings_count = 0;
1053 int geomstrings_count = 0;
1054 int fragstrings_count = 0;
1055 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1056 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1057 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1064 permutationname[0] = 0;
1065 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1067 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1069 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1070 if(vid.support.glshaderversion >= 140)
1072 vertstrings_list[vertstrings_count++] = "#version 140\n";
1073 geomstrings_list[geomstrings_count++] = "#version 140\n";
1074 fragstrings_list[fragstrings_count++] = "#version 140\n";
1075 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1076 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1077 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1079 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1080 else if(vid.support.glshaderversion >= 130)
1082 vertstrings_list[vertstrings_count++] = "#version 130\n";
1083 geomstrings_list[geomstrings_count++] = "#version 130\n";
1084 fragstrings_list[fragstrings_count++] = "#version 130\n";
1085 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1086 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1087 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1089 // if we can do #version 120, we should (this adds the invariant keyword)
1090 else if(vid.support.glshaderversion >= 120)
1092 vertstrings_list[vertstrings_count++] = "#version 120\n";
1093 geomstrings_list[geomstrings_count++] = "#version 120\n";
1094 fragstrings_list[fragstrings_count++] = "#version 120\n";
1095 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1096 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1097 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1099 // GLES also adds several things from GLSL120
1100 switch(vid.renderpath)
1102 case RENDERPATH_GLES2:
1103 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1104 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1105 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1111 // the first pretext is which type of shader to compile as
1112 // (later these will all be bound together as a program object)
1113 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1117 // the second pretext is the mode (for example a light source)
1118 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1123 // now add all the permutation pretexts
1124 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1126 if (permutation & (1ll<<i))
1128 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1135 // keep line numbers correct
1136 vertstrings_list[vertstrings_count++] = "\n";
1137 geomstrings_list[geomstrings_count++] = "\n";
1138 fragstrings_list[fragstrings_count++] = "\n";
1143 R_CompileShader_AddStaticParms(mode, permutation);
1144 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 vertstrings_count += shaderstaticparms_count;
1146 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147 geomstrings_count += shaderstaticparms_count;
1148 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 fragstrings_count += shaderstaticparms_count;
1151 // now append the shader text itself
1152 vertstrings_list[vertstrings_count++] = sourcestring;
1153 geomstrings_list[geomstrings_count++] = sourcestring;
1154 fragstrings_list[fragstrings_count++] = sourcestring;
1156 // compile the shader program
1157 if (vertstrings_count + geomstrings_count + fragstrings_count)
1158 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162 qglUseProgram(p->program);CHECKGLERROR
1163 // look up all the uniform variable names we care about, so we don't
1164 // have to look them up every time we set them
1169 GLint activeuniformindex = 0;
1170 GLint numactiveuniforms = 0;
1171 char uniformname[128];
1172 GLsizei uniformnamelength = 0;
1173 GLint uniformsize = 0;
1174 GLenum uniformtype = 0;
1175 memset(uniformname, 0, sizeof(uniformname));
1176 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1177 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1178 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1180 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1181 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1186 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1187 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1188 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1189 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1190 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1191 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1192 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1193 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1194 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1195 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1196 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1197 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1198 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1199 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1200 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1201 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1202 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1203 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1204 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1205 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1206 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1207 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1208 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1209 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1210 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1211 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1212 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1213 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1214 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1215 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1216 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1217 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1218 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1219 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1220 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1221 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1222 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1223 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1224 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1225 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1226 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1227 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1228 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1229 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1230 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1231 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1232 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1233 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1234 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1235 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1236 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1237 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1238 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1239 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1240 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1241 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1242 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1243 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1244 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1245 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1246 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1247 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1248 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1249 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1250 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1251 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1252 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1253 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1254 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1255 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1256 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1257 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1258 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1259 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1260 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1261 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1262 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1263 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1264 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1265 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1266 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1267 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1268 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1269 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1270 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1271 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1272 // initialize the samplers to refer to the texture units we use
1273 p->tex_Texture_First = -1;
1274 p->tex_Texture_Second = -1;
1275 p->tex_Texture_GammaRamps = -1;
1276 p->tex_Texture_Normal = -1;
1277 p->tex_Texture_Color = -1;
1278 p->tex_Texture_Gloss = -1;
1279 p->tex_Texture_Glow = -1;
1280 p->tex_Texture_SecondaryNormal = -1;
1281 p->tex_Texture_SecondaryColor = -1;
1282 p->tex_Texture_SecondaryGloss = -1;
1283 p->tex_Texture_SecondaryGlow = -1;
1284 p->tex_Texture_Pants = -1;
1285 p->tex_Texture_Shirt = -1;
1286 p->tex_Texture_FogHeightTexture = -1;
1287 p->tex_Texture_FogMask = -1;
1288 p->tex_Texture_Lightmap = -1;
1289 p->tex_Texture_Deluxemap = -1;
1290 p->tex_Texture_Attenuation = -1;
1291 p->tex_Texture_Cube = -1;
1292 p->tex_Texture_Refraction = -1;
1293 p->tex_Texture_Reflection = -1;
1294 p->tex_Texture_ShadowMap2D = -1;
1295 p->tex_Texture_CubeProjection = -1;
1296 p->tex_Texture_ScreenNormalMap = -1;
1297 p->tex_Texture_ScreenDiffuse = -1;
1298 p->tex_Texture_ScreenSpecular = -1;
1299 p->tex_Texture_ReflectMask = -1;
1300 p->tex_Texture_ReflectCube = -1;
1301 p->tex_Texture_BounceGrid = -1;
1302 // bind the texture samplers in use
1304 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1305 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1306 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1307 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1308 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1309 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1310 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1311 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1312 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1313 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1314 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1315 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1316 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1317 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1318 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1319 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1320 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1321 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1322 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1323 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1324 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1325 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1326 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1327 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1328 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1329 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1330 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1331 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1332 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1333 // get the uniform block indices so we can bind them
1334 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1335 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1336 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1338 // clear the uniform block bindings
1339 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1340 // bind the uniform blocks in use
1342 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1343 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1345 // we're done compiling and setting up the shader, at least until it is used
1347 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1350 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1354 Mem_Free(sourcestring);
1357 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1359 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1360 if (r_glsl_permutation != perm)
1362 r_glsl_permutation = perm;
1363 if (!r_glsl_permutation->program)
1365 if (!r_glsl_permutation->compiled)
1367 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1368 R_GLSL_CompilePermutation(perm, mode, permutation);
1370 if (!r_glsl_permutation->program)
1372 // remove features until we find a valid permutation
1374 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1376 // reduce i more quickly whenever it would not remove any bits
1377 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1378 if (!(permutation & j))
1381 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1382 if (!r_glsl_permutation->compiled)
1383 R_GLSL_CompilePermutation(perm, mode, permutation);
1384 if (r_glsl_permutation->program)
1387 if (i >= SHADERPERMUTATION_COUNT)
1389 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1390 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1391 qglUseProgram(0);CHECKGLERROR
1392 return; // no bit left to clear, entire mode is broken
1397 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1399 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1400 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1401 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1405 void R_GLSL_Restart_f(void)
1407 unsigned int i, limit;
1408 switch(vid.renderpath)
1410 case RENDERPATH_GL32:
1411 case RENDERPATH_GLES2:
1413 r_glsl_permutation_t *p;
1414 r_glsl_permutation = NULL;
1415 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1416 for (i = 0;i < limit;i++)
1418 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1420 GL_Backend_FreeProgram(p->program);
1421 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1424 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1430 static void R_GLSL_DumpShader_f(void)
1432 int i, language, mode, dupe;
1434 shadermodeinfo_t *modeinfo;
1437 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1439 modeinfo = shadermodeinfo[language];
1440 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1442 // don't dump the same file multiple times (most or all shaders come from the same file)
1443 for (dupe = mode - 1;dupe >= 0;dupe--)
1444 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1448 text = modeinfo[mode].builtinstring;
1451 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1454 FS_Print(file, "/* The engine may define the following macros:\n");
1455 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1456 for (i = 0;i < SHADERMODE_COUNT;i++)
1457 FS_Print(file, modeinfo[i].pretext);
1458 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1459 FS_Print(file, shaderpermutationinfo[i].pretext);
1460 FS_Print(file, "*/\n");
1461 FS_Print(file, text);
1463 Con_Printf("%s written\n", modeinfo[mode].filename);
1466 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1471 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1473 dpuint64 permutation = 0;
1474 if (r_trippy.integer && !notrippy)
1475 permutation |= SHADERPERMUTATION_TRIPPY;
1476 permutation |= SHADERPERMUTATION_VIEWTINT;
1478 permutation |= SHADERPERMUTATION_DIFFUSE;
1479 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1480 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1481 if (suppresstexalpha)
1482 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1483 if (vid.allowalphatocoverage)
1484 GL_AlphaToCoverage(false);
1485 switch (vid.renderpath)
1487 case RENDERPATH_GL32:
1488 case RENDERPATH_GLES2:
1489 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1490 if (r_glsl_permutation->tex_Texture_First >= 0)
1491 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1492 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1493 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1498 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1500 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1503 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1505 dpuint64 permutation = 0;
1506 if (r_trippy.integer && !notrippy)
1507 permutation |= SHADERPERMUTATION_TRIPPY;
1509 permutation |= SHADERPERMUTATION_DEPTHRGB;
1511 permutation |= SHADERPERMUTATION_SKELETAL;
1513 if (vid.allowalphatocoverage)
1514 GL_AlphaToCoverage(false);
1515 switch (vid.renderpath)
1517 case RENDERPATH_GL32:
1518 case RENDERPATH_GLES2:
1519 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1520 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1521 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1527 #define BLENDFUNC_ALLOWS_COLORMOD 1
1528 #define BLENDFUNC_ALLOWS_FOG 2
1529 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1530 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1531 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1532 static int R_BlendFuncFlags(int src, int dst)
1536 // a blendfunc allows colormod if:
1537 // a) it can never keep the destination pixel invariant, or
1538 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1539 // this is to prevent unintended side effects from colormod
1541 // a blendfunc allows fog if:
1542 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1543 // this is to prevent unintended side effects from fog
1545 // these checks are the output of fogeval.pl
1547 r |= BLENDFUNC_ALLOWS_COLORMOD;
1548 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1551 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1552 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1553 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1554 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1555 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1556 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1557 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1559 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1560 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1561 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1562 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1563 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1564 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1565 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1566 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1567 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1568 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1573 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1575 // select a permutation of the lighting shader appropriate to this
1576 // combination of texture, entity, light source, and fogging, only use the
1577 // minimum features necessary to avoid wasting rendering time in the
1578 // fragment shader on features that are not being used
1579 dpuint64 permutation = 0;
1580 unsigned int mode = 0;
1582 texture_t *t = rsurface.texture;
1584 matrix4x4_t tempmatrix;
1585 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1586 if (r_trippy.integer && !notrippy)
1587 permutation |= SHADERPERMUTATION_TRIPPY;
1588 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1589 permutation |= SHADERPERMUTATION_ALPHAKILL;
1590 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1591 permutation |= SHADERPERMUTATION_OCCLUDE;
1592 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1593 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1594 if (rsurfacepass == RSURFPASS_BACKGROUND)
1596 // distorted background
1597 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1599 mode = SHADERMODE_WATER;
1600 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1601 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1602 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1604 // this is the right thing to do for wateralpha
1605 GL_BlendFunc(GL_ONE, GL_ZERO);
1606 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1610 // this is the right thing to do for entity alpha
1611 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1612 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1615 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1617 mode = SHADERMODE_REFRACTION;
1618 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1619 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1620 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1621 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1625 mode = SHADERMODE_GENERIC;
1626 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1627 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1628 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1630 if (vid.allowalphatocoverage)
1631 GL_AlphaToCoverage(false);
1633 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1635 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1637 switch(t->offsetmapping)
1639 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1640 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1641 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1642 case OFFSETMAPPING_OFF: break;
1645 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1646 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1647 // normalmap (deferred prepass), may use alpha test on diffuse
1648 mode = SHADERMODE_DEFERREDGEOMETRY;
1649 GL_BlendFunc(GL_ONE, GL_ZERO);
1650 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1651 if (vid.allowalphatocoverage)
1652 GL_AlphaToCoverage(false);
1654 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1656 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1658 switch(t->offsetmapping)
1660 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1661 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1662 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1663 case OFFSETMAPPING_OFF: break;
1666 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1667 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1668 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1669 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1671 mode = SHADERMODE_LIGHTSOURCE;
1672 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1673 permutation |= SHADERPERMUTATION_CUBEFILTER;
1674 if (VectorLength2(rtlightdiffuse) > 0)
1675 permutation |= SHADERPERMUTATION_DIFFUSE;
1676 if (VectorLength2(rtlightspecular) > 0)
1677 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1678 if (r_refdef.fogenabled)
1679 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1680 if (t->colormapping)
1681 permutation |= SHADERPERMUTATION_COLORMAPPING;
1682 if (r_shadow_usingshadowmap2d)
1684 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1685 if(r_shadow_shadowmapvsdct)
1686 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1688 if (r_shadow_shadowmap2ddepthbuffer)
1689 permutation |= SHADERPERMUTATION_DEPTHRGB;
1691 if (t->reflectmasktexture)
1692 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1693 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1694 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1695 if (vid.allowalphatocoverage)
1696 GL_AlphaToCoverage(false);
1698 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1700 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1702 switch(t->offsetmapping)
1704 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1705 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1706 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1707 case OFFSETMAPPING_OFF: break;
1710 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1711 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1712 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1713 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1714 // directional model lighting
1715 mode = SHADERMODE_LIGHTDIRECTION;
1716 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1717 permutation |= SHADERPERMUTATION_GLOW;
1718 if (VectorLength2(t->render_modellight_diffuse))
1719 permutation |= SHADERPERMUTATION_DIFFUSE;
1720 if (VectorLength2(t->render_modellight_specular) > 0)
1721 permutation |= SHADERPERMUTATION_SPECULAR;
1722 if (r_refdef.fogenabled)
1723 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1724 if (t->colormapping)
1725 permutation |= SHADERPERMUTATION_COLORMAPPING;
1726 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1728 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1729 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1731 if (r_shadow_shadowmap2ddepthbuffer)
1732 permutation |= SHADERPERMUTATION_DEPTHRGB;
1734 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1735 permutation |= SHADERPERMUTATION_REFLECTION;
1736 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1737 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1738 if (t->reflectmasktexture)
1739 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1740 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1742 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1743 if (r_shadow_bouncegrid_state.directional)
1744 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1746 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1747 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1748 // when using alphatocoverage, we don't need alphakill
1749 if (vid.allowalphatocoverage)
1751 if (r_transparent_alphatocoverage.integer)
1753 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1754 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1757 GL_AlphaToCoverage(false);
1762 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1764 switch(t->offsetmapping)
1766 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1767 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1768 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1769 case OFFSETMAPPING_OFF: break;
1772 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1773 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1774 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1775 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1777 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1778 permutation |= SHADERPERMUTATION_GLOW;
1779 if (r_refdef.fogenabled)
1780 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1781 if (t->colormapping)
1782 permutation |= SHADERPERMUTATION_COLORMAPPING;
1783 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1785 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1786 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1788 if (r_shadow_shadowmap2ddepthbuffer)
1789 permutation |= SHADERPERMUTATION_DEPTHRGB;
1791 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1792 permutation |= SHADERPERMUTATION_REFLECTION;
1793 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1794 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1795 if (t->reflectmasktexture)
1796 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1797 if (FAKELIGHT_ENABLED)
1799 // fake lightmapping (q1bsp, q3bsp, fullbright map)
1800 mode = SHADERMODE_FAKELIGHT;
1801 permutation |= SHADERPERMUTATION_DIFFUSE;
1802 if (VectorLength2(t->render_lightmap_specular) > 0)
1803 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1805 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1807 // deluxemapping (light direction texture)
1808 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1809 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1811 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1812 permutation |= SHADERPERMUTATION_DIFFUSE;
1813 if (VectorLength2(t->render_lightmap_specular) > 0)
1814 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1816 else if (r_glsl_deluxemapping.integer >= 2)
1818 // fake deluxemapping (uniform light direction in tangentspace)
1819 if (rsurface.uselightmaptexture)
1820 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1822 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1823 permutation |= SHADERPERMUTATION_DIFFUSE;
1824 if (VectorLength2(t->render_lightmap_specular) > 0)
1825 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1827 else if (rsurface.uselightmaptexture)
1829 // ordinary lightmapping (q1bsp, q3bsp)
1830 mode = SHADERMODE_LIGHTMAP;
1834 // ordinary vertex coloring (q3bsp)
1835 mode = SHADERMODE_VERTEXCOLOR;
1837 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1839 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1840 if (r_shadow_bouncegrid_state.directional)
1841 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1843 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1844 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1845 // when using alphatocoverage, we don't need alphakill
1846 if (vid.allowalphatocoverage)
1848 if (r_transparent_alphatocoverage.integer)
1850 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1851 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1854 GL_AlphaToCoverage(false);
1857 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1858 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1859 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1860 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1861 switch(vid.renderpath)
1863 case RENDERPATH_GL32:
1864 case RENDERPATH_GLES2:
1865 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1866 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
1867 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
1868 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
1869 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
1870 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
1871 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
1872 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
1873 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
1874 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
1875 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
1876 // this has to be after RSurf_PrepareVerticesForBatch
1877 if (rsurface.batchskeletaltransform3x4buffer)
1878 permutation |= SHADERPERMUTATION_SKELETAL;
1879 R_SetupShader_SetPermutationGLSL(mode, permutation);
1880 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1881 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1883 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1884 if (mode == SHADERMODE_LIGHTSOURCE)
1886 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1887 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1888 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1889 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1890 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1891 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1893 // additive passes are only darkened by fog, not tinted
1894 if (r_glsl_permutation->loc_FogColor >= 0)
1895 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1896 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1900 if (mode == SHADERMODE_FLATCOLOR)
1902 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1904 else if (mode == SHADERMODE_LIGHTDIRECTION)
1906 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1907 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1908 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1909 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1910 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1911 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1912 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1916 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1917 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1918 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1919 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1920 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1922 // additive passes are only darkened by fog, not tinted
1923 if (r_glsl_permutation->loc_FogColor >= 0)
1925 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1926 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1928 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1930 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1931 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1932 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1933 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1934 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1935 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1936 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1937 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1938 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1940 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1941 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1942 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1943 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1945 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1946 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1950 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1951 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1954 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1955 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1956 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1957 if (r_glsl_permutation->loc_Color_Pants >= 0)
1959 if (t->pantstexture)
1960 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1962 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1964 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1966 if (t->shirttexture)
1967 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1969 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1971 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
1972 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1973 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1974 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1975 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1976 r_glsl_offsetmapping_scale.value*t->offsetscale,
1977 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1978 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1979 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1981 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
1982 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1983 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
1984 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1985 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
1986 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1988 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
1989 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
1990 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
1991 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
1992 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
1993 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
1994 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
1995 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
1996 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
1997 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
1998 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
1999 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2000 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2001 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2002 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2003 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2004 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2005 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2006 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2007 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2008 if (rsurfacepass == RSURFPASS_BACKGROUND)
2010 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2011 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2012 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2016 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2018 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2019 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2020 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2021 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2023 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2024 if (rsurface.rtlight)
2026 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2027 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2030 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2036 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2038 // select a permutation of the lighting shader appropriate to this
2039 // combination of texture, entity, light source, and fogging, only use the
2040 // minimum features necessary to avoid wasting rendering time in the
2041 // fragment shader on features that are not being used
2042 dpuint64 permutation = 0;
2043 unsigned int mode = 0;
2044 const float *lightcolorbase = rtlight->currentcolor;
2045 float ambientscale = rtlight->ambientscale;
2046 float diffusescale = rtlight->diffusescale;
2047 float specularscale = rtlight->specularscale;
2048 // this is the location of the light in view space
2049 vec3_t viewlightorigin;
2050 // this transforms from view space (camera) to light space (cubemap)
2051 matrix4x4_t viewtolight;
2052 matrix4x4_t lighttoview;
2053 float viewtolight16f[16];
2055 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2056 if (rtlight->currentcubemap != r_texture_whitecube)
2057 permutation |= SHADERPERMUTATION_CUBEFILTER;
2058 if (diffusescale > 0)
2059 permutation |= SHADERPERMUTATION_DIFFUSE;
2060 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2061 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2062 if (r_shadow_usingshadowmap2d)
2064 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2065 if (r_shadow_shadowmapvsdct)
2066 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2068 if (r_shadow_shadowmap2ddepthbuffer)
2069 permutation |= SHADERPERMUTATION_DEPTHRGB;
2071 if (vid.allowalphatocoverage)
2072 GL_AlphaToCoverage(false);
2073 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2074 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2075 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2076 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2077 switch(vid.renderpath)
2079 case RENDERPATH_GL32:
2080 case RENDERPATH_GLES2:
2081 R_SetupShader_SetPermutationGLSL(mode, permutation);
2082 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2083 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2084 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2085 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2086 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2087 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2088 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2089 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2090 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2091 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2093 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2094 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2095 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2096 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2097 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2102 #define SKINFRAME_HASH 1024
2106 unsigned int loadsequence; // incremented each level change
2107 memexpandablearray_t array;
2108 skinframe_t *hash[SKINFRAME_HASH];
2111 r_skinframe_t r_skinframe;
2113 void R_SkinFrame_PrepareForPurge(void)
2115 r_skinframe.loadsequence++;
2116 // wrap it without hitting zero
2117 if (r_skinframe.loadsequence >= 200)
2118 r_skinframe.loadsequence = 1;
2121 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2125 // mark the skinframe as used for the purging code
2126 skinframe->loadsequence = r_skinframe.loadsequence;
2129 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2133 if (s->merged == s->base)
2135 R_PurgeTexture(s->stain); s->stain = NULL;
2136 R_PurgeTexture(s->merged); s->merged = NULL;
2137 R_PurgeTexture(s->base); s->base = NULL;
2138 R_PurgeTexture(s->pants); s->pants = NULL;
2139 R_PurgeTexture(s->shirt); s->shirt = NULL;
2140 R_PurgeTexture(s->nmap); s->nmap = NULL;
2141 R_PurgeTexture(s->gloss); s->gloss = NULL;
2142 R_PurgeTexture(s->glow); s->glow = NULL;
2143 R_PurgeTexture(s->fog); s->fog = NULL;
2144 R_PurgeTexture(s->reflect); s->reflect = NULL;
2145 s->loadsequence = 0;
2148 void R_SkinFrame_Purge(void)
2152 for (i = 0;i < SKINFRAME_HASH;i++)
2154 for (s = r_skinframe.hash[i];s;s = s->next)
2156 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2157 R_SkinFrame_PurgeSkinFrame(s);
2162 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2164 char basename[MAX_QPATH];
2166 Image_StripImageExtension(name, basename, sizeof(basename));
2168 if( last == NULL ) {
2170 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2171 item = r_skinframe.hash[hashindex];
2176 // linearly search through the hash bucket
2177 for( ; item ; item = item->next ) {
2178 if( !strcmp( item->basename, basename ) ) {
2185 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2188 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2190 char basename[MAX_QPATH];
2192 Image_StripImageExtension(name, basename, sizeof(basename));
2194 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2195 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2196 if (!strcmp(item->basename, basename) &&
2197 item->textureflags == compareflags &&
2198 item->comparewidth == comparewidth &&
2199 item->compareheight == compareheight &&
2200 item->comparecrc == comparecrc)
2207 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2208 memset(item, 0, sizeof(*item));
2209 strlcpy(item->basename, basename, sizeof(item->basename));
2210 item->textureflags = compareflags;
2211 item->comparewidth = comparewidth;
2212 item->compareheight = compareheight;
2213 item->comparecrc = comparecrc;
2214 item->next = r_skinframe.hash[hashindex];
2215 r_skinframe.hash[hashindex] = item;
2217 else if (textureflags & TEXF_FORCE_RELOAD)
2218 R_SkinFrame_PurgeSkinFrame(item);
2220 R_SkinFrame_MarkUsed(item);
2224 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2226 unsigned long long avgcolor[5], wsum; \
2234 for(pix = 0; pix < cnt; ++pix) \
2237 for(comp = 0; comp < 3; ++comp) \
2239 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2242 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2244 for(comp = 0; comp < 3; ++comp) \
2245 avgcolor[comp] += getpixel * w; \
2248 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2249 avgcolor[4] += getpixel; \
2251 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2253 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2254 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2255 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2256 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2259 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2261 skinframe_t *skinframe;
2263 if (cls.state == ca_dedicated)
2266 // return an existing skinframe if already loaded
2267 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2268 if (skinframe && skinframe->base)
2271 // if the skinframe doesn't exist this will create it
2272 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2275 extern cvar_t gl_picmip;
2276 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2279 unsigned char *pixels;
2280 unsigned char *bumppixels;
2281 unsigned char *basepixels = NULL;
2282 int basepixels_width = 0;
2283 int basepixels_height = 0;
2284 rtexture_t *ddsbase = NULL;
2285 qboolean ddshasalpha = false;
2286 float ddsavgcolor[4];
2287 char basename[MAX_QPATH];
2288 int miplevel = R_PicmipForFlags(textureflags);
2289 int savemiplevel = miplevel;
2293 if (cls.state == ca_dedicated)
2296 Image_StripImageExtension(name, basename, sizeof(basename));
2298 // check for DDS texture file first
2299 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2301 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2302 if (basepixels == NULL && fallbacknotexture)
2303 basepixels = Image_GenerateNoTexture();
2304 if (basepixels == NULL)
2308 // FIXME handle miplevel
2310 if (developer_loading.integer)
2311 Con_Printf("loading skin \"%s\"\n", name);
2313 // we've got some pixels to store, so really allocate this new texture now
2315 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2316 textureflags &= ~TEXF_FORCE_RELOAD;
2317 skinframe->stain = NULL;
2318 skinframe->merged = NULL;
2319 skinframe->base = NULL;
2320 skinframe->pants = NULL;
2321 skinframe->shirt = NULL;
2322 skinframe->nmap = NULL;
2323 skinframe->gloss = NULL;
2324 skinframe->glow = NULL;
2325 skinframe->fog = NULL;
2326 skinframe->reflect = NULL;
2327 skinframe->hasalpha = false;
2328 // we could store the q2animname here too
2332 skinframe->base = ddsbase;
2333 skinframe->hasalpha = ddshasalpha;
2334 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2335 if (r_loadfog && skinframe->hasalpha)
2336 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2337 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2341 basepixels_width = image_width;
2342 basepixels_height = image_height;
2343 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2344 if (textureflags & TEXF_ALPHA)
2346 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2348 if (basepixels[j] < 255)
2350 skinframe->hasalpha = true;
2354 if (r_loadfog && skinframe->hasalpha)
2356 // has transparent pixels
2357 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2358 for (j = 0;j < image_width * image_height * 4;j += 4)
2363 pixels[j+3] = basepixels[j+3];
2365 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2369 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2371 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2372 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
2373 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2374 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
2375 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2381 mymiplevel = savemiplevel;
2382 if (r_loadnormalmap)
2383 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2384 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2386 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2387 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2388 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2389 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2392 // _norm is the name used by tenebrae and has been adopted as standard
2393 if (r_loadnormalmap && skinframe->nmap == NULL)
2395 mymiplevel = savemiplevel;
2396 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2398 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2402 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2404 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2405 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2406 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2408 Mem_Free(bumppixels);
2410 else if (r_shadow_bumpscale_basetexture.value > 0)
2412 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2413 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2414 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2418 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
2419 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2423 // _luma is supported only for tenebrae compatibility
2424 // _glow is the preferred name
2425 mymiplevel = savemiplevel;
2426 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2428 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2430 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
2431 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2433 Mem_Free(pixels);pixels = NULL;
2436 mymiplevel = savemiplevel;
2437 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2439 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2441 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
2442 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2448 mymiplevel = savemiplevel;
2449 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2451 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2453 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
2454 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2460 mymiplevel = savemiplevel;
2461 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2463 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
2466 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2472 mymiplevel = savemiplevel;
2473 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2475 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
2478 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2485 Mem_Free(basepixels);
2490 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)
2493 skinframe_t *skinframe;
2496 if (cls.state == ca_dedicated)
2499 // if already loaded just return it, otherwise make a new skinframe
2500 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2501 if (skinframe->base)
2503 textureflags &= ~TEXF_FORCE_RELOAD;
2505 skinframe->stain = NULL;
2506 skinframe->merged = NULL;
2507 skinframe->base = NULL;
2508 skinframe->pants = NULL;
2509 skinframe->shirt = NULL;
2510 skinframe->nmap = NULL;
2511 skinframe->gloss = NULL;
2512 skinframe->glow = NULL;
2513 skinframe->fog = NULL;
2514 skinframe->reflect = NULL;
2515 skinframe->hasalpha = false;
2517 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2521 if (developer_loading.integer)
2522 Con_Printf("loading 32bit skin \"%s\"\n", name);
2524 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2526 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2527 unsigned char *b = a + width * height * 4;
2528 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2529 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);
2532 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2533 if (textureflags & TEXF_ALPHA)
2535 for (i = 3;i < width * height * 4;i += 4)
2537 if (skindata[i] < 255)
2539 skinframe->hasalpha = true;
2543 if (r_loadfog && skinframe->hasalpha)
2545 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2546 memcpy(fogpixels, skindata, width * height * 4);
2547 for (i = 0;i < width * height * 4;i += 4)
2548 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2549 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2550 Mem_Free(fogpixels);
2554 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2555 //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]);
2560 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2564 skinframe_t *skinframe;
2566 if (cls.state == ca_dedicated)
2569 // if already loaded just return it, otherwise make a new skinframe
2570 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2571 if (skinframe->base)
2573 //textureflags &= ~TEXF_FORCE_RELOAD;
2575 skinframe->stain = NULL;
2576 skinframe->merged = NULL;
2577 skinframe->base = NULL;
2578 skinframe->pants = NULL;
2579 skinframe->shirt = NULL;
2580 skinframe->nmap = NULL;
2581 skinframe->gloss = NULL;
2582 skinframe->glow = NULL;
2583 skinframe->fog = NULL;
2584 skinframe->reflect = NULL;
2585 skinframe->hasalpha = false;
2587 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2591 if (developer_loading.integer)
2592 Con_Printf("loading quake skin \"%s\"\n", name);
2594 // 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)
2595 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2596 memcpy(skinframe->qpixels, skindata, width*height);
2597 skinframe->qwidth = width;
2598 skinframe->qheight = height;
2601 for (i = 0;i < width * height;i++)
2602 featuresmask |= palette_featureflags[skindata[i]];
2604 skinframe->hasalpha = false;
2607 skinframe->hasalpha = true;
2608 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2609 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2610 skinframe->qgeneratemerged = true;
2611 skinframe->qgeneratebase = skinframe->qhascolormapping;
2612 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2614 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2615 //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]);
2620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2624 unsigned char *skindata;
2627 if (!skinframe->qpixels)
2630 if (!skinframe->qhascolormapping)
2631 colormapped = false;
2635 if (!skinframe->qgeneratebase)
2640 if (!skinframe->qgeneratemerged)
2644 width = skinframe->qwidth;
2645 height = skinframe->qheight;
2646 skindata = skinframe->qpixels;
2648 if (skinframe->qgeneratenmap)
2650 unsigned char *a, *b;
2651 skinframe->qgeneratenmap = false;
2652 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2653 b = a + width * height * 4;
2654 // use either a custom palette or the quake palette
2655 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2656 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2657 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);
2661 if (skinframe->qgenerateglow)
2663 skinframe->qgenerateglow = false;
2664 if (skinframe->hasalpha) // fence textures
2665 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
2667 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
2672 skinframe->qgeneratebase = false;
2673 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);
2674 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);
2675 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);
2679 skinframe->qgeneratemerged = false;
2680 if (skinframe->hasalpha) // fence textures
2681 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);
2683 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);
2686 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2688 Mem_Free(skinframe->qpixels);
2689 skinframe->qpixels = NULL;
2693 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)
2696 skinframe_t *skinframe;
2699 if (cls.state == ca_dedicated)
2702 // if already loaded just return it, otherwise make a new skinframe
2703 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2704 if (skinframe->base)
2706 textureflags &= ~TEXF_FORCE_RELOAD;
2708 skinframe->stain = NULL;
2709 skinframe->merged = NULL;
2710 skinframe->base = NULL;
2711 skinframe->pants = NULL;
2712 skinframe->shirt = NULL;
2713 skinframe->nmap = NULL;
2714 skinframe->gloss = NULL;
2715 skinframe->glow = NULL;
2716 skinframe->fog = NULL;
2717 skinframe->reflect = NULL;
2718 skinframe->hasalpha = false;
2720 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2724 if (developer_loading.integer)
2725 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2727 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2728 if ((textureflags & TEXF_ALPHA) && alphapalette)
2730 for (i = 0;i < width * height;i++)
2732 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2734 skinframe->hasalpha = true;
2738 if (r_loadfog && skinframe->hasalpha)
2739 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2742 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2743 //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]);
2748 skinframe_t *R_SkinFrame_LoadMissing(void)
2750 skinframe_t *skinframe;
2752 if (cls.state == ca_dedicated)
2755 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2756 skinframe->stain = NULL;
2757 skinframe->merged = NULL;
2758 skinframe->base = NULL;
2759 skinframe->pants = NULL;
2760 skinframe->shirt = NULL;
2761 skinframe->nmap = NULL;
2762 skinframe->gloss = NULL;
2763 skinframe->glow = NULL;
2764 skinframe->fog = NULL;
2765 skinframe->reflect = NULL;
2766 skinframe->hasalpha = false;
2768 skinframe->avgcolor[0] = rand() / RAND_MAX;
2769 skinframe->avgcolor[1] = rand() / RAND_MAX;
2770 skinframe->avgcolor[2] = rand() / RAND_MAX;
2771 skinframe->avgcolor[3] = 1;
2776 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2779 static unsigned char pix[16][16][4];
2781 if (cls.state == ca_dedicated)
2784 // this makes a light grey/dark grey checkerboard texture
2787 for (y = 0; y < 16; y++)
2789 for (x = 0; x < 16; x++)
2791 if ((y < 8) ^ (x < 8))
2809 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2812 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2814 skinframe_t *skinframe;
2815 if (cls.state == ca_dedicated)
2817 // if already loaded just return it, otherwise make a new skinframe
2818 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2819 if (skinframe->base)
2821 textureflags &= ~TEXF_FORCE_RELOAD;
2822 skinframe->stain = NULL;
2823 skinframe->merged = NULL;
2824 skinframe->base = NULL;
2825 skinframe->pants = NULL;
2826 skinframe->shirt = NULL;
2827 skinframe->nmap = NULL;
2828 skinframe->gloss = NULL;
2829 skinframe->glow = NULL;
2830 skinframe->fog = NULL;
2831 skinframe->reflect = NULL;
2832 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2833 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2836 if (developer_loading.integer)
2837 Con_Printf("loading 32bit skin \"%s\"\n", name);
2838 skinframe->base = skinframe->merged = tex;
2839 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2843 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2844 typedef struct suffixinfo_s
2847 qboolean flipx, flipy, flipdiagonal;
2850 static suffixinfo_t suffix[3][6] =
2853 {"px", false, false, false},
2854 {"nx", false, false, false},
2855 {"py", false, false, false},
2856 {"ny", false, false, false},
2857 {"pz", false, false, false},
2858 {"nz", false, false, false}
2861 {"posx", false, false, false},
2862 {"negx", false, false, false},
2863 {"posy", false, false, false},
2864 {"negy", false, false, false},
2865 {"posz", false, false, false},
2866 {"negz", false, false, false}
2869 {"rt", true, false, true},
2870 {"lf", false, true, true},
2871 {"ft", true, true, false},
2872 {"bk", false, false, false},
2873 {"up", true, false, true},
2874 {"dn", true, false, true}
2878 static int componentorder[4] = {0, 1, 2, 3};
2880 static rtexture_t *R_LoadCubemap(const char *basename)
2882 int i, j, cubemapsize;
2883 unsigned char *cubemappixels, *image_buffer;
2884 rtexture_t *cubemaptexture;
2886 // must start 0 so the first loadimagepixels has no requested width/height
2888 cubemappixels = NULL;
2889 cubemaptexture = NULL;
2890 // keep trying different suffix groups (posx, px, rt) until one loads
2891 for (j = 0;j < 3 && !cubemappixels;j++)
2893 // load the 6 images in the suffix group
2894 for (i = 0;i < 6;i++)
2896 // generate an image name based on the base and and suffix
2897 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2899 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2901 // an image loaded, make sure width and height are equal
2902 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2904 // if this is the first image to load successfully, allocate the cubemap memory
2905 if (!cubemappixels && image_width >= 1)
2907 cubemapsize = image_width;
2908 // note this clears to black, so unavailable sides are black
2909 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2911 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2913 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);
2916 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2918 Mem_Free(image_buffer);
2922 // if a cubemap loaded, upload it
2925 if (developer_loading.integer)
2926 Con_Printf("loading cubemap \"%s\"\n", basename);
2928 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);
2929 Mem_Free(cubemappixels);
2933 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2934 if (developer_loading.integer)
2936 Con_Printf("(tried tried images ");
2937 for (j = 0;j < 3;j++)
2938 for (i = 0;i < 6;i++)
2939 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2940 Con_Print(" and was unable to find any of them).\n");
2943 return cubemaptexture;
2946 rtexture_t *R_GetCubemap(const char *basename)
2949 for (i = 0;i < r_texture_numcubemaps;i++)
2950 if (r_texture_cubemaps[i] != NULL)
2951 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2952 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2953 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2954 return r_texture_whitecube;
2955 r_texture_numcubemaps++;
2956 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2957 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2958 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2959 return r_texture_cubemaps[i]->texture;
2962 static void R_Main_FreeViewCache(void)
2964 if (r_refdef.viewcache.entityvisible)
2965 Mem_Free(r_refdef.viewcache.entityvisible);
2966 if (r_refdef.viewcache.world_pvsbits)
2967 Mem_Free(r_refdef.viewcache.world_pvsbits);
2968 if (r_refdef.viewcache.world_leafvisible)
2969 Mem_Free(r_refdef.viewcache.world_leafvisible);
2970 if (r_refdef.viewcache.world_surfacevisible)
2971 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2972 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2975 static void R_Main_ResizeViewCache(void)
2977 int numentities = r_refdef.scene.numentities;
2978 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2979 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2980 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2981 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2982 if (r_refdef.viewcache.maxentities < numentities)
2984 r_refdef.viewcache.maxentities = numentities;
2985 if (r_refdef.viewcache.entityvisible)
2986 Mem_Free(r_refdef.viewcache.entityvisible);
2987 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2989 if (r_refdef.viewcache.world_numclusters != numclusters)
2991 r_refdef.viewcache.world_numclusters = numclusters;
2992 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2993 if (r_refdef.viewcache.world_pvsbits)
2994 Mem_Free(r_refdef.viewcache.world_pvsbits);
2995 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2997 if (r_refdef.viewcache.world_numleafs != numleafs)
2999 r_refdef.viewcache.world_numleafs = numleafs;
3000 if (r_refdef.viewcache.world_leafvisible)
3001 Mem_Free(r_refdef.viewcache.world_leafvisible);
3002 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3004 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3006 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3007 if (r_refdef.viewcache.world_surfacevisible)
3008 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3009 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3013 extern rtexture_t *loadingscreentexture;
3014 static void gl_main_start(void)
3016 loadingscreentexture = NULL;
3017 r_texture_blanknormalmap = NULL;
3018 r_texture_white = NULL;
3019 r_texture_grey128 = NULL;
3020 r_texture_black = NULL;
3021 r_texture_whitecube = NULL;
3022 r_texture_normalizationcube = NULL;
3023 r_texture_fogattenuation = NULL;
3024 r_texture_fogheighttexture = NULL;
3025 r_texture_gammaramps = NULL;
3026 r_texture_numcubemaps = 0;
3027 r_uniformbufferalignment = 32;
3029 r_loaddds = r_texture_dds_load.integer != 0;
3030 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3032 switch(vid.renderpath)
3034 case RENDERPATH_GL32:
3035 case RENDERPATH_GLES2:
3036 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3037 Cvar_SetValueQuick(&gl_combine, 1);
3038 Cvar_SetValueQuick(&r_glsl, 1);
3039 r_loadnormalmap = true;
3042 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3043 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3049 R_FrameData_Reset();
3050 R_BufferData_Reset();
3054 memset(r_queries, 0, sizeof(r_queries));
3056 r_qwskincache = NULL;
3057 r_qwskincache_size = 0;
3059 // due to caching of texture_t references, the collision cache must be reset
3060 Collision_Cache_Reset(true);
3062 // set up r_skinframe loading system for textures
3063 memset(&r_skinframe, 0, sizeof(r_skinframe));
3064 r_skinframe.loadsequence = 1;
3065 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3067 r_main_texturepool = R_AllocTexturePool();
3068 R_BuildBlankTextures();
3071 R_BuildNormalizationCube();
3072 r_texture_fogattenuation = NULL;
3073 r_texture_fogheighttexture = NULL;
3074 r_texture_gammaramps = NULL;
3075 //r_texture_fogintensity = NULL;
3076 memset(&r_fb, 0, sizeof(r_fb));
3077 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3078 r_glsl_permutation = NULL;
3079 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3080 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3081 memset(&r_svbsp, 0, sizeof (r_svbsp));
3083 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3084 r_texture_numcubemaps = 0;
3086 r_refdef.fogmasktable_density = 0;
3089 // For Steelstorm Android
3090 // FIXME CACHE the program and reload
3091 // FIXME see possible combinations for SS:BR android
3092 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3093 R_SetupShader_SetPermutationGLSL(0, 12);
3094 R_SetupShader_SetPermutationGLSL(0, 13);
3095 R_SetupShader_SetPermutationGLSL(0, 8388621);
3096 R_SetupShader_SetPermutationGLSL(3, 0);
3097 R_SetupShader_SetPermutationGLSL(3, 2048);
3098 R_SetupShader_SetPermutationGLSL(5, 0);
3099 R_SetupShader_SetPermutationGLSL(5, 2);
3100 R_SetupShader_SetPermutationGLSL(5, 2048);
3101 R_SetupShader_SetPermutationGLSL(5, 8388608);
3102 R_SetupShader_SetPermutationGLSL(11, 1);
3103 R_SetupShader_SetPermutationGLSL(11, 2049);
3104 R_SetupShader_SetPermutationGLSL(11, 8193);
3105 R_SetupShader_SetPermutationGLSL(11, 10241);
3106 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3110 static void gl_main_shutdown(void)
3112 R_RenderTarget_FreeUnused(true);
3113 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3115 R_FrameData_Reset();
3116 R_BufferData_Reset();
3118 R_Main_FreeViewCache();
3120 switch(vid.renderpath)
3122 case RENDERPATH_GL32:
3123 case RENDERPATH_GLES2:
3124 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
3126 qglDeleteQueriesARB(r_maxqueries, r_queries);
3133 memset(r_queries, 0, sizeof(r_queries));
3135 r_qwskincache = NULL;
3136 r_qwskincache_size = 0;
3138 // clear out the r_skinframe state
3139 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3140 memset(&r_skinframe, 0, sizeof(r_skinframe));
3143 Mem_Free(r_svbsp.nodes);
3144 memset(&r_svbsp, 0, sizeof (r_svbsp));
3145 R_FreeTexturePool(&r_main_texturepool);
3146 loadingscreentexture = NULL;
3147 r_texture_blanknormalmap = NULL;
3148 r_texture_white = NULL;
3149 r_texture_grey128 = NULL;
3150 r_texture_black = NULL;
3151 r_texture_whitecube = NULL;
3152 r_texture_normalizationcube = NULL;
3153 r_texture_fogattenuation = NULL;
3154 r_texture_fogheighttexture = NULL;
3155 r_texture_gammaramps = NULL;
3156 r_texture_numcubemaps = 0;
3157 //r_texture_fogintensity = NULL;
3158 memset(&r_fb, 0, sizeof(r_fb));
3161 r_glsl_permutation = NULL;
3162 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3163 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3166 static void gl_main_newmap(void)
3168 // FIXME: move this code to client
3169 char *entities, entname[MAX_QPATH];
3171 Mem_Free(r_qwskincache);
3172 r_qwskincache = NULL;
3173 r_qwskincache_size = 0;
3176 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3177 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3179 CL_ParseEntityLump(entities);
3183 if (cl.worldmodel->brush.entities)
3184 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3186 R_Main_FreeViewCache();
3188 R_FrameData_Reset();
3189 R_BufferData_Reset();
3192 void GL_Main_Init(void)
3195 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3196 R_InitShaderModeInfo();
3198 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3199 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3200 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3201 if (gamemode == GAME_NEHAHRA)
3203 Cvar_RegisterVariable (&gl_fogenable);
3204 Cvar_RegisterVariable (&gl_fogdensity);
3205 Cvar_RegisterVariable (&gl_fogred);
3206 Cvar_RegisterVariable (&gl_foggreen);
3207 Cvar_RegisterVariable (&gl_fogblue);
3208 Cvar_RegisterVariable (&gl_fogstart);
3209 Cvar_RegisterVariable (&gl_fogend);
3210 Cvar_RegisterVariable (&gl_skyclip);
3212 Cvar_RegisterVariable(&r_motionblur);
3213 Cvar_RegisterVariable(&r_damageblur);
3214 Cvar_RegisterVariable(&r_motionblur_averaging);
3215 Cvar_RegisterVariable(&r_motionblur_randomize);
3216 Cvar_RegisterVariable(&r_motionblur_minblur);
3217 Cvar_RegisterVariable(&r_motionblur_maxblur);
3218 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3219 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3220 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3221 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3222 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3223 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3224 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3225 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3226 Cvar_RegisterVariable(&r_equalize_entities_by);
3227 Cvar_RegisterVariable(&r_equalize_entities_to);
3228 Cvar_RegisterVariable(&r_depthfirst);
3229 Cvar_RegisterVariable(&r_useinfinitefarclip);
3230 Cvar_RegisterVariable(&r_farclip_base);
3231 Cvar_RegisterVariable(&r_farclip_world);
3232 Cvar_RegisterVariable(&r_nearclip);
3233 Cvar_RegisterVariable(&r_deformvertexes);
3234 Cvar_RegisterVariable(&r_transparent);
3235 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3236 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3237 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3238 Cvar_RegisterVariable(&r_showoverdraw);
3239 Cvar_RegisterVariable(&r_showbboxes);
3240 Cvar_RegisterVariable(&r_showbboxes_client);
3241 Cvar_RegisterVariable(&r_showsurfaces);
3242 Cvar_RegisterVariable(&r_showtris);
3243 Cvar_RegisterVariable(&r_shownormals);
3244 Cvar_RegisterVariable(&r_showlighting);
3245 Cvar_RegisterVariable(&r_showcollisionbrushes);
3246 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3247 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3248 Cvar_RegisterVariable(&r_showdisabledepthtest);
3249 Cvar_RegisterVariable(&r_showspriteedges);
3250 Cvar_RegisterVariable(&r_showparticleedges);
3251 Cvar_RegisterVariable(&r_drawportals);
3252 Cvar_RegisterVariable(&r_drawentities);
3253 Cvar_RegisterVariable(&r_draw2d);
3254 Cvar_RegisterVariable(&r_drawworld);
3255 Cvar_RegisterVariable(&r_cullentities_trace);
3256 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3257 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3258 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3259 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3260 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3261 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3262 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3263 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3264 Cvar_RegisterVariable(&r_sortentities);
3265 Cvar_RegisterVariable(&r_drawviewmodel);
3266 Cvar_RegisterVariable(&r_drawexteriormodel);
3267 Cvar_RegisterVariable(&r_speeds);
3268 Cvar_RegisterVariable(&r_fullbrights);
3269 Cvar_RegisterVariable(&r_wateralpha);
3270 Cvar_RegisterVariable(&r_dynamic);
3271 Cvar_RegisterVariable(&r_fakelight);
3272 Cvar_RegisterVariable(&r_fakelight_intensity);
3273 Cvar_RegisterVariable(&r_fullbright_directed);
3274 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3275 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3276 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3277 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3278 Cvar_RegisterVariable(&r_fullbright);
3279 Cvar_RegisterVariable(&r_shadows);
3280 Cvar_RegisterVariable(&r_shadows_darken);
3281 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3282 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3283 Cvar_RegisterVariable(&r_shadows_throwdistance);
3284 Cvar_RegisterVariable(&r_shadows_throwdirection);
3285 Cvar_RegisterVariable(&r_shadows_focus);
3286 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3287 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3288 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3289 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3290 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3291 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3292 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3293 Cvar_RegisterVariable(&r_fog_exp2);
3294 Cvar_RegisterVariable(&r_fog_clear);
3295 Cvar_RegisterVariable(&r_drawfog);
3296 Cvar_RegisterVariable(&r_transparentdepthmasking);
3297 Cvar_RegisterVariable(&r_transparent_sortmindist);
3298 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3299 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3300 Cvar_RegisterVariable(&r_texture_dds_load);
3301 Cvar_RegisterVariable(&r_texture_dds_save);
3302 Cvar_RegisterVariable(&r_textureunits);
3303 Cvar_RegisterVariable(&gl_combine);
3304 Cvar_RegisterVariable(&r_usedepthtextures);
3305 Cvar_RegisterVariable(&r_viewfbo);
3306 Cvar_RegisterVariable(&r_rendertarget_debug);
3307 Cvar_RegisterVariable(&r_viewscale);
3308 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3309 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3310 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3311 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3312 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3313 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3314 Cvar_RegisterVariable(&r_glsl);
3315 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3316 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3317 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3318 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3319 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3320 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3321 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3322 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3323 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3324 Cvar_RegisterVariable(&r_glsl_postprocess);
3325 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3326 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3327 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3328 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3329 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3330 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3331 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3332 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3333 Cvar_RegisterVariable(&r_celshading);
3334 Cvar_RegisterVariable(&r_celoutlines);
3336 Cvar_RegisterVariable(&r_water);
3337 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3338 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3339 Cvar_RegisterVariable(&r_water_clippingplanebias);
3340 Cvar_RegisterVariable(&r_water_refractdistort);
3341 Cvar_RegisterVariable(&r_water_reflectdistort);
3342 Cvar_RegisterVariable(&r_water_scissormode);
3343 Cvar_RegisterVariable(&r_water_lowquality);
3344 Cvar_RegisterVariable(&r_water_hideplayer);
3346 Cvar_RegisterVariable(&r_lerpsprites);
3347 Cvar_RegisterVariable(&r_lerpmodels);
3348 Cvar_RegisterVariable(&r_lerplightstyles);
3349 Cvar_RegisterVariable(&r_waterscroll);
3350 Cvar_RegisterVariable(&r_bloom);
3351 Cvar_RegisterVariable(&r_bloom_colorscale);
3352 Cvar_RegisterVariable(&r_bloom_brighten);
3353 Cvar_RegisterVariable(&r_bloom_blur);
3354 Cvar_RegisterVariable(&r_bloom_resolution);
3355 Cvar_RegisterVariable(&r_bloom_colorexponent);
3356 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3357 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3358 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3359 Cvar_RegisterVariable(&r_hdr_glowintensity);
3360 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3361 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3362 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3363 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3364 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3365 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3366 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3367 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3368 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3369 Cvar_RegisterVariable(&developer_texturelogging);
3370 Cvar_RegisterVariable(&gl_lightmaps);
3371 Cvar_RegisterVariable(&r_test);
3372 Cvar_RegisterVariable(&r_batch_multidraw);
3373 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3374 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3375 Cvar_RegisterVariable(&r_glsl_skeletal);
3376 Cvar_RegisterVariable(&r_glsl_saturation);
3377 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3378 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3379 Cvar_RegisterVariable(&r_framedatasize);
3380 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3381 Cvar_RegisterVariable(&r_buffermegs[i]);
3382 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3383 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3384 Cvar_SetValue("r_fullbrights", 0);
3385 #ifdef DP_MOBILETOUCH
3386 // GLES devices have terrible depth precision in general, so...
3387 Cvar_SetValueQuick(&r_nearclip, 4);
3388 Cvar_SetValueQuick(&r_farclip_base, 4096);
3389 Cvar_SetValueQuick(&r_farclip_world, 0);
3390 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3392 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3395 void Render_Init(void)
3408 R_LightningBeams_Init();
3418 extern char *ENGINE_EXTENSIONS;
3421 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3422 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3423 gl_version = (const char *)qglGetString(GL_VERSION);
3424 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3428 if (!gl_platformextensions)
3429 gl_platformextensions = "";
3431 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3432 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3433 Con_Printf("GL_VERSION: %s\n", gl_version);
3434 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3435 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3437 VID_CheckExtensions();
3439 // LordHavoc: report supported extensions
3441 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3443 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
3446 // clear to black (loading plaque will be seen over this)
3447 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
3451 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3455 if (r_trippy.integer)
3457 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3459 p = r_refdef.view.frustum + i;
3464 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3468 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3472 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3476 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3480 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3484 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3488 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3492 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3500 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3504 if (r_trippy.integer)
3506 for (i = 0;i < numplanes;i++)
3513 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3517 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3521 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3525 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3529 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3533 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3537 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3541 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3549 //==================================================================================
3551 // LordHavoc: this stores temporary data used within the same frame
3553 typedef struct r_framedata_mem_s
3555 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3556 size_t size; // how much usable space
3557 size_t current; // how much space in use
3558 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3559 size_t wantedsize; // how much space was allocated
3560 unsigned char *data; // start of real data (16byte aligned)
3564 static r_framedata_mem_t *r_framedata_mem;
3566 void R_FrameData_Reset(void)
3568 while (r_framedata_mem)
3570 r_framedata_mem_t *next = r_framedata_mem->purge;
3571 Mem_Free(r_framedata_mem);
3572 r_framedata_mem = next;
3576 static void R_FrameData_Resize(qboolean mustgrow)
3579 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3580 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3581 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3583 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3584 newmem->wantedsize = wantedsize;
3585 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3586 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3587 newmem->current = 0;
3589 newmem->purge = r_framedata_mem;
3590 r_framedata_mem = newmem;
3594 void R_FrameData_NewFrame(void)
3596 R_FrameData_Resize(false);
3597 if (!r_framedata_mem)
3599 // if we ran out of space on the last frame, free the old memory now
3600 while (r_framedata_mem->purge)
3602 // repeatedly remove the second item in the list, leaving only head
3603 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3604 Mem_Free(r_framedata_mem->purge);
3605 r_framedata_mem->purge = next;
3607 // reset the current mem pointer
3608 r_framedata_mem->current = 0;
3609 r_framedata_mem->mark = 0;
3612 void *R_FrameData_Alloc(size_t size)
3617 // align to 16 byte boundary - the data pointer is already aligned, so we
3618 // only need to ensure the size of every allocation is also aligned
3619 size = (size + 15) & ~15;
3621 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3623 // emergency - we ran out of space, allocate more memory
3624 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3625 newvalue = r_framedatasize.value * 2.0f;
3626 // 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
3627 if (sizeof(size_t) >= 8)
3628 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3630 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3631 // this might not be a growing it, but we'll allocate another buffer every time
3632 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3633 R_FrameData_Resize(true);
3636 data = r_framedata_mem->data + r_framedata_mem->current;
3637 r_framedata_mem->current += size;
3639 // count the usage for stats
3640 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3641 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3643 return (void *)data;
3646 void *R_FrameData_Store(size_t size, void *data)
3648 void *d = R_FrameData_Alloc(size);
3650 memcpy(d, data, size);
3654 void R_FrameData_SetMark(void)
3656 if (!r_framedata_mem)
3658 r_framedata_mem->mark = r_framedata_mem->current;
3661 void R_FrameData_ReturnToMark(void)
3663 if (!r_framedata_mem)
3665 r_framedata_mem->current = r_framedata_mem->mark;
3668 //==================================================================================
3670 // avoid reusing the same buffer objects on consecutive frames
3671 #define R_BUFFERDATA_CYCLE 3
3673 typedef struct r_bufferdata_buffer_s
3675 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3676 size_t size; // how much usable space
3677 size_t current; // how much space in use
3678 r_meshbuffer_t *buffer; // the buffer itself
3680 r_bufferdata_buffer_t;
3682 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3683 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3685 /// frees all dynamic buffers
3686 void R_BufferData_Reset(void)
3689 r_bufferdata_buffer_t **p, *mem;
3690 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3692 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3695 p = &r_bufferdata_buffer[cycle][type];
3701 R_Mesh_DestroyMeshBuffer(mem->buffer);
3708 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3709 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3711 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3713 float newvalue = r_buffermegs[type].value;
3715 // increase the cvar if we have to (but only if we already have a mem)
3716 if (mustgrow && mem)
3718 newvalue = bound(0.25f, newvalue, 256.0f);
3719 while (newvalue * 1024*1024 < minsize)
3722 // clamp the cvar to valid range
3723 newvalue = bound(0.25f, newvalue, 256.0f);
3724 if (r_buffermegs[type].value != newvalue)
3725 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3727 // calculate size in bytes
3728 size = (size_t)(newvalue * 1024*1024);
3729 size = bound(131072, size, 256*1024*1024);
3731 // allocate a new buffer if the size is different (purge old one later)
3732 // or if we were told we must grow the buffer
3733 if (!mem || mem->size != size || mustgrow)
3735 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3738 if (type == R_BUFFERDATA_VERTEX)
3739 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3740 else if (type == R_BUFFERDATA_INDEX16)
3741 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3742 else if (type == R_BUFFERDATA_INDEX32)
3743 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3744 else if (type == R_BUFFERDATA_UNIFORM)
3745 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3746 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3747 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3751 void R_BufferData_NewFrame(void)
3754 r_bufferdata_buffer_t **p, *mem;
3755 // cycle to the next frame's buffers
3756 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3757 // if we ran out of space on the last time we used these buffers, free the old memory now
3758 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3760 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3762 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3763 // free all but the head buffer, this is how we recycle obsolete
3764 // buffers after they are no longer in use
3765 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3771 R_Mesh_DestroyMeshBuffer(mem->buffer);
3774 // reset the current offset
3775 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3780 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3782 r_bufferdata_buffer_t *mem;
3786 *returnbufferoffset = 0;
3788 // align size to a byte boundary appropriate for the buffer type, this
3789 // makes all allocations have aligned start offsets
3790 if (type == R_BUFFERDATA_UNIFORM)
3791 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3793 padsize = (datasize + 15) & ~15;
3795 // if we ran out of space in this buffer we must allocate a new one
3796 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)
3797 R_BufferData_Resize(type, true, padsize);
3799 // if the resize did not give us enough memory, fail
3800 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)
3801 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3803 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3804 offset = (int)mem->current;
3805 mem->current += padsize;
3807 // upload the data to the buffer at the chosen offset
3809 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3810 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3812 // count the usage for stats
3813 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3814 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3816 // return the buffer offset
3817 *returnbufferoffset = offset;
3822 //==================================================================================
3824 // LordHavoc: animcache originally written by Echon, rewritten since then
3827 * Animation cache prevents re-generating mesh data for an animated model
3828 * multiple times in one frame for lighting, shadowing, reflections, etc.
3831 void R_AnimCache_Free(void)
3835 void R_AnimCache_ClearCache(void)
3838 entity_render_t *ent;
3840 for (i = 0;i < r_refdef.scene.numentities;i++)
3842 ent = r_refdef.scene.entities[i];
3843 ent->animcache_vertex3f = NULL;
3844 ent->animcache_vertex3f_vertexbuffer = NULL;
3845 ent->animcache_vertex3f_bufferoffset = 0;
3846 ent->animcache_normal3f = NULL;
3847 ent->animcache_normal3f_vertexbuffer = NULL;
3848 ent->animcache_normal3f_bufferoffset = 0;
3849 ent->animcache_svector3f = NULL;
3850 ent->animcache_svector3f_vertexbuffer = NULL;
3851 ent->animcache_svector3f_bufferoffset = 0;
3852 ent->animcache_tvector3f = NULL;
3853 ent->animcache_tvector3f_vertexbuffer = NULL;
3854 ent->animcache_tvector3f_bufferoffset = 0;
3855 ent->animcache_skeletaltransform3x4 = NULL;
3856 ent->animcache_skeletaltransform3x4buffer = NULL;
3857 ent->animcache_skeletaltransform3x4offset = 0;
3858 ent->animcache_skeletaltransform3x4size = 0;
3862 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3864 dp_model_t *model = ent->model;
3867 // see if this ent is worth caching
3868 if (!model || !model->Draw || !model->AnimateVertices)
3870 // nothing to cache if it contains no animations and has no skeleton
3871 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3873 // see if it is already cached for gpuskeletal
3874 if (ent->animcache_skeletaltransform3x4)
3876 // see if it is already cached as a mesh
3877 if (ent->animcache_vertex3f)
3879 // check if we need to add normals or tangents
3880 if (ent->animcache_normal3f)
3881 wantnormals = false;
3882 if (ent->animcache_svector3f)
3883 wanttangents = false;
3884 if (!wantnormals && !wanttangents)
3888 // check which kind of cache we need to generate
3889 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3891 // cache the skeleton so the vertex shader can use it
3892 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3893 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3894 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3895 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3896 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3897 // note: this can fail if the buffer is at the grow limit
3898 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3899 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3901 else if (ent->animcache_vertex3f)
3903 // mesh was already cached but we may need to add normals/tangents
3904 // (this only happens with multiple views, reflections, cameras, etc)
3905 if (wantnormals || wanttangents)
3907 numvertices = model->surfmesh.num_vertices;
3909 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3912 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3913 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3915 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3916 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3917 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3918 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3923 // generate mesh cache
3924 numvertices = model->surfmesh.num_vertices;
3925 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3927 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3930 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3931 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3933 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3934 if (wantnormals || wanttangents)
3936 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3937 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3938 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3940 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3941 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3942 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3947 void R_AnimCache_CacheVisibleEntities(void)
3951 // TODO: thread this
3952 // NOTE: R_PrepareRTLights() also caches entities
3954 for (i = 0;i < r_refdef.scene.numentities;i++)
3955 if (r_refdef.viewcache.entityvisible[i])
3956 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3959 //==================================================================================
3961 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)
3964 vec3_t eyemins, eyemaxs;
3965 vec3_t boxmins, boxmaxs;
3966 vec3_t padmins, padmaxs;
3969 dp_model_t *model = r_refdef.scene.worldmodel;
3970 static vec3_t positions[] = {
3971 { 0.5f, 0.5f, 0.5f },
3972 { 0.0f, 0.0f, 0.0f },
3973 { 0.0f, 0.0f, 1.0f },
3974 { 0.0f, 1.0f, 0.0f },
3975 { 0.0f, 1.0f, 1.0f },
3976 { 1.0f, 0.0f, 0.0f },
3977 { 1.0f, 0.0f, 1.0f },
3978 { 1.0f, 1.0f, 0.0f },
3979 { 1.0f, 1.0f, 1.0f },
3982 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3986 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3987 if (!r_refdef.view.usevieworiginculling)
3990 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3993 // expand the eye box a little
3994 eyemins[0] = eye[0] - eyejitter;
3995 eyemaxs[0] = eye[0] + eyejitter;
3996 eyemins[1] = eye[1] - eyejitter;
3997 eyemaxs[1] = eye[1] + eyejitter;
3998 eyemins[2] = eye[2] - eyejitter;
3999 eyemaxs[2] = eye[2] + eyejitter;
4000 // expand the box a little
4001 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4002 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4003 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4004 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4005 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4006 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4007 // make an even larger box for the acceptable area
4008 padmins[0] = boxmins[0] - pad;
4009 padmaxs[0] = boxmaxs[0] + pad;
4010 padmins[1] = boxmins[1] - pad;
4011 padmaxs[1] = boxmaxs[1] + pad;
4012 padmins[2] = boxmins[2] - pad;
4013 padmaxs[2] = boxmaxs[2] + pad;
4015 // return true if eye overlaps enlarged box
4016 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4019 // try specific positions in the box first - note that these can be cached
4020 if (r_cullentities_trace_entityocclusion.integer)
4022 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4024 VectorCopy(eye, start);
4025 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4026 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4027 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4028 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
4029 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4030 // not picky - if the trace ended anywhere in the box we're good
4031 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4035 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4038 // try various random positions
4039 for (i = 0; i < numsamples; i++)
4041 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4042 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4043 if (r_cullentities_trace_entityocclusion.integer)
4045 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4046 // not picky - if the trace ended anywhere in the box we're good
4047 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4050 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4058 static void R_View_UpdateEntityVisible (void)
4063 entity_render_t *ent;
4065 if (r_refdef.envmap || r_fb.water.hideplayer)
4066 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4067 else if (chase_active.integer || r_fb.water.renderingscene)
4068 renderimask = RENDER_VIEWMODEL;
4070 renderimask = RENDER_EXTERIORMODEL;
4071 if (!r_drawviewmodel.integer)
4072 renderimask |= RENDER_VIEWMODEL;
4073 if (!r_drawexteriormodel.integer)
4074 renderimask |= RENDER_EXTERIORMODEL;
4075 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4076 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4078 // worldmodel can check visibility
4079 for (i = 0;i < r_refdef.scene.numentities;i++)
4081 ent = r_refdef.scene.entities[i];
4082 if (!(ent->flags & renderimask))
4083 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)))
4084 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))
4085 r_refdef.viewcache.entityvisible[i] = true;
4090 // no worldmodel or it can't check visibility
4091 for (i = 0;i < r_refdef.scene.numentities;i++)
4093 ent = r_refdef.scene.entities[i];
4094 if (!(ent->flags & renderimask))
4095 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)))
4096 r_refdef.viewcache.entityvisible[i] = true;
4099 if (r_cullentities_trace.integer)
4101 for (i = 0;i < r_refdef.scene.numentities;i++)
4103 if (!r_refdef.viewcache.entityvisible[i])
4105 ent = r_refdef.scene.entities[i];
4106 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4108 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4109 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))
4110 ent->last_trace_visibility = realtime;
4111 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4112 r_refdef.viewcache.entityvisible[i] = 0;
4118 /// only used if skyrendermasked, and normally returns false
4119 static int R_DrawBrushModelsSky (void)
4122 entity_render_t *ent;
4125 for (i = 0;i < r_refdef.scene.numentities;i++)
4127 if (!r_refdef.viewcache.entityvisible[i])
4129 ent = r_refdef.scene.entities[i];
4130 if (!ent->model || !ent->model->DrawSky)
4132 ent->model->DrawSky(ent);
4138 static void R_DrawNoModel(entity_render_t *ent);
4139 static void R_DrawModels(void)
4142 entity_render_t *ent;
4144 for (i = 0;i < r_refdef.scene.numentities;i++)
4146 if (!r_refdef.viewcache.entityvisible[i])
4148 ent = r_refdef.scene.entities[i];
4149 r_refdef.stats[r_stat_entities]++;
4151 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4154 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4155 Con_Printf("R_DrawModels\n");
4156 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]);
4157 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);
4158 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);
4161 if (ent->model && ent->model->Draw != NULL)
4162 ent->model->Draw(ent);
4168 static void R_DrawModelsDepth(void)
4171 entity_render_t *ent;
4173 for (i = 0;i < r_refdef.scene.numentities;i++)
4175 if (!r_refdef.viewcache.entityvisible[i])
4177 ent = r_refdef.scene.entities[i];
4178 if (ent->model && ent->model->DrawDepth != NULL)
4179 ent->model->DrawDepth(ent);
4183 static void R_DrawModelsDebug(void)
4186 entity_render_t *ent;
4188 for (i = 0;i < r_refdef.scene.numentities;i++)
4190 if (!r_refdef.viewcache.entityvisible[i])
4192 ent = r_refdef.scene.entities[i];
4193 if (ent->model && ent->model->DrawDebug != NULL)
4194 ent->model->DrawDebug(ent);
4198 static void R_DrawModelsAddWaterPlanes(void)
4201 entity_render_t *ent;
4203 for (i = 0;i < r_refdef.scene.numentities;i++)
4205 if (!r_refdef.viewcache.entityvisible[i])
4207 ent = r_refdef.scene.entities[i];
4208 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4209 ent->model->DrawAddWaterPlanes(ent);
4213 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}};
4215 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4217 if (r_hdr_irisadaptation.integer)
4222 vec3_t diffusenormal;
4224 vec_t brightness = 0.0f;
4229 VectorCopy(r_refdef.view.forward, forward);
4230 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4232 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4233 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4234 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4235 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4236 d = DotProduct(forward, diffusenormal);
4237 brightness += VectorLength(ambient);
4239 brightness += d * VectorLength(diffuse);
4241 brightness *= 1.0f / c;
4242 brightness += 0.00001f; // make sure it's never zero
4243 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4244 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4245 current = r_hdr_irisadaptation_value.value;
4247 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4248 else if (current > goal)
4249 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4250 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4251 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4253 else if (r_hdr_irisadaptation_value.value != 1.0f)
4254 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4257 static void R_View_SetFrustum(const int *scissor)
4260 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4261 vec3_t forward, left, up, origin, v;
4265 // flipped x coordinates (because x points left here)
4266 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4267 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4268 // non-flipped y coordinates
4269 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4270 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4273 // we can't trust r_refdef.view.forward and friends in reflected scenes
4274 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4277 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4278 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4279 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4280 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4281 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4282 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4283 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4284 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4285 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4286 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4287 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4288 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4292 zNear = r_refdef.nearclip;
4293 nudge = 1.0 - 1.0 / (1<<23);
4294 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4295 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4296 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4297 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4298 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4299 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4300 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4301 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4307 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4308 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4309 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4310 r_refdef.view.frustum[0].dist = m[15] - m[12];
4312 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4313 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4314 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4315 r_refdef.view.frustum[1].dist = m[15] + m[12];
4317 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4318 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4319 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4320 r_refdef.view.frustum[2].dist = m[15] - m[13];
4322 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4323 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4324 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4325 r_refdef.view.frustum[3].dist = m[15] + m[13];
4327 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4328 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4329 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4330 r_refdef.view.frustum[4].dist = m[15] - m[14];
4332 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4333 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4334 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4335 r_refdef.view.frustum[5].dist = m[15] + m[14];
4338 if (r_refdef.view.useperspective)
4340 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4341 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]);
4342 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]);
4343 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]);
4344 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]);
4346 // then the normals from the corners relative to origin
4347 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4348 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4349 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4350 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4352 // in a NORMAL view, forward cross left == up
4353 // in a REFLECTED view, forward cross left == down
4354 // so our cross products above need to be adjusted for a left handed coordinate system
4355 CrossProduct(forward, left, v);
4356 if(DotProduct(v, up) < 0)
4358 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4359 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4360 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4361 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4364 // Leaving those out was a mistake, those were in the old code, and they
4365 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4366 // I couldn't reproduce it after adding those normalizations. --blub
4367 VectorNormalize(r_refdef.view.frustum[0].normal);
4368 VectorNormalize(r_refdef.view.frustum[1].normal);
4369 VectorNormalize(r_refdef.view.frustum[2].normal);
4370 VectorNormalize(r_refdef.view.frustum[3].normal);
4372 // make the corners absolute
4373 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4374 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4375 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4376 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4379 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4381 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4382 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4383 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4384 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4385 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4389 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4390 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4391 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4392 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4393 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4394 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4395 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4396 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4397 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4398 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4400 r_refdef.view.numfrustumplanes = 5;
4402 if (r_refdef.view.useclipplane)
4404 r_refdef.view.numfrustumplanes = 6;
4405 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4408 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4409 PlaneClassify(r_refdef.view.frustum + i);
4411 // LordHavoc: note to all quake engine coders, Quake had a special case
4412 // for 90 degrees which assumed a square view (wrong), so I removed it,
4413 // Quake2 has it disabled as well.
4415 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4416 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4417 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4418 //PlaneClassify(&frustum[0]);
4420 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4421 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4422 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4423 //PlaneClassify(&frustum[1]);
4425 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4426 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4427 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4428 //PlaneClassify(&frustum[2]);
4430 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4431 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4432 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4433 //PlaneClassify(&frustum[3]);
4436 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4437 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4438 //PlaneClassify(&frustum[4]);
4441 static void R_View_UpdateWithScissor(const int *myscissor)
4443 R_Main_ResizeViewCache();
4444 R_View_SetFrustum(myscissor);
4445 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4446 R_View_UpdateEntityVisible();
4449 static void R_View_Update(void)
4451 R_Main_ResizeViewCache();
4452 R_View_SetFrustum(NULL);
4453 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4454 R_View_UpdateEntityVisible();
4457 float viewscalefpsadjusted = 1.0f;
4459 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4461 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4462 scale = bound(0.03125f, scale, 1.0f);
4463 *outwidth = (int)ceil(width * scale);
4464 *outheight = (int)ceil(height * scale);
4467 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4469 const float *customclipplane = NULL;
4471 int /*rtwidth,*/ rtheight;
4472 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4474 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4475 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4476 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4477 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4478 dist = r_refdef.view.clipplane.dist;
4479 plane[0] = r_refdef.view.clipplane.normal[0];
4480 plane[1] = r_refdef.view.clipplane.normal[1];
4481 plane[2] = r_refdef.view.clipplane.normal[2];
4483 customclipplane = plane;
4486 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4487 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4489 if (!r_refdef.view.useperspective)
4490 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);
4491 else if (vid.stencil && r_useinfinitefarclip.integer)
4492 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);
4494 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);
4495 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4496 R_SetViewport(&r_refdef.view.viewport);
4499 void R_EntityMatrix(const matrix4x4_t *matrix)
4501 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4503 gl_modelmatrixchanged = false;
4504 gl_modelmatrix = *matrix;
4505 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4506 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4507 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4508 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4510 switch(vid.renderpath)
4512 case RENDERPATH_GL32:
4513 case RENDERPATH_GLES2:
4514 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4515 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4521 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4523 r_viewport_t viewport;
4527 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4528 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4529 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4530 R_SetViewport(&viewport);
4531 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4532 GL_Color(1, 1, 1, 1);
4533 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4534 GL_BlendFunc(GL_ONE, GL_ZERO);
4535 GL_ScissorTest(false);
4536 GL_DepthMask(false);
4537 GL_DepthRange(0, 1);
4538 GL_DepthTest(false);
4539 GL_DepthFunc(GL_LEQUAL);
4540 R_EntityMatrix(&identitymatrix);
4541 R_Mesh_ResetTextureState();
4542 GL_PolygonOffset(0, 0);
4543 switch(vid.renderpath)
4545 case RENDERPATH_GL32:
4546 case RENDERPATH_GLES2:
4547 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4550 GL_CullFace(GL_NONE);
4555 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4557 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4560 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4562 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4563 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4564 GL_Color(1, 1, 1, 1);
4565 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4566 GL_BlendFunc(GL_ONE, GL_ZERO);
4567 GL_ScissorTest(true);
4569 GL_DepthRange(0, 1);
4571 GL_DepthFunc(GL_LEQUAL);
4572 R_EntityMatrix(&identitymatrix);
4573 R_Mesh_ResetTextureState();
4574 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4575 switch(vid.renderpath)
4577 case RENDERPATH_GL32:
4578 case RENDERPATH_GLES2:
4579 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4582 GL_CullFace(r_refdef.view.cullface_back);
4587 R_RenderView_UpdateViewVectors
4590 void R_RenderView_UpdateViewVectors(void)
4592 // break apart the view matrix into vectors for various purposes
4593 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4594 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4595 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4596 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4597 // make an inverted copy of the view matrix for tracking sprites
4598 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4601 void R_RenderTarget_FreeUnused(qboolean force)
4604 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4605 for (i = 0; i < end; i++)
4607 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4608 // free resources for rendertargets that have not been used for a while
4609 // (note: this check is run after the frame render, so any targets used
4610 // this frame will not be affected even at low framerates)
4611 if (r && (realtime - r->lastusetime > 0.2 || force))
4614 R_Mesh_DestroyFramebufferObject(r->fbo);
4615 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4616 if (r->colortexture[j])
4617 R_FreeTexture(r->colortexture[j]);
4618 if (r->depthtexture)
4619 R_FreeTexture(r->depthtexture);
4620 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4625 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4627 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4631 y2 = (th - y - h) * ih;
4642 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)
4645 r_rendertarget_t *r = NULL;
4647 // first try to reuse an existing slot if possible
4648 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4649 for (i = 0; i < end; i++)
4651 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4652 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)
4657 // no unused exact match found, so we have to make one in the first unused slot
4658 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4659 r->texturewidth = texturewidth;
4660 r->textureheight = textureheight;
4661 r->colortextype[0] = colortextype0;
4662 r->colortextype[1] = colortextype1;
4663 r->colortextype[2] = colortextype2;
4664 r->colortextype[3] = colortextype3;
4665 r->depthtextype = depthtextype;
4666 r->depthisrenderbuffer = depthisrenderbuffer;
4667 for (j = 0; j < 4; j++)
4668 if (r->colortextype[j])
4669 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);
4670 if (r->depthtextype)
4672 if (r->depthisrenderbuffer)
4673 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);
4675 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);
4677 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4679 r_refdef.stats[r_stat_rendertargets_used]++;
4680 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4681 r->lastusetime = realtime;
4682 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4686 static void R_Water_StartFrame(void)
4688 int waterwidth, waterheight;
4690 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4693 // set waterwidth and waterheight to the water resolution that will be
4694 // used (often less than the screen resolution for faster rendering)
4695 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4696 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4697 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4699 if (!r_water.integer || r_showsurfaces.integer)
4700 waterwidth = waterheight = 0;
4702 // set up variables that will be used in shader setup
4703 r_fb.water.waterwidth = waterwidth;
4704 r_fb.water.waterheight = waterheight;
4705 r_fb.water.texturewidth = waterwidth;
4706 r_fb.water.textureheight = waterheight;
4707 r_fb.water.camerawidth = waterwidth;
4708 r_fb.water.cameraheight = waterheight;
4709 r_fb.water.screenscale[0] = 0.5f;
4710 r_fb.water.screenscale[1] = 0.5f;
4711 r_fb.water.screencenter[0] = 0.5f;
4712 r_fb.water.screencenter[1] = 0.5f;
4713 r_fb.water.enabled = waterwidth != 0;
4715 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4716 r_fb.water.numwaterplanes = 0;
4719 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4721 int planeindex, bestplaneindex, vertexindex;
4722 vec3_t mins, maxs, normal, center, v, n;
4723 vec_t planescore, bestplanescore;
4725 r_waterstate_waterplane_t *p;
4726 texture_t *t = R_GetCurrentTexture(surface->texture);
4728 rsurface.texture = t;
4729 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4730 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4731 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4733 // average the vertex normals, find the surface bounds (after deformvertexes)
4734 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4735 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4736 VectorCopy(n, normal);
4737 VectorCopy(v, mins);
4738 VectorCopy(v, maxs);
4739 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4741 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4742 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4743 VectorAdd(normal, n, normal);
4744 mins[0] = min(mins[0], v[0]);
4745 mins[1] = min(mins[1], v[1]);
4746 mins[2] = min(mins[2], v[2]);
4747 maxs[0] = max(maxs[0], v[0]);
4748 maxs[1] = max(maxs[1], v[1]);
4749 maxs[2] = max(maxs[2], v[2]);
4751 VectorNormalize(normal);
4752 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4754 VectorCopy(normal, plane.normal);
4755 VectorNormalize(plane.normal);
4756 plane.dist = DotProduct(center, plane.normal);
4757 PlaneClassify(&plane);
4758 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4760 // skip backfaces (except if nocullface is set)
4761 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4763 VectorNegate(plane.normal, plane.normal);
4765 PlaneClassify(&plane);
4769 // find a matching plane if there is one
4770 bestplaneindex = -1;
4771 bestplanescore = 1048576.0f;
4772 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4774 if(p->camera_entity == t->camera_entity)
4776 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4777 if (bestplaneindex < 0 || bestplanescore > planescore)
4779 bestplaneindex = planeindex;
4780 bestplanescore = planescore;
4784 planeindex = bestplaneindex;
4786 // if this surface does not fit any known plane rendered this frame, add one
4787 if (planeindex < 0 || bestplanescore > 0.001f)
4789 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4791 // store the new plane
4792 planeindex = r_fb.water.numwaterplanes++;
4793 p = r_fb.water.waterplanes + planeindex;
4795 // clear materialflags and pvs
4796 p->materialflags = 0;
4797 p->pvsvalid = false;
4798 p->camera_entity = t->camera_entity;
4799 VectorCopy(mins, p->mins);
4800 VectorCopy(maxs, p->maxs);
4804 // We're totally screwed.
4810 // merge mins/maxs when we're adding this surface to the plane
4811 p = r_fb.water.waterplanes + planeindex;
4812 p->mins[0] = min(p->mins[0], mins[0]);
4813 p->mins[1] = min(p->mins[1], mins[1]);
4814 p->mins[2] = min(p->mins[2], mins[2]);
4815 p->maxs[0] = max(p->maxs[0], maxs[0]);
4816 p->maxs[1] = max(p->maxs[1], maxs[1]);
4817 p->maxs[2] = max(p->maxs[2], maxs[2]);
4819 // merge this surface's materialflags into the waterplane
4820 p->materialflags |= t->currentmaterialflags;
4821 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4823 // merge this surface's PVS into the waterplane
4824 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4825 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4827 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4833 extern cvar_t r_drawparticles;
4834 extern cvar_t r_drawdecals;
4836 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4839 r_refdef_view_t originalview;
4840 r_refdef_view_t myview;
4841 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;
4842 r_waterstate_waterplane_t *p;
4844 r_rendertarget_t *rt;
4846 originalview = r_refdef.view;
4848 // lowquality hack, temporarily shut down some cvars and restore afterwards
4849 qualityreduction = r_water_lowquality.integer;
4850 if (qualityreduction > 0)
4852 if (qualityreduction >= 1)
4854 old_r_shadows = r_shadows.integer;
4855 old_r_worldrtlight = r_shadow_realtime_world.integer;
4856 old_r_dlight = r_shadow_realtime_dlight.integer;
4857 Cvar_SetValueQuick(&r_shadows, 0);
4858 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4859 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4861 if (qualityreduction >= 2)
4863 old_r_dynamic = r_dynamic.integer;
4864 old_r_particles = r_drawparticles.integer;
4865 old_r_decals = r_drawdecals.integer;
4866 Cvar_SetValueQuick(&r_dynamic, 0);
4867 Cvar_SetValueQuick(&r_drawparticles, 0);
4868 Cvar_SetValueQuick(&r_drawdecals, 0);
4872 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4874 p->rt_reflection = NULL;
4875 p->rt_refraction = NULL;
4876 p->rt_camera = NULL;
4880 r_refdef.view = originalview;
4881 r_refdef.view.showdebug = false;
4882 r_refdef.view.width = r_fb.water.waterwidth;
4883 r_refdef.view.height = r_fb.water.waterheight;
4884 r_refdef.view.useclipplane = true;
4885 myview = r_refdef.view;
4886 r_fb.water.renderingscene = true;
4887 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4889 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4892 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4894 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);
4895 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4897 r_refdef.view = myview;
4898 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4899 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4900 if(r_water_scissormode.integer)
4902 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4903 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4905 p->rt_reflection = NULL;
4906 p->rt_refraction = NULL;
4907 p->rt_camera = NULL;
4912 r_refdef.view.clipplane = p->plane;
4913 // reflected view origin may be in solid, so don't cull with it
4914 r_refdef.view.usevieworiginculling = false;
4915 // reverse the cullface settings for this render
4916 r_refdef.view.cullface_front = GL_FRONT;
4917 r_refdef.view.cullface_back = GL_BACK;
4918 // combined pvs (based on what can be seen from each surface center)
4919 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4921 r_refdef.view.usecustompvs = true;
4923 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4925 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4928 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4929 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4930 GL_ScissorTest(false);
4931 R_ClearScreen(r_refdef.fogenabled);
4932 GL_ScissorTest(true);
4933 if(r_water_scissormode.integer & 2)
4934 R_View_UpdateWithScissor(myscissor);
4937 R_AnimCache_CacheVisibleEntities();
4938 if(r_water_scissormode.integer & 1)
4939 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4940 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4942 r_fb.water.hideplayer = false;
4943 p->rt_reflection = rt;
4946 // render the normal view scene and copy into texture
4947 // (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)
4948 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4950 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);
4951 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4953 r_refdef.view = myview;
4954 if(r_water_scissormode.integer)
4956 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4957 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4959 p->rt_reflection = NULL;
4960 p->rt_refraction = NULL;
4961 p->rt_camera = NULL;
4966 // combined pvs (based on what can be seen from each surface center)
4967 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4969 r_refdef.view.usecustompvs = true;
4971 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4973 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4976 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4978 r_refdef.view.clipplane = p->plane;
4979 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4980 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4982 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4984 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4985 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4986 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4987 R_RenderView_UpdateViewVectors();
4988 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4990 r_refdef.view.usecustompvs = true;
4991 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);
4995 PlaneClassify(&r_refdef.view.clipplane);
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);
5001 if(r_water_scissormode.integer & 2)
5002 R_View_UpdateWithScissor(myscissor);
5005 R_AnimCache_CacheVisibleEntities();
5006 if(r_water_scissormode.integer & 1)
5007 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5008 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5010 r_fb.water.hideplayer = false;
5011 p->rt_refraction = rt;
5013 else if (p->materialflags & MATERIALFLAG_CAMERA)
5015 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);
5016 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5018 r_refdef.view = myview;
5020 r_refdef.view.clipplane = p->plane;
5021 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5022 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5024 r_refdef.view.width = r_fb.water.camerawidth;
5025 r_refdef.view.height = r_fb.water.cameraheight;
5026 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5027 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5028 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5029 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5031 if(p->camera_entity)
5033 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5034 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5037 // note: all of the view is used for displaying... so
5038 // there is no use in scissoring
5040 // reverse the cullface settings for this render
5041 r_refdef.view.cullface_front = GL_FRONT;
5042 r_refdef.view.cullface_back = GL_BACK;
5043 // also reverse the view matrix
5044 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
5045 R_RenderView_UpdateViewVectors();
5046 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5048 r_refdef.view.usecustompvs = true;
5049 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);
5052 // camera needs no clipplane
5053 r_refdef.view.useclipplane = false;
5054 // TODO: is the camera origin always valid? if so we don't need to clear this
5055 r_refdef.view.usevieworiginculling = false;
5057 PlaneClassify(&r_refdef.view.clipplane);
5059 r_fb.water.hideplayer = false;
5061 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5062 GL_ScissorTest(false);
5063 R_ClearScreen(r_refdef.fogenabled);
5064 GL_ScissorTest(true);
5066 R_AnimCache_CacheVisibleEntities();
5067 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5069 r_fb.water.hideplayer = false;
5074 r_fb.water.renderingscene = false;
5075 r_refdef.view = originalview;
5076 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5078 R_AnimCache_CacheVisibleEntities();
5081 r_refdef.view = originalview;
5082 r_fb.water.renderingscene = false;
5083 Cvar_SetValueQuick(&r_water, 0);
5084 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5086 // lowquality hack, restore cvars
5087 if (qualityreduction > 0)
5089 if (qualityreduction >= 1)
5091 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5092 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5093 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5095 if (qualityreduction >= 2)
5097 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5098 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5099 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5104 static void R_Bloom_StartFrame(void)
5106 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5107 int viewwidth, viewheight;
5108 textype_t textype = TEXTYPE_COLORBUFFER;
5110 // clear the pointers to rendertargets from last frame as they're stale
5111 r_fb.rt_screen = NULL;
5112 r_fb.rt_bloom = NULL;
5114 switch (vid.renderpath)
5116 case RENDERPATH_GL32:
5117 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5118 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5119 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5121 case RENDERPATH_GLES2:
5122 r_fb.usedepthtextures = false;
5126 if (r_viewscale_fpsscaling.integer)
5128 double actualframetime;
5129 double targetframetime;
5131 actualframetime = r_refdef.lastdrawscreentime;
5132 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5133 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5134 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5135 if (r_viewscale_fpsscaling_stepsize.value > 0)
5136 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5137 viewscalefpsadjusted += adjust;
5138 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5141 viewscalefpsadjusted = 1.0f;
5143 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5145 // set bloomwidth and bloomheight to the bloom resolution that will be
5146 // used (often less than the screen resolution for faster rendering)
5147 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5148 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5149 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5150 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5151 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5153 // calculate desired texture sizes
5154 screentexturewidth = viewwidth;
5155 screentextureheight = viewheight;
5156 bloomtexturewidth = r_fb.bloomwidth;
5157 bloomtextureheight = r_fb.bloomheight;
5159 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))
5161 Cvar_SetValueQuick(&r_bloom, 0);
5162 Cvar_SetValueQuick(&r_motionblur, 0);
5163 Cvar_SetValueQuick(&r_damageblur, 0);
5166 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5167 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5169 if (r_fb.ghosttexture)
5170 R_FreeTexture(r_fb.ghosttexture);
5171 r_fb.ghosttexture = NULL;
5173 r_fb.screentexturewidth = screentexturewidth;
5174 r_fb.screentextureheight = screentextureheight;
5175 r_fb.textype = textype;
5177 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5179 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5180 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);
5181 r_fb.ghosttexture_valid = false;
5185 if (r_bloom.integer)
5187 // bloom texture is a different resolution
5188 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5189 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5190 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5193 r_fb.bloomwidth = r_fb.bloomheight = 0;
5195 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5197 r_refdef.view.clear = true;
5200 static void R_Bloom_MakeTexture(void)
5203 float xoffset, yoffset, r, brighten;
5204 float colorscale = r_bloom_colorscale.value;
5205 r_viewport_t bloomviewport;
5206 r_rendertarget_t *prev, *cur;
5207 textype_t textype = r_fb.rt_screen->colortextype[0];
5209 r_refdef.stats[r_stat_bloom]++;
5211 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5213 // scale down screen texture to the bloom texture size
5215 prev = r_fb.rt_screen;
5216 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5217 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5218 R_SetViewport(&bloomviewport);
5219 GL_CullFace(GL_NONE);
5220 GL_DepthTest(false);
5221 GL_BlendFunc(GL_ONE, GL_ZERO);
5222 GL_Color(colorscale, colorscale, colorscale, 1);
5223 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5224 // TODO: do boxfilter scale-down in shader?
5225 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5226 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5227 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5228 // we now have a properly scaled bloom image
5230 // multiply bloom image by itself as many times as desired to darken it
5231 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5232 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5235 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5236 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5238 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5240 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5241 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5242 GL_Color(1,1,1,1); // no fix factor supported here
5243 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5244 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5245 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5246 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5250 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5251 brighten = r_bloom_brighten.value;
5252 brighten = sqrt(brighten);
5254 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5256 for (dir = 0;dir < 2;dir++)
5259 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5260 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5261 // blend on at multiple vertical offsets to achieve a vertical blur
5262 // TODO: do offset blends using GLSL
5263 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5265 GL_BlendFunc(GL_ONE, GL_ZERO);
5267 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5269 for (x = -range;x <= range;x++)
5271 if (!dir){xoffset = 0;yoffset = x;}
5272 else {xoffset = x;yoffset = 0;}
5273 xoffset /= (float)prev->texturewidth;
5274 yoffset /= (float)prev->textureheight;
5275 // compute a texcoord array with the specified x and y offset
5276 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5277 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5278 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5279 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5280 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5281 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5282 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5283 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5284 // this r value looks like a 'dot' particle, fading sharply to
5285 // black at the edges
5286 // (probably not realistic but looks good enough)
5287 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5288 //r = brighten/(range*2+1);
5289 r = brighten / (range * 2 + 1);
5291 r *= (1 - x*x/(float)((range+1)*(range+1)));
5295 GL_Color(r, r, r, 1);
5297 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5299 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5300 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5302 GL_BlendFunc(GL_ONE, GL_ONE);
5307 // now we have the bloom image, so keep track of it
5308 r_fb.rt_bloom = cur;
5311 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5313 dpuint64 permutation;
5314 float uservecs[4][4];
5315 rtexture_t *viewtexture;
5316 rtexture_t *bloomtexture;
5318 R_EntityMatrix(&identitymatrix);
5320 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5322 // declare variables
5323 float blur_factor, blur_mouseaccel, blur_velocity;
5324 static float blur_average;
5325 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5327 // set a goal for the factoring
5328 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5329 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5330 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5331 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5332 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5333 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5335 // from the goal, pick an averaged value between goal and last value
5336 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5337 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5339 // enforce minimum amount of blur
5340 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5342 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5344 // calculate values into a standard alpha
5345 cl.motionbluralpha = 1 - exp(-
5347 (r_motionblur.value * blur_factor / 80)
5349 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5352 max(0.0001, cl.time - cl.oldtime) // fps independent
5355 // randomization for the blur value to combat persistent ghosting
5356 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5357 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5360 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5361 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5363 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5364 GL_Color(1, 1, 1, cl.motionbluralpha);
5365 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5366 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5367 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5368 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5369 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5372 // updates old view angles for next pass
5373 VectorCopy(cl.viewangles, blur_oldangles);
5375 // copy view into the ghost texture
5376 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5377 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5378 r_fb.ghosttexture_valid = true;
5381 if (r_fb.bloomwidth)
5383 // make the bloom texture
5384 R_Bloom_MakeTexture();
5387 #if _MSC_VER >= 1400
5388 #define sscanf sscanf_s
5390 memset(uservecs, 0, sizeof(uservecs));
5391 if (r_glsl_postprocess_uservec1_enable.integer)
5392 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5393 if (r_glsl_postprocess_uservec2_enable.integer)
5394 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5395 if (r_glsl_postprocess_uservec3_enable.integer)
5396 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5397 if (r_glsl_postprocess_uservec4_enable.integer)
5398 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5400 // render to the screen fbo
5401 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5402 GL_Color(1, 1, 1, 1);
5403 GL_BlendFunc(GL_ONE, GL_ZERO);
5405 viewtexture = r_fb.rt_screen->colortexture[0];
5406 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5408 if (r_rendertarget_debug.integer >= 0)
5410 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5411 if (rt && rt->colortexture[0])
5413 viewtexture = rt->colortexture[0];
5414 bloomtexture = NULL;
5418 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5419 switch(vid.renderpath)
5421 case RENDERPATH_GL32:
5422 case RENDERPATH_GLES2:
5424 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5425 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5426 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5427 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5428 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5429 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5430 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5431 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5432 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5433 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]);
5434 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5435 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]);
5436 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]);
5437 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]);
5438 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]);
5439 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5440 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5441 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);
5444 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5445 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5448 matrix4x4_t r_waterscrollmatrix;
5450 void R_UpdateFog(void)
5453 if (gamemode == GAME_NEHAHRA)
5455 if (gl_fogenable.integer)
5457 r_refdef.oldgl_fogenable = true;
5458 r_refdef.fog_density = gl_fogdensity.value;
5459 r_refdef.fog_red = gl_fogred.value;
5460 r_refdef.fog_green = gl_foggreen.value;
5461 r_refdef.fog_blue = gl_fogblue.value;
5462 r_refdef.fog_alpha = 1;
5463 r_refdef.fog_start = 0;
5464 r_refdef.fog_end = gl_skyclip.value;
5465 r_refdef.fog_height = 1<<30;
5466 r_refdef.fog_fadedepth = 128;
5468 else if (r_refdef.oldgl_fogenable)
5470 r_refdef.oldgl_fogenable = false;
5471 r_refdef.fog_density = 0;
5472 r_refdef.fog_red = 0;
5473 r_refdef.fog_green = 0;
5474 r_refdef.fog_blue = 0;
5475 r_refdef.fog_alpha = 0;
5476 r_refdef.fog_start = 0;
5477 r_refdef.fog_end = 0;
5478 r_refdef.fog_height = 1<<30;
5479 r_refdef.fog_fadedepth = 128;
5484 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5485 r_refdef.fog_start = max(0, r_refdef.fog_start);
5486 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5488 if (r_refdef.fog_density && r_drawfog.integer)
5490 r_refdef.fogenabled = true;
5491 // this is the point where the fog reaches 0.9986 alpha, which we
5492 // consider a good enough cutoff point for the texture
5493 // (0.9986 * 256 == 255.6)
5494 if (r_fog_exp2.integer)
5495 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5497 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5498 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5499 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5500 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5501 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5502 R_BuildFogHeightTexture();
5503 // fog color was already set
5504 // update the fog texture
5505 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)
5506 R_BuildFogTexture();
5507 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5508 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5511 r_refdef.fogenabled = false;
5514 if (r_refdef.fog_density)
5516 r_refdef.fogcolor[0] = r_refdef.fog_red;
5517 r_refdef.fogcolor[1] = r_refdef.fog_green;
5518 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5520 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5521 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5522 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5523 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5527 VectorCopy(r_refdef.fogcolor, fogvec);
5528 // color.rgb *= ContrastBoost * SceneBrightness;
5529 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5530 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5531 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5532 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5537 void R_UpdateVariables(void)
5541 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5543 r_refdef.farclip = r_farclip_base.value;
5544 if (r_refdef.scene.worldmodel)
5545 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5546 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5548 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5549 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5550 r_refdef.polygonfactor = 0;
5551 r_refdef.polygonoffset = 0;
5553 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5554 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5555 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5556 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5557 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5558 if (FAKELIGHT_ENABLED)
5560 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5562 else if (r_refdef.scene.worldmodel)
5564 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5566 if (r_showsurfaces.integer)
5568 r_refdef.scene.rtworld = false;
5569 r_refdef.scene.rtworldshadows = false;
5570 r_refdef.scene.rtdlight = false;
5571 r_refdef.scene.rtdlightshadows = false;
5572 r_refdef.scene.lightmapintensity = 0;
5575 r_gpuskeletal = false;
5576 switch(vid.renderpath)
5578 case RENDERPATH_GL32:
5579 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5580 case RENDERPATH_GLES2:
5581 if(!vid_gammatables_trivial)
5583 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5585 // build GLSL gamma texture
5586 #define RAMPWIDTH 256
5587 unsigned short ramp[RAMPWIDTH * 3];
5588 unsigned char rampbgr[RAMPWIDTH][4];
5591 r_texture_gammaramps_serial = vid_gammatables_serial;
5593 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5594 for(i = 0; i < RAMPWIDTH; ++i)
5596 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5597 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5598 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5601 if (r_texture_gammaramps)
5603 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5607 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5613 // remove GLSL gamma texture
5619 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5620 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5626 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5627 if( scenetype != r_currentscenetype ) {
5628 // store the old scenetype
5629 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5630 r_currentscenetype = scenetype;
5631 // move in the new scene
5632 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5641 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5643 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5644 if( scenetype == r_currentscenetype ) {
5645 return &r_refdef.scene;
5647 return &r_scenes_store[ scenetype ];
5651 static int R_SortEntities_Compare(const void *ap, const void *bp)
5653 const entity_render_t *a = *(const entity_render_t **)ap;
5654 const entity_render_t *b = *(const entity_render_t **)bp;
5657 if(a->model < b->model)
5659 if(a->model > b->model)
5663 // TODO possibly calculate the REAL skinnum here first using
5665 if(a->skinnum < b->skinnum)
5667 if(a->skinnum > b->skinnum)
5670 // everything we compared is equal
5673 static void R_SortEntities(void)
5675 // below or equal 2 ents, sorting never gains anything
5676 if(r_refdef.scene.numentities <= 2)
5679 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5687 extern cvar_t r_shadow_bouncegrid;
5688 extern cvar_t v_isometric;
5689 extern void V_MakeViewIsometric(void);
5690 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5692 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5694 rtexture_t *viewdepthtexture = NULL;
5695 rtexture_t *viewcolortexture = NULL;
5696 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5698 // finish any 2D rendering that was queued
5701 if (r_timereport_active)
5702 R_TimeReport("start");
5703 r_textureframe++; // used only by R_GetCurrentTexture
5704 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5706 if(R_CompileShader_CheckStaticParms())
5709 if (!r_drawentities.integer)
5710 r_refdef.scene.numentities = 0;
5711 else if (r_sortentities.integer)
5714 R_AnimCache_ClearCache();
5716 /* adjust for stereo display */
5717 if(R_Stereo_Active())
5719 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);
5720 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5723 if (r_refdef.view.isoverlay)
5725 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5726 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5727 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5728 R_TimeReport("depthclear");
5730 r_refdef.view.showdebug = false;
5732 r_fb.water.enabled = false;
5733 r_fb.water.numwaterplanes = 0;
5735 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5737 r_refdef.view.matrix = originalmatrix;
5743 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5745 r_refdef.view.matrix = originalmatrix;
5749 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5750 if (v_isometric.integer && r_refdef.view.ismain)
5751 V_MakeViewIsometric();
5753 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5755 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5756 // in sRGB fallback, behave similar to true sRGB: convert this
5757 // value from linear to sRGB
5758 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5760 R_RenderView_UpdateViewVectors();
5762 R_Shadow_UpdateWorldLightSelection();
5764 // this will set up r_fb.rt_screen
5765 R_Bloom_StartFrame();
5767 // apply bloom brightness offset
5769 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5771 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5774 viewfbo = r_fb.rt_screen->fbo;
5775 viewdepthtexture = r_fb.rt_screen->depthtexture;
5776 viewcolortexture = r_fb.rt_screen->colortexture[0];
5780 viewheight = height;
5783 R_Water_StartFrame();
5786 if (r_timereport_active)
5787 R_TimeReport("viewsetup");
5789 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5791 // clear the whole fbo every frame - otherwise the driver will consider
5792 // it to be an inter-frame texture and stall in multi-gpu configurations
5794 GL_ScissorTest(false);
5795 R_ClearScreen(r_refdef.fogenabled);
5796 if (r_timereport_active)
5797 R_TimeReport("viewclear");
5799 r_refdef.view.clear = true;
5801 r_refdef.view.showdebug = true;
5804 if (r_timereport_active)
5805 R_TimeReport("visibility");
5807 R_AnimCache_CacheVisibleEntities();
5808 if (r_timereport_active)
5809 R_TimeReport("animcache");
5811 R_Shadow_UpdateBounceGridTexture();
5812 if (r_timereport_active && r_shadow_bouncegrid.integer)
5813 R_TimeReport("bouncegrid");
5815 r_fb.water.numwaterplanes = 0;
5816 if (r_fb.water.enabled)
5817 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5819 // for the actual view render we use scissoring a fair amount, so scissor
5820 // test needs to be on
5822 GL_ScissorTest(true);
5823 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5824 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5825 r_fb.water.numwaterplanes = 0;
5827 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5828 GL_ScissorTest(false);
5830 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5831 if (r_timereport_active)
5832 R_TimeReport("blendview");
5834 r_refdef.view.matrix = originalmatrix;
5838 // go back to 2d rendering
5842 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5844 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5846 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5847 if (r_timereport_active)
5848 R_TimeReport("waterworld");
5851 // don't let sound skip if going slow
5852 if (r_refdef.scene.extraupdate)
5855 R_DrawModelsAddWaterPlanes();
5856 if (r_timereport_active)
5857 R_TimeReport("watermodels");
5859 if (r_fb.water.numwaterplanes)
5861 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5862 if (r_timereport_active)
5863 R_TimeReport("waterscenes");
5867 extern cvar_t cl_locs_show;
5868 static void R_DrawLocs(void);
5869 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5870 static void R_DrawModelDecals(void);
5871 extern cvar_t cl_decals_newsystem;
5872 extern qboolean r_shadow_usingdeferredprepass;
5873 extern int r_shadow_shadowmapatlas_modelshadows_size;
5874 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5876 qboolean shadowmapping = false;
5878 if (r_timereport_active)
5879 R_TimeReport("beginscene");
5881 r_refdef.stats[r_stat_renders]++;
5885 // don't let sound skip if going slow
5886 if (r_refdef.scene.extraupdate)
5889 R_MeshQueue_BeginScene();
5893 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);
5895 if (r_timereport_active)
5896 R_TimeReport("skystartframe");
5898 if (cl.csqc_vidvars.drawworld)
5900 // don't let sound skip if going slow
5901 if (r_refdef.scene.extraupdate)
5904 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5906 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5907 if (r_timereport_active)
5908 R_TimeReport("worldsky");
5911 if (R_DrawBrushModelsSky() && r_timereport_active)
5912 R_TimeReport("bmodelsky");
5914 if (skyrendermasked && skyrenderlater)
5916 // we have to force off the water clipping plane while rendering sky
5917 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5919 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5920 if (r_timereport_active)
5921 R_TimeReport("sky");
5925 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5926 r_shadow_viewfbo = viewfbo;
5927 r_shadow_viewdepthtexture = viewdepthtexture;
5928 r_shadow_viewcolortexture = viewcolortexture;
5929 r_shadow_viewx = viewx;
5930 r_shadow_viewy = viewy;
5931 r_shadow_viewwidth = viewwidth;
5932 r_shadow_viewheight = viewheight;
5934 R_Shadow_PrepareModelShadows();
5935 R_Shadow_PrepareLights();
5936 if (r_timereport_active)
5937 R_TimeReport("preparelights");
5939 // render all the shadowmaps that will be used for this view
5940 shadowmapping = R_Shadow_ShadowMappingEnabled();
5941 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5943 R_Shadow_DrawShadowMaps();
5944 if (r_timereport_active)
5945 R_TimeReport("shadowmaps");
5948 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5949 if (r_shadow_usingdeferredprepass)
5950 R_Shadow_DrawPrepass();
5952 // now we begin the forward pass of the view render
5953 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5955 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5956 if (r_timereport_active)
5957 R_TimeReport("worlddepth");
5959 if (r_depthfirst.integer >= 2)
5961 R_DrawModelsDepth();
5962 if (r_timereport_active)
5963 R_TimeReport("modeldepth");
5966 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5968 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5969 if (r_timereport_active)
5970 R_TimeReport("world");
5973 // don't let sound skip if going slow
5974 if (r_refdef.scene.extraupdate)
5978 if (r_timereport_active)
5979 R_TimeReport("models");
5981 // don't let sound skip if going slow
5982 if (r_refdef.scene.extraupdate)
5985 if (!r_shadow_usingdeferredprepass)
5987 R_Shadow_DrawLights();
5988 if (r_timereport_active)
5989 R_TimeReport("rtlights");
5992 // don't let sound skip if going slow
5993 if (r_refdef.scene.extraupdate)
5996 if (cl.csqc_vidvars.drawworld)
5998 if (cl_decals_newsystem.integer)
6000 R_DrawModelDecals();
6001 if (r_timereport_active)
6002 R_TimeReport("modeldecals");
6007 if (r_timereport_active)
6008 R_TimeReport("decals");
6012 if (r_timereport_active)
6013 R_TimeReport("particles");
6016 if (r_timereport_active)
6017 R_TimeReport("explosions");
6020 if (r_refdef.view.showdebug)
6022 if (cl_locs_show.integer)
6025 if (r_timereport_active)
6026 R_TimeReport("showlocs");
6029 if (r_drawportals.integer)
6032 if (r_timereport_active)
6033 R_TimeReport("portals");
6036 if (r_showbboxes_client.value > 0)
6038 R_DrawEntityBBoxes(CLVM_prog);
6039 if (r_timereport_active)
6040 R_TimeReport("clbboxes");
6042 if (r_showbboxes.value > 0)
6044 R_DrawEntityBBoxes(SVVM_prog);
6045 if (r_timereport_active)
6046 R_TimeReport("svbboxes");
6050 if (r_transparent.integer)
6052 R_MeshQueue_RenderTransparent();
6053 if (r_timereport_active)
6054 R_TimeReport("drawtrans");
6057 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))
6059 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6060 if (r_timereport_active)
6061 R_TimeReport("worlddebug");
6062 R_DrawModelsDebug();
6063 if (r_timereport_active)
6064 R_TimeReport("modeldebug");
6067 if (cl.csqc_vidvars.drawworld)
6069 R_Shadow_DrawCoronas();
6070 if (r_timereport_active)
6071 R_TimeReport("coronas");
6074 // don't let sound skip if going slow
6075 if (r_refdef.scene.extraupdate)
6079 static const unsigned short bboxelements[36] =
6089 #define BBOXEDGES 13
6090 static const float bboxedges[BBOXEDGES][6] =
6093 { 0, 0, 0, 1, 1, 1 },
6095 { 0, 0, 0, 0, 1, 0 },
6096 { 0, 0, 0, 1, 0, 0 },
6097 { 0, 1, 0, 1, 1, 0 },
6098 { 1, 0, 0, 1, 1, 0 },
6100 { 0, 0, 1, 0, 1, 1 },
6101 { 0, 0, 1, 1, 0, 1 },
6102 { 0, 1, 1, 1, 1, 1 },
6103 { 1, 0, 1, 1, 1, 1 },
6105 { 0, 0, 0, 0, 0, 1 },
6106 { 1, 0, 0, 1, 0, 1 },
6107 { 0, 1, 0, 0, 1, 1 },
6108 { 1, 1, 0, 1, 1, 1 },
6111 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6113 int numvertices = BBOXEDGES * 8;
6114 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6115 int numtriangles = BBOXEDGES * 12;
6116 unsigned short elements[BBOXEDGES * 36];
6118 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6120 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6122 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6123 GL_DepthMask(false);
6124 GL_DepthRange(0, 1);
6125 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6127 for (edge = 0; edge < BBOXEDGES; edge++)
6129 for (i = 0; i < 3; i++)
6131 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6132 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6134 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6135 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6136 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6137 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6138 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6139 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6140 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6141 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6142 for (i = 0; i < 36; i++)
6143 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6145 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6146 if (r_refdef.fogenabled)
6148 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6150 f1 = RSurf_FogVertex(v);
6152 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6153 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6154 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6157 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6158 R_Mesh_ResetTextureState();
6159 R_SetupShader_Generic_NoTexture(false, false);
6160 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6163 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6165 // hacky overloading of the parameters
6166 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6169 prvm_edict_t *edict;
6171 GL_CullFace(GL_NONE);
6172 R_SetupShader_Generic_NoTexture(false, false);
6174 for (i = 0;i < numsurfaces;i++)
6176 edict = PRVM_EDICT_NUM(surfacelist[i]);
6177 switch ((int)PRVM_serveredictfloat(edict, solid))
6179 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6180 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6181 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6182 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6183 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6184 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6185 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6187 if (prog == CLVM_prog)
6188 color[3] *= r_showbboxes_client.value;
6190 color[3] *= r_showbboxes.value;
6191 color[3] = bound(0, color[3], 1);
6192 GL_DepthTest(!r_showdisabledepthtest.integer);
6193 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6197 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6200 prvm_edict_t *edict;
6206 for (i = 0; i < prog->num_edicts; i++)
6208 edict = PRVM_EDICT_NUM(i);
6209 if (edict->priv.server->free)
6211 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6212 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6214 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6216 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6217 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6221 static const int nomodelelement3i[24] =
6233 static const unsigned short nomodelelement3s[24] =
6245 static const float nomodelvertex3f[6*3] =
6255 static const float nomodelcolor4f[6*4] =
6257 0.0f, 0.0f, 0.5f, 1.0f,
6258 0.0f, 0.0f, 0.5f, 1.0f,
6259 0.0f, 0.5f, 0.0f, 1.0f,
6260 0.0f, 0.5f, 0.0f, 1.0f,
6261 0.5f, 0.0f, 0.0f, 1.0f,
6262 0.5f, 0.0f, 0.0f, 1.0f
6265 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6271 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);
6273 // this is only called once per entity so numsurfaces is always 1, and
6274 // surfacelist is always {0}, so this code does not handle batches
6276 if (rsurface.ent_flags & RENDER_ADDITIVE)
6278 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6279 GL_DepthMask(false);
6281 else if (ent->alpha < 1)
6283 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6284 GL_DepthMask(false);
6288 GL_BlendFunc(GL_ONE, GL_ZERO);
6291 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6292 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6293 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6294 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6295 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6296 for (i = 0, c = color4f;i < 6;i++, c += 4)
6298 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6299 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6300 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6303 if (r_refdef.fogenabled)
6305 for (i = 0, c = color4f;i < 6;i++, c += 4)
6307 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6309 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6310 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6311 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6314 // R_Mesh_ResetTextureState();
6315 R_SetupShader_Generic_NoTexture(false, false);
6316 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6317 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6320 void R_DrawNoModel(entity_render_t *ent)
6323 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6324 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6325 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6327 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6330 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6332 vec3_t right1, right2, diff, normal;
6334 VectorSubtract (org2, org1, normal);
6336 // calculate 'right' vector for start
6337 VectorSubtract (r_refdef.view.origin, org1, diff);
6338 CrossProduct (normal, diff, right1);
6339 VectorNormalize (right1);
6341 // calculate 'right' vector for end
6342 VectorSubtract (r_refdef.view.origin, org2, diff);
6343 CrossProduct (normal, diff, right2);
6344 VectorNormalize (right2);
6346 vert[ 0] = org1[0] + width * right1[0];
6347 vert[ 1] = org1[1] + width * right1[1];
6348 vert[ 2] = org1[2] + width * right1[2];
6349 vert[ 3] = org1[0] - width * right1[0];
6350 vert[ 4] = org1[1] - width * right1[1];
6351 vert[ 5] = org1[2] - width * right1[2];
6352 vert[ 6] = org2[0] - width * right2[0];
6353 vert[ 7] = org2[1] - width * right2[1];
6354 vert[ 8] = org2[2] - width * right2[2];
6355 vert[ 9] = org2[0] + width * right2[0];
6356 vert[10] = org2[1] + width * right2[1];
6357 vert[11] = org2[2] + width * right2[2];
6360 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)
6362 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6363 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6364 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6365 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6366 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6367 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6368 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6369 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6370 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6371 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6372 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6373 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6376 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6381 VectorSet(v, x, y, z);
6382 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6383 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6385 if (i == mesh->numvertices)
6387 if (mesh->numvertices < mesh->maxvertices)
6389 VectorCopy(v, vertex3f);
6390 mesh->numvertices++;
6392 return mesh->numvertices;
6398 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6402 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6403 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6404 e = mesh->element3i + mesh->numtriangles * 3;
6405 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6407 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6408 if (mesh->numtriangles < mesh->maxtriangles)
6413 mesh->numtriangles++;
6415 element[1] = element[2];
6419 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6423 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6424 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6425 e = mesh->element3i + mesh->numtriangles * 3;
6426 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6428 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6429 if (mesh->numtriangles < mesh->maxtriangles)
6434 mesh->numtriangles++;
6436 element[1] = element[2];
6440 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6441 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6443 int planenum, planenum2;
6446 mplane_t *plane, *plane2;
6448 double temppoints[2][256*3];
6449 // figure out how large a bounding box we need to properly compute this brush
6451 for (w = 0;w < numplanes;w++)
6452 maxdist = max(maxdist, fabs(planes[w].dist));
6453 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6454 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6455 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6459 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6460 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6462 if (planenum2 == planenum)
6464 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);
6467 if (tempnumpoints < 3)
6469 // generate elements forming a triangle fan for this polygon
6470 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6474 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
6476 texturelayer_t *layer;
6477 layer = t->currentlayers + t->currentnumlayers++;
6479 layer->depthmask = depthmask;
6480 layer->blendfunc1 = blendfunc1;
6481 layer->blendfunc2 = blendfunc2;
6482 layer->texture = texture;
6483 layer->texmatrix = *matrix;
6484 layer->color[0] = r;
6485 layer->color[1] = g;
6486 layer->color[2] = b;
6487 layer->color[3] = a;
6490 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6492 if(parms[0] == 0 && parms[1] == 0)
6494 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6495 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6500 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6503 index = parms[2] + rsurface.shadertime * parms[3];
6504 index -= floor(index);
6505 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6508 case Q3WAVEFUNC_NONE:
6509 case Q3WAVEFUNC_NOISE:
6510 case Q3WAVEFUNC_COUNT:
6513 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6514 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6515 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6516 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6517 case Q3WAVEFUNC_TRIANGLE:
6519 f = index - floor(index);
6532 f = parms[0] + parms[1] * f;
6533 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6534 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6538 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6545 matrix4x4_t matrix, temp;
6546 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6547 // it's better to have one huge fixup every 9 hours than gradual
6548 // degradation over time which looks consistently bad after many hours.
6550 // tcmod scroll in particular suffers from this degradation which can't be
6551 // effectively worked around even with floor() tricks because we don't
6552 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6553 // a workaround involving floor() would be incorrect anyway...
6554 shadertime = rsurface.shadertime;
6555 if (shadertime >= 32768.0f)
6556 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6557 switch(tcmod->tcmod)
6561 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6562 matrix = r_waterscrollmatrix;
6564 matrix = identitymatrix;
6566 case Q3TCMOD_ENTITYTRANSLATE:
6567 // this is used in Q3 to allow the gamecode to control texcoord
6568 // scrolling on the entity, which is not supported in darkplaces yet.
6569 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6571 case Q3TCMOD_ROTATE:
6572 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6573 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6574 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6577 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6579 case Q3TCMOD_SCROLL:
6580 // this particular tcmod is a "bug for bug" compatible one with regards to
6581 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6582 // specifically did the wrapping and so we must mimic that...
6583 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6584 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6585 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6587 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6588 w = (int) tcmod->parms[0];
6589 h = (int) tcmod->parms[1];
6590 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6592 idx = (int) floor(f * w * h);
6593 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6595 case Q3TCMOD_STRETCH:
6596 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6597 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6599 case Q3TCMOD_TRANSFORM:
6600 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6601 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6602 VectorSet(tcmat + 6, 0 , 0 , 1);
6603 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6604 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6606 case Q3TCMOD_TURBULENT:
6607 // this is handled in the RSurf_PrepareVertices function
6608 matrix = identitymatrix;
6612 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6615 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6617 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6618 char name[MAX_QPATH];
6619 skinframe_t *skinframe;
6620 unsigned char pixels[296*194];
6621 strlcpy(cache->name, skinname, sizeof(cache->name));
6622 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6623 if (developer_loading.integer)
6624 Con_Printf("loading %s\n", name);
6625 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6626 if (!skinframe || !skinframe->base)
6629 fs_offset_t filesize;
6631 f = FS_LoadFile(name, tempmempool, true, &filesize);
6634 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6635 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6639 cache->skinframe = skinframe;
6642 texture_t *R_GetCurrentTexture(texture_t *t)
6645 const entity_render_t *ent = rsurface.entity;
6646 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6647 q3shaderinfo_layer_tcmod_t *tcmod;
6648 float specularscale = 0.0f;
6650 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6651 return t->currentframe;
6652 t->update_lastrenderframe = r_textureframe;
6653 t->update_lastrenderentity = (void *)ent;
6655 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6656 t->camera_entity = ent->entitynumber;
6658 t->camera_entity = 0;
6660 // switch to an alternate material if this is a q1bsp animated material
6662 texture_t *texture = t;
6663 int s = rsurface.ent_skinnum;
6664 if ((unsigned int)s >= (unsigned int)model->numskins)
6666 if (model->skinscenes)
6668 if (model->skinscenes[s].framecount > 1)
6669 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6671 s = model->skinscenes[s].firstframe;
6674 t = t + s * model->num_surfaces;
6677 // use an alternate animation if the entity's frame is not 0,
6678 // and only if the texture has an alternate animation
6679 if (t->animated == 2) // q2bsp
6680 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6681 else if (rsurface.ent_alttextures && t->anim_total[1])
6682 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6684 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6686 texture->currentframe = t;
6689 // update currentskinframe to be a qw skin or animation frame
6690 if (rsurface.ent_qwskin >= 0)
6692 i = rsurface.ent_qwskin;
6693 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6695 r_qwskincache_size = cl.maxclients;
6697 Mem_Free(r_qwskincache);
6698 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6700 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6701 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6702 t->currentskinframe = r_qwskincache[i].skinframe;
6703 if (t->materialshaderpass && t->currentskinframe == NULL)
6704 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6706 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6707 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6708 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6709 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6711 t->currentmaterialflags = t->basematerialflags;
6712 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6713 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6714 t->currentalpha *= r_wateralpha.value;
6715 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6716 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6717 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6718 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6720 // decide on which type of lighting to use for this surface
6721 if (rsurface.entity->render_modellight_forced)
6722 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6723 if (rsurface.entity->render_rtlight_disabled)
6724 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6725 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6727 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6728 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6729 for (q = 0; q < 3; q++)
6731 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6732 t->render_modellight_lightdir[q] = q == 2;
6733 t->render_modellight_ambient[q] = 1;
6734 t->render_modellight_diffuse[q] = 0;
6735 t->render_modellight_specular[q] = 0;
6736 t->render_lightmap_ambient[q] = 0;
6737 t->render_lightmap_diffuse[q] = 0;
6738 t->render_lightmap_specular[q] = 0;
6739 t->render_rtlight_diffuse[q] = 0;
6740 t->render_rtlight_specular[q] = 0;
6743 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6745 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6746 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6747 for (q = 0; q < 3; q++)
6749 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6750 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6751 t->render_modellight_lightdir[q] = q == 2;
6752 t->render_modellight_diffuse[q] = 0;
6753 t->render_modellight_specular[q] = 0;
6754 t->render_lightmap_ambient[q] = 0;
6755 t->render_lightmap_diffuse[q] = 0;
6756 t->render_lightmap_specular[q] = 0;
6757 t->render_rtlight_diffuse[q] = 0;
6758 t->render_rtlight_specular[q] = 0;
6761 else if (FAKELIGHT_ENABLED)
6763 // no modellight if using fakelight for the map
6764 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6765 for (q = 0; q < 3; q++)
6767 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6768 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6769 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6770 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6771 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6772 t->render_lightmap_ambient[q] = 0;
6773 t->render_lightmap_diffuse[q] = 0;
6774 t->render_lightmap_specular[q] = 0;
6775 t->render_rtlight_diffuse[q] = 0;
6776 t->render_rtlight_specular[q] = 0;
6779 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6781 // ambient + single direction light (modellight)
6782 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6783 for (q = 0; q < 3; q++)
6785 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6786 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6787 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6788 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6789 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6790 t->render_lightmap_ambient[q] = 0;
6791 t->render_lightmap_diffuse[q] = 0;
6792 t->render_lightmap_specular[q] = 0;
6793 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6794 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6799 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6800 for (q = 0; q < 3; q++)
6802 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6803 t->render_modellight_lightdir[q] = q == 2;
6804 t->render_modellight_ambient[q] = 0;
6805 t->render_modellight_diffuse[q] = 0;
6806 t->render_modellight_specular[q] = 0;
6807 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6808 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6809 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6810 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6811 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6815 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6817 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6818 // attribute, we punt it to the lightmap path and hope for the best,
6819 // but lighting doesn't work.
6821 // FIXME: this is fine for effects but CSQC polygons should be subject
6823 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6824 for (q = 0; q < 3; q++)
6826 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6827 t->render_modellight_lightdir[q] = q == 2;
6828 t->render_modellight_ambient[q] = 0;
6829 t->render_modellight_diffuse[q] = 0;
6830 t->render_modellight_specular[q] = 0;
6831 t->render_lightmap_ambient[q] = 0;
6832 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6833 t->render_lightmap_specular[q] = 0;
6834 t->render_rtlight_diffuse[q] = 0;
6835 t->render_rtlight_specular[q] = 0;
6839 for (q = 0; q < 3; q++)
6841 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6842 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6845 if (rsurface.ent_flags & RENDER_ADDITIVE)
6846 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6847 else if (t->currentalpha < 1)
6848 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6849 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6850 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6851 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6852 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6853 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6854 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6855 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6856 if (t->backgroundshaderpass)
6857 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6858 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6860 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6861 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6864 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6865 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6867 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6868 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6870 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6871 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6873 // there is no tcmod
6874 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6876 t->currenttexmatrix = r_waterscrollmatrix;
6877 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6879 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6881 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6882 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6885 if (t->materialshaderpass)
6886 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6887 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6889 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6890 if (t->currentskinframe->qpixels)
6891 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6892 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6893 if (!t->basetexture)
6894 t->basetexture = r_texture_notexture;
6895 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6896 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6897 t->nmaptexture = t->currentskinframe->nmap;
6898 if (!t->nmaptexture)
6899 t->nmaptexture = r_texture_blanknormalmap;
6900 t->glosstexture = r_texture_black;
6901 t->glowtexture = t->currentskinframe->glow;
6902 t->fogtexture = t->currentskinframe->fog;
6903 t->reflectmasktexture = t->currentskinframe->reflect;
6904 if (t->backgroundshaderpass)
6906 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6907 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6908 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6909 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6910 t->backgroundglosstexture = r_texture_black;
6911 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6912 if (!t->backgroundnmaptexture)
6913 t->backgroundnmaptexture = r_texture_blanknormalmap;
6914 // make sure that if glow is going to be used, both textures are not NULL
6915 if (!t->backgroundglowtexture && t->glowtexture)
6916 t->backgroundglowtexture = r_texture_black;
6917 if (!t->glowtexture && t->backgroundglowtexture)
6918 t->glowtexture = r_texture_black;
6922 t->backgroundbasetexture = r_texture_white;
6923 t->backgroundnmaptexture = r_texture_blanknormalmap;
6924 t->backgroundglosstexture = r_texture_black;
6925 t->backgroundglowtexture = NULL;
6927 t->specularpower = r_shadow_glossexponent.value;
6928 // TODO: store reference values for these in the texture?
6929 if (r_shadow_gloss.integer > 0)
6931 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6933 if (r_shadow_glossintensity.value > 0)
6935 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6936 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6937 specularscale = r_shadow_glossintensity.value;
6940 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6942 t->glosstexture = r_texture_white;
6943 t->backgroundglosstexture = r_texture_white;
6944 specularscale = r_shadow_gloss2intensity.value;
6945 t->specularpower = r_shadow_gloss2exponent.value;
6948 specularscale *= t->specularscalemod;
6949 t->specularpower *= t->specularpowermod;
6951 // lightmaps mode looks bad with dlights using actual texturing, so turn
6952 // off the colormap and glossmap, but leave the normalmap on as it still
6953 // accurately represents the shading involved
6954 if (gl_lightmaps.integer)
6956 t->basetexture = r_texture_grey128;
6957 t->pantstexture = r_texture_black;
6958 t->shirttexture = r_texture_black;
6959 if (gl_lightmaps.integer < 2)
6960 t->nmaptexture = r_texture_blanknormalmap;
6961 t->glosstexture = r_texture_black;
6962 t->glowtexture = NULL;
6963 t->fogtexture = NULL;
6964 t->reflectmasktexture = NULL;
6965 t->backgroundbasetexture = NULL;
6966 if (gl_lightmaps.integer < 2)
6967 t->backgroundnmaptexture = r_texture_blanknormalmap;
6968 t->backgroundglosstexture = r_texture_black;
6969 t->backgroundglowtexture = NULL;
6971 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6974 if (specularscale != 1.0f)
6976 for (q = 0; q < 3; q++)
6978 t->render_modellight_specular[q] *= specularscale;
6979 t->render_lightmap_specular[q] *= specularscale;
6980 t->render_rtlight_specular[q] *= specularscale;
6984 t->currentnumlayers = 0;
6985 if (t->currentmaterialflags & MATERIALFLAG_WALL)
6987 int blendfunc1, blendfunc2;
6989 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6991 blendfunc1 = GL_SRC_ALPHA;
6992 blendfunc2 = GL_ONE;
6994 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6996 blendfunc1 = GL_SRC_ALPHA;
6997 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
6999 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7001 blendfunc1 = t->customblendfunc[0];
7002 blendfunc2 = t->customblendfunc[1];
7006 blendfunc1 = GL_ONE;
7007 blendfunc2 = GL_ZERO;
7009 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7010 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7012 // basic lit geometry
7013 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
7014 // add pants/shirt if needed
7015 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7016 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
7017 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7018 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
7022 // basic lit geometry
7023 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
7024 // add pants/shirt if needed
7025 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7026 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7027 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7028 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7029 // now add ambient passes if needed
7030 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
7032 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
7033 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7034 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
7035 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7036 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
7039 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7040 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
7041 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7043 // if this is opaque use alpha blend which will darken the earlier
7046 // if this is an alpha blended material, all the earlier passes
7047 // were darkened by fog already, so we only need to add the fog
7048 // color ontop through the fog mask texture
7050 // if this is an additive blended material, all the earlier passes
7051 // were darkened by fog already, and we should not add fog color
7052 // (because the background was not darkened, there is no fog color
7053 // that was lost behind it).
7054 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
7061 rsurfacestate_t rsurface;
7063 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7065 dp_model_t *model = ent->model;
7066 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7068 rsurface.entity = (entity_render_t *)ent;
7069 rsurface.skeleton = ent->skeleton;
7070 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7071 rsurface.ent_skinnum = ent->skinnum;
7072 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;
7073 rsurface.ent_flags = ent->flags;
7074 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7075 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7076 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7077 rsurface.matrix = ent->matrix;
7078 rsurface.inversematrix = ent->inversematrix;
7079 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7080 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7081 R_EntityMatrix(&rsurface.matrix);
7082 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7083 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7084 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7085 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7086 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7087 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7088 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7089 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7090 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7091 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7092 if (ent->model->brush.submodel && !prepass)
7094 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7095 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7097 // if the animcache code decided it should use the shader path, skip the deform step
7098 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7099 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7100 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7101 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7102 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7103 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7105 if (ent->animcache_vertex3f)
7107 r_refdef.stats[r_stat_batch_entitycache_count]++;
7108 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7109 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7110 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7111 rsurface.modelvertex3f = ent->animcache_vertex3f;
7112 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7113 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7114 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7115 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7116 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7117 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7118 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7119 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7120 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7121 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7122 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7124 else if (wanttangents)
7126 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7127 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7128 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7129 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7130 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7131 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7132 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7133 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7134 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7135 rsurface.modelvertex3f_vertexbuffer = NULL;
7136 rsurface.modelvertex3f_bufferoffset = 0;
7137 rsurface.modelvertex3f_vertexbuffer = 0;
7138 rsurface.modelvertex3f_bufferoffset = 0;
7139 rsurface.modelsvector3f_vertexbuffer = 0;
7140 rsurface.modelsvector3f_bufferoffset = 0;
7141 rsurface.modeltvector3f_vertexbuffer = 0;
7142 rsurface.modeltvector3f_bufferoffset = 0;
7143 rsurface.modelnormal3f_vertexbuffer = 0;
7144 rsurface.modelnormal3f_bufferoffset = 0;
7146 else if (wantnormals)
7148 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7149 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7150 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7151 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7152 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7153 rsurface.modelsvector3f = NULL;
7154 rsurface.modeltvector3f = NULL;
7155 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7156 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7157 rsurface.modelvertex3f_vertexbuffer = NULL;
7158 rsurface.modelvertex3f_bufferoffset = 0;
7159 rsurface.modelvertex3f_vertexbuffer = 0;
7160 rsurface.modelvertex3f_bufferoffset = 0;
7161 rsurface.modelsvector3f_vertexbuffer = 0;
7162 rsurface.modelsvector3f_bufferoffset = 0;
7163 rsurface.modeltvector3f_vertexbuffer = 0;
7164 rsurface.modeltvector3f_bufferoffset = 0;
7165 rsurface.modelnormal3f_vertexbuffer = 0;
7166 rsurface.modelnormal3f_bufferoffset = 0;
7170 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7171 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7172 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7173 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7174 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7175 rsurface.modelsvector3f = NULL;
7176 rsurface.modeltvector3f = NULL;
7177 rsurface.modelnormal3f = NULL;
7178 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7179 rsurface.modelvertex3f_vertexbuffer = NULL;
7180 rsurface.modelvertex3f_bufferoffset = 0;
7181 rsurface.modelvertex3f_vertexbuffer = 0;
7182 rsurface.modelvertex3f_bufferoffset = 0;
7183 rsurface.modelsvector3f_vertexbuffer = 0;
7184 rsurface.modelsvector3f_bufferoffset = 0;
7185 rsurface.modeltvector3f_vertexbuffer = 0;
7186 rsurface.modeltvector3f_bufferoffset = 0;
7187 rsurface.modelnormal3f_vertexbuffer = 0;
7188 rsurface.modelnormal3f_bufferoffset = 0;
7190 rsurface.modelgeneratedvertex = true;
7194 if (rsurface.entityskeletaltransform3x4)
7196 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7197 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7198 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7199 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7203 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7204 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7205 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7206 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7208 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7209 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7210 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7211 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7212 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7213 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7214 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7215 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7216 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7217 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7218 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7219 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7220 rsurface.modelgeneratedvertex = false;
7222 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7223 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7224 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7225 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7226 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7227 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7228 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7229 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7230 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7231 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7232 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7233 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
7234 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7235 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7236 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
7237 rsurface.modelelement3i = model->surfmesh.data_element3i;
7238 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7239 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7240 rsurface.modelelement3s = model->surfmesh.data_element3s;
7241 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7242 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7243 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7244 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7245 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7246 rsurface.modelsurfaces = model->data_surfaces;
7247 rsurface.batchgeneratedvertex = false;
7248 rsurface.batchfirstvertex = 0;
7249 rsurface.batchnumvertices = 0;
7250 rsurface.batchfirsttriangle = 0;
7251 rsurface.batchnumtriangles = 0;
7252 rsurface.batchvertex3f = NULL;
7253 rsurface.batchvertex3f_vertexbuffer = NULL;
7254 rsurface.batchvertex3f_bufferoffset = 0;
7255 rsurface.batchsvector3f = NULL;
7256 rsurface.batchsvector3f_vertexbuffer = NULL;
7257 rsurface.batchsvector3f_bufferoffset = 0;
7258 rsurface.batchtvector3f = NULL;
7259 rsurface.batchtvector3f_vertexbuffer = NULL;
7260 rsurface.batchtvector3f_bufferoffset = 0;
7261 rsurface.batchnormal3f = NULL;
7262 rsurface.batchnormal3f_vertexbuffer = NULL;
7263 rsurface.batchnormal3f_bufferoffset = 0;
7264 rsurface.batchlightmapcolor4f = NULL;
7265 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7266 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7267 rsurface.batchtexcoordtexture2f = NULL;
7268 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7269 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7270 rsurface.batchtexcoordlightmap2f = NULL;
7271 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7272 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7273 rsurface.batchskeletalindex4ub = NULL;
7274 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7275 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7276 rsurface.batchskeletalweight4ub = NULL;
7277 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7278 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7279 rsurface.batchelement3i = NULL;
7280 rsurface.batchelement3i_indexbuffer = NULL;
7281 rsurface.batchelement3i_bufferoffset = 0;
7282 rsurface.batchelement3s = NULL;
7283 rsurface.batchelement3s_indexbuffer = NULL;
7284 rsurface.batchelement3s_bufferoffset = 0;
7285 rsurface.forcecurrenttextureupdate = false;
7288 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)
7290 rsurface.entity = r_refdef.scene.worldentity;
7291 rsurface.skeleton = NULL;
7292 rsurface.ent_skinnum = 0;
7293 rsurface.ent_qwskin = -1;
7294 rsurface.ent_flags = entflags;
7295 rsurface.shadertime = r_refdef.scene.time - shadertime;
7296 rsurface.modelnumvertices = numvertices;
7297 rsurface.modelnumtriangles = numtriangles;
7298 rsurface.matrix = *matrix;
7299 rsurface.inversematrix = *inversematrix;
7300 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7301 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7302 R_EntityMatrix(&rsurface.matrix);
7303 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7304 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7305 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7306 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7307 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7308 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7309 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7310 rsurface.frameblend[0].lerp = 1;
7311 rsurface.ent_alttextures = false;
7312 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7313 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7314 rsurface.entityskeletaltransform3x4 = NULL;
7315 rsurface.entityskeletaltransform3x4buffer = NULL;
7316 rsurface.entityskeletaltransform3x4offset = 0;
7317 rsurface.entityskeletaltransform3x4size = 0;
7318 rsurface.entityskeletalnumtransforms = 0;
7319 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7320 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7321 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7322 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7325 rsurface.modelvertex3f = (float *)vertex3f;
7326 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7327 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7328 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7330 else if (wantnormals)
7332 rsurface.modelvertex3f = (float *)vertex3f;
7333 rsurface.modelsvector3f = NULL;
7334 rsurface.modeltvector3f = NULL;
7335 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7339 rsurface.modelvertex3f = (float *)vertex3f;
7340 rsurface.modelsvector3f = NULL;
7341 rsurface.modeltvector3f = NULL;
7342 rsurface.modelnormal3f = NULL;
7344 rsurface.modelvertex3f_vertexbuffer = 0;
7345 rsurface.modelvertex3f_bufferoffset = 0;
7346 rsurface.modelsvector3f_vertexbuffer = 0;
7347 rsurface.modelsvector3f_bufferoffset = 0;
7348 rsurface.modeltvector3f_vertexbuffer = 0;
7349 rsurface.modeltvector3f_bufferoffset = 0;
7350 rsurface.modelnormal3f_vertexbuffer = 0;
7351 rsurface.modelnormal3f_bufferoffset = 0;
7352 rsurface.modelgeneratedvertex = true;
7353 rsurface.modellightmapcolor4f = (float *)color4f;
7354 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7355 rsurface.modellightmapcolor4f_bufferoffset = 0;
7356 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7357 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7358 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7359 rsurface.modeltexcoordlightmap2f = NULL;
7360 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7361 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7362 rsurface.modelskeletalindex4ub = NULL;
7363 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7364 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7365 rsurface.modelskeletalweight4ub = NULL;
7366 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7367 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7368 rsurface.modelelement3i = (int *)element3i;
7369 rsurface.modelelement3i_indexbuffer = NULL;
7370 rsurface.modelelement3i_bufferoffset = 0;
7371 rsurface.modelelement3s = (unsigned short *)element3s;
7372 rsurface.modelelement3s_indexbuffer = NULL;
7373 rsurface.modelelement3s_bufferoffset = 0;
7374 rsurface.modellightmapoffsets = NULL;
7375 rsurface.modelsurfaces = NULL;
7376 rsurface.batchgeneratedvertex = false;
7377 rsurface.batchfirstvertex = 0;
7378 rsurface.batchnumvertices = 0;
7379 rsurface.batchfirsttriangle = 0;
7380 rsurface.batchnumtriangles = 0;
7381 rsurface.batchvertex3f = NULL;
7382 rsurface.batchvertex3f_vertexbuffer = NULL;
7383 rsurface.batchvertex3f_bufferoffset = 0;
7384 rsurface.batchsvector3f = NULL;
7385 rsurface.batchsvector3f_vertexbuffer = NULL;
7386 rsurface.batchsvector3f_bufferoffset = 0;
7387 rsurface.batchtvector3f = NULL;
7388 rsurface.batchtvector3f_vertexbuffer = NULL;
7389 rsurface.batchtvector3f_bufferoffset = 0;
7390 rsurface.batchnormal3f = NULL;
7391 rsurface.batchnormal3f_vertexbuffer = NULL;
7392 rsurface.batchnormal3f_bufferoffset = 0;
7393 rsurface.batchlightmapcolor4f = NULL;
7394 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7395 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7396 rsurface.batchtexcoordtexture2f = NULL;
7397 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7398 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7399 rsurface.batchtexcoordlightmap2f = NULL;
7400 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7401 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7402 rsurface.batchskeletalindex4ub = NULL;
7403 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7404 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7405 rsurface.batchskeletalweight4ub = NULL;
7406 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7407 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7408 rsurface.batchelement3i = NULL;
7409 rsurface.batchelement3i_indexbuffer = NULL;
7410 rsurface.batchelement3i_bufferoffset = 0;
7411 rsurface.batchelement3s = NULL;
7412 rsurface.batchelement3s_indexbuffer = NULL;
7413 rsurface.batchelement3s_bufferoffset = 0;
7414 rsurface.forcecurrenttextureupdate = true;
7416 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7418 if ((wantnormals || wanttangents) && !normal3f)
7420 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7421 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7423 if (wanttangents && !svector3f)
7425 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7426 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7427 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7432 float RSurf_FogPoint(const float *v)
7434 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7435 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7436 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7437 float FogHeightFade = r_refdef.fogheightfade;
7439 unsigned int fogmasktableindex;
7440 if (r_refdef.fogplaneviewabove)
7441 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7443 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7444 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7445 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7448 float RSurf_FogVertex(const float *v)
7450 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7451 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7452 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7453 float FogHeightFade = rsurface.fogheightfade;
7455 unsigned int fogmasktableindex;
7456 if (r_refdef.fogplaneviewabove)
7457 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7459 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7460 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7461 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7464 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7467 for (i = 0;i < numelements;i++)
7468 outelement3i[i] = inelement3i[i] + adjust;
7471 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7472 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7480 int surfacefirsttriangle;
7481 int surfacenumtriangles;
7482 int surfacefirstvertex;
7483 int surfaceendvertex;
7484 int surfacenumvertices;
7485 int batchnumsurfaces = texturenumsurfaces;
7486 int batchnumvertices;
7487 int batchnumtriangles;
7490 qboolean dynamicvertex;
7493 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7496 q3shaderinfo_deform_t *deform;
7497 const msurface_t *surface, *firstsurface;
7498 if (!texturenumsurfaces)
7500 // find vertex range of this surface batch
7502 firstsurface = texturesurfacelist[0];
7503 firsttriangle = firstsurface->num_firsttriangle;
7504 batchnumvertices = 0;
7505 batchnumtriangles = 0;
7506 firstvertex = endvertex = firstsurface->num_firstvertex;
7507 for (i = 0;i < texturenumsurfaces;i++)
7509 surface = texturesurfacelist[i];
7510 if (surface != firstsurface + i)
7512 surfacefirstvertex = surface->num_firstvertex;
7513 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7514 surfacenumvertices = surface->num_vertices;
7515 surfacenumtriangles = surface->num_triangles;
7516 if (firstvertex > surfacefirstvertex)
7517 firstvertex = surfacefirstvertex;
7518 if (endvertex < surfaceendvertex)
7519 endvertex = surfaceendvertex;
7520 batchnumvertices += surfacenumvertices;
7521 batchnumtriangles += surfacenumtriangles;
7524 r_refdef.stats[r_stat_batch_batches]++;
7526 r_refdef.stats[r_stat_batch_withgaps]++;
7527 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7528 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7529 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7531 // we now know the vertex range used, and if there are any gaps in it
7532 rsurface.batchfirstvertex = firstvertex;
7533 rsurface.batchnumvertices = endvertex - firstvertex;
7534 rsurface.batchfirsttriangle = firsttriangle;
7535 rsurface.batchnumtriangles = batchnumtriangles;
7537 // check if any dynamic vertex processing must occur
7538 dynamicvertex = false;
7540 // a cvar to force the dynamic vertex path to be taken, for debugging
7541 if (r_batch_debugdynamicvertexpath.integer)
7545 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7546 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7547 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7548 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7550 dynamicvertex = true;
7553 // if there is a chance of animated vertex colors, it's a dynamic batch
7554 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7558 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7559 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7560 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7561 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7563 dynamicvertex = true;
7566 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7568 switch (deform->deform)
7571 case Q3DEFORM_PROJECTIONSHADOW:
7572 case Q3DEFORM_TEXT0:
7573 case Q3DEFORM_TEXT1:
7574 case Q3DEFORM_TEXT2:
7575 case Q3DEFORM_TEXT3:
7576 case Q3DEFORM_TEXT4:
7577 case Q3DEFORM_TEXT5:
7578 case Q3DEFORM_TEXT6:
7579 case Q3DEFORM_TEXT7:
7582 case Q3DEFORM_AUTOSPRITE:
7585 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7586 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7587 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7588 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7590 dynamicvertex = true;
7591 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7593 case Q3DEFORM_AUTOSPRITE2:
7596 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7597 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7598 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7599 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7601 dynamicvertex = true;
7602 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7604 case Q3DEFORM_NORMAL:
7607 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7608 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7609 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7610 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7612 dynamicvertex = true;
7613 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7616 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7617 break; // if wavefunc is a nop, ignore this transform
7620 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7621 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7622 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7623 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7625 dynamicvertex = true;
7626 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7628 case Q3DEFORM_BULGE:
7631 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7632 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7633 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7634 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7636 dynamicvertex = true;
7637 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7640 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7641 break; // if wavefunc is a nop, ignore this transform
7644 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7645 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7646 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7647 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7649 dynamicvertex = true;
7650 batchneed |= BATCHNEED_ARRAY_VERTEX;
7654 if (rsurface.texture->materialshaderpass)
7656 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7659 case Q3TCGEN_TEXTURE:
7661 case Q3TCGEN_LIGHTMAP:
7664 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7665 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7666 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7667 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7669 dynamicvertex = true;
7670 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7672 case Q3TCGEN_VECTOR:
7675 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7676 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7677 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7678 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7680 dynamicvertex = true;
7681 batchneed |= BATCHNEED_ARRAY_VERTEX;
7683 case Q3TCGEN_ENVIRONMENT:
7686 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7687 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7688 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7689 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7691 dynamicvertex = true;
7692 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7695 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7699 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7700 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7701 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7702 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7704 dynamicvertex = true;
7705 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7709 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7710 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7711 // we ensure this by treating the vertex batch as dynamic...
7712 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7716 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7717 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7718 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7719 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7721 dynamicvertex = true;
7724 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7725 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7726 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7728 rsurface.batchvertex3f = rsurface.modelvertex3f;
7729 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7730 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7731 rsurface.batchsvector3f = rsurface.modelsvector3f;
7732 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7733 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7734 rsurface.batchtvector3f = rsurface.modeltvector3f;
7735 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7736 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7737 rsurface.batchnormal3f = rsurface.modelnormal3f;
7738 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7739 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7740 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7741 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7742 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7743 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7744 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7745 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7746 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7747 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7748 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7749 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7750 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7751 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7752 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7753 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7754 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7755 rsurface.batchelement3i = rsurface.modelelement3i;
7756 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7757 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7758 rsurface.batchelement3s = rsurface.modelelement3s;
7759 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7760 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7761 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7762 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7763 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7764 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7765 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7767 // if any dynamic vertex processing has to occur in software, we copy the
7768 // entire surface list together before processing to rebase the vertices
7769 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7771 // if any gaps exist and we do not have a static vertex buffer, we have to
7772 // copy the surface list together to avoid wasting upload bandwidth on the
7773 // vertices in the gaps.
7775 // if gaps exist and we have a static vertex buffer, we can choose whether
7776 // to combine the index buffer ranges into one dynamic index buffer or
7777 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7779 // in many cases the batch is reduced to one draw call.
7781 rsurface.batchmultidraw = false;
7782 rsurface.batchmultidrawnumsurfaces = 0;
7783 rsurface.batchmultidrawsurfacelist = NULL;
7787 // static vertex data, just set pointers...
7788 rsurface.batchgeneratedvertex = false;
7789 // if there are gaps, we want to build a combined index buffer,
7790 // otherwise use the original static buffer with an appropriate offset
7793 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7794 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7795 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7796 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7797 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7799 rsurface.batchmultidraw = true;
7800 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7801 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7804 // build a new triangle elements array for this batch
7805 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7806 rsurface.batchfirsttriangle = 0;
7808 for (i = 0;i < texturenumsurfaces;i++)
7810 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7811 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7812 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7813 numtriangles += surfacenumtriangles;
7815 rsurface.batchelement3i_indexbuffer = NULL;
7816 rsurface.batchelement3i_bufferoffset = 0;
7817 rsurface.batchelement3s = NULL;
7818 rsurface.batchelement3s_indexbuffer = NULL;
7819 rsurface.batchelement3s_bufferoffset = 0;
7820 if (endvertex <= 65536)
7822 // make a 16bit (unsigned short) index array if possible
7823 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7824 for (i = 0;i < numtriangles*3;i++)
7825 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7827 // upload buffer data for the copytriangles batch
7828 if (rsurface.batchelement3s)
7829 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7830 else if (rsurface.batchelement3i)
7831 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7835 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7836 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7837 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7838 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7843 // something needs software processing, do it for real...
7844 // we only directly handle separate array data in this case and then
7845 // generate interleaved data if needed...
7846 rsurface.batchgeneratedvertex = true;
7847 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7848 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7849 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7850 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7852 // now copy the vertex data into a combined array and make an index array
7853 // (this is what Quake3 does all the time)
7854 // we also apply any skeletal animation here that would have been done in
7855 // the vertex shader, because most of the dynamic vertex animation cases
7856 // need actual vertex positions and normals
7857 //if (dynamicvertex)
7859 rsurface.batchvertex3f = NULL;
7860 rsurface.batchvertex3f_vertexbuffer = NULL;
7861 rsurface.batchvertex3f_bufferoffset = 0;
7862 rsurface.batchsvector3f = NULL;
7863 rsurface.batchsvector3f_vertexbuffer = NULL;
7864 rsurface.batchsvector3f_bufferoffset = 0;
7865 rsurface.batchtvector3f = NULL;
7866 rsurface.batchtvector3f_vertexbuffer = NULL;
7867 rsurface.batchtvector3f_bufferoffset = 0;
7868 rsurface.batchnormal3f = NULL;
7869 rsurface.batchnormal3f_vertexbuffer = NULL;
7870 rsurface.batchnormal3f_bufferoffset = 0;
7871 rsurface.batchlightmapcolor4f = NULL;
7872 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7873 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7874 rsurface.batchtexcoordtexture2f = NULL;
7875 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7876 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7877 rsurface.batchtexcoordlightmap2f = NULL;
7878 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7879 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7880 rsurface.batchskeletalindex4ub = NULL;
7881 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7882 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7883 rsurface.batchskeletalweight4ub = NULL;
7884 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7885 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7886 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7887 rsurface.batchelement3i_indexbuffer = NULL;
7888 rsurface.batchelement3i_bufferoffset = 0;
7889 rsurface.batchelement3s = NULL;
7890 rsurface.batchelement3s_indexbuffer = NULL;
7891 rsurface.batchelement3s_bufferoffset = 0;
7892 rsurface.batchskeletaltransform3x4buffer = NULL;
7893 rsurface.batchskeletaltransform3x4offset = 0;
7894 rsurface.batchskeletaltransform3x4size = 0;
7895 // we'll only be setting up certain arrays as needed
7896 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7897 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7898 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7899 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7900 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7902 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7903 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7905 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7906 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7907 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7908 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7909 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7910 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7911 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7913 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7914 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7918 for (i = 0;i < texturenumsurfaces;i++)
7920 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7921 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7922 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7923 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7924 // copy only the data requested
7925 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7927 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7929 if (rsurface.batchvertex3f)
7930 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7932 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7934 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7936 if (rsurface.modelnormal3f)
7937 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7939 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7941 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7943 if (rsurface.modelsvector3f)
7945 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7946 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7950 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7951 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7954 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7956 if (rsurface.modellightmapcolor4f)
7957 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7959 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7961 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7963 if (rsurface.modeltexcoordtexture2f)
7964 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7966 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7968 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7970 if (rsurface.modeltexcoordlightmap2f)
7971 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7973 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7975 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7977 if (rsurface.modelskeletalindex4ub)
7979 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7980 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7984 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7985 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7986 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7987 for (j = 0;j < surfacenumvertices;j++)
7992 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7993 numvertices += surfacenumvertices;
7994 numtriangles += surfacenumtriangles;
7997 // generate a 16bit index array as well if possible
7998 // (in general, dynamic batches fit)
7999 if (numvertices <= 65536)
8001 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8002 for (i = 0;i < numtriangles*3;i++)
8003 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8006 // since we've copied everything, the batch now starts at 0
8007 rsurface.batchfirstvertex = 0;
8008 rsurface.batchnumvertices = batchnumvertices;
8009 rsurface.batchfirsttriangle = 0;
8010 rsurface.batchnumtriangles = batchnumtriangles;
8013 // apply skeletal animation that would have been done in the vertex shader
8014 if (rsurface.batchskeletaltransform3x4)
8016 const unsigned char *si;
8017 const unsigned char *sw;
8019 const float *b = rsurface.batchskeletaltransform3x4;
8020 float *vp, *vs, *vt, *vn;
8022 float m[3][4], n[3][4];
8023 float tp[3], ts[3], tt[3], tn[3];
8024 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8025 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8026 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8027 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8028 si = rsurface.batchskeletalindex4ub;
8029 sw = rsurface.batchskeletalweight4ub;
8030 vp = rsurface.batchvertex3f;
8031 vs = rsurface.batchsvector3f;
8032 vt = rsurface.batchtvector3f;
8033 vn = rsurface.batchnormal3f;
8034 memset(m[0], 0, sizeof(m));
8035 memset(n[0], 0, sizeof(n));
8036 for (i = 0;i < batchnumvertices;i++)
8038 t[0] = b + si[0]*12;
8041 // common case - only one matrix
8055 else if (sw[2] + sw[3])
8058 t[1] = b + si[1]*12;
8059 t[2] = b + si[2]*12;
8060 t[3] = b + si[3]*12;
8061 w[0] = sw[0] * (1.0f / 255.0f);
8062 w[1] = sw[1] * (1.0f / 255.0f);
8063 w[2] = sw[2] * (1.0f / 255.0f);
8064 w[3] = sw[3] * (1.0f / 255.0f);
8065 // blend the matrices
8066 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8067 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8068 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8069 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8070 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8071 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8072 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8073 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8074 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8075 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8076 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8077 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8082 t[1] = b + si[1]*12;
8083 w[0] = sw[0] * (1.0f / 255.0f);
8084 w[1] = sw[1] * (1.0f / 255.0f);
8085 // blend the matrices
8086 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8087 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8088 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8089 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8090 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8091 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8092 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8093 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8094 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8095 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8096 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8097 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8101 // modify the vertex
8103 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8104 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8105 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8109 // the normal transformation matrix is a set of cross products...
8110 CrossProduct(m[1], m[2], n[0]);
8111 CrossProduct(m[2], m[0], n[1]);
8112 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8114 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8115 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8116 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8117 VectorNormalize(vn);
8122 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8123 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8124 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8125 VectorNormalize(vs);
8128 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8129 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8130 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8131 VectorNormalize(vt);
8136 rsurface.batchskeletaltransform3x4 = NULL;
8137 rsurface.batchskeletalnumtransforms = 0;
8140 // q1bsp surfaces rendered in vertex color mode have to have colors
8141 // calculated based on lightstyles
8142 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8144 // generate color arrays for the surfaces in this list
8149 const unsigned char *lm;
8150 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8151 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8152 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8154 for (i = 0;i < texturenumsurfaces;i++)
8156 surface = texturesurfacelist[i];
8157 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8158 surfacenumvertices = surface->num_vertices;
8159 if (surface->lightmapinfo->samples)
8161 for (j = 0;j < surfacenumvertices;j++)
8163 lm = surface->lightmapinfo->samples + offsets[j];
8164 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8165 VectorScale(lm, scale, c);
8166 if (surface->lightmapinfo->styles[1] != 255)
8168 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8170 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8171 VectorMA(c, scale, lm, c);
8172 if (surface->lightmapinfo->styles[2] != 255)
8175 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8176 VectorMA(c, scale, lm, c);
8177 if (surface->lightmapinfo->styles[3] != 255)
8180 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8181 VectorMA(c, scale, lm, c);
8188 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);
8194 for (j = 0;j < surfacenumvertices;j++)
8196 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8203 // if vertices are deformed (sprite flares and things in maps, possibly
8204 // water waves, bulges and other deformations), modify the copied vertices
8206 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8209 switch (deform->deform)
8212 case Q3DEFORM_PROJECTIONSHADOW:
8213 case Q3DEFORM_TEXT0:
8214 case Q3DEFORM_TEXT1:
8215 case Q3DEFORM_TEXT2:
8216 case Q3DEFORM_TEXT3:
8217 case Q3DEFORM_TEXT4:
8218 case Q3DEFORM_TEXT5:
8219 case Q3DEFORM_TEXT6:
8220 case Q3DEFORM_TEXT7:
8223 case Q3DEFORM_AUTOSPRITE:
8224 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8225 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8226 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8227 VectorNormalize(newforward);
8228 VectorNormalize(newright);
8229 VectorNormalize(newup);
8230 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8231 // rsurface.batchvertex3f_vertexbuffer = NULL;
8232 // rsurface.batchvertex3f_bufferoffset = 0;
8233 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8234 // rsurface.batchsvector3f_vertexbuffer = NULL;
8235 // rsurface.batchsvector3f_bufferoffset = 0;
8236 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8237 // rsurface.batchtvector3f_vertexbuffer = NULL;
8238 // rsurface.batchtvector3f_bufferoffset = 0;
8239 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8240 // rsurface.batchnormal3f_vertexbuffer = NULL;
8241 // rsurface.batchnormal3f_bufferoffset = 0;
8242 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8243 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8244 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8245 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8246 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);
8247 // a single autosprite surface can contain multiple sprites...
8248 for (j = 0;j < batchnumvertices - 3;j += 4)
8250 VectorClear(center);
8251 for (i = 0;i < 4;i++)
8252 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8253 VectorScale(center, 0.25f, center);
8254 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8255 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8256 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8257 for (i = 0;i < 4;i++)
8259 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8260 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8263 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8264 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8265 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);
8267 case Q3DEFORM_AUTOSPRITE2:
8268 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8269 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8270 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8271 VectorNormalize(newforward);
8272 VectorNormalize(newright);
8273 VectorNormalize(newup);
8274 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8275 // rsurface.batchvertex3f_vertexbuffer = NULL;
8276 // rsurface.batchvertex3f_bufferoffset = 0;
8278 const float *v1, *v2;
8288 memset(shortest, 0, sizeof(shortest));
8289 // a single autosprite surface can contain multiple sprites...
8290 for (j = 0;j < batchnumvertices - 3;j += 4)
8292 VectorClear(center);
8293 for (i = 0;i < 4;i++)
8294 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8295 VectorScale(center, 0.25f, center);
8296 // find the two shortest edges, then use them to define the
8297 // axis vectors for rotating around the central axis
8298 for (i = 0;i < 6;i++)
8300 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8301 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8302 l = VectorDistance2(v1, v2);
8303 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8305 l += (1.0f / 1024.0f);
8306 if (shortest[0].length2 > l || i == 0)
8308 shortest[1] = shortest[0];
8309 shortest[0].length2 = l;
8310 shortest[0].v1 = v1;
8311 shortest[0].v2 = v2;
8313 else if (shortest[1].length2 > l || i == 1)
8315 shortest[1].length2 = l;
8316 shortest[1].v1 = v1;
8317 shortest[1].v2 = v2;
8320 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8321 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8322 // this calculates the right vector from the shortest edge
8323 // and the up vector from the edge midpoints
8324 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8325 VectorNormalize(right);
8326 VectorSubtract(end, start, up);
8327 VectorNormalize(up);
8328 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8329 VectorSubtract(rsurface.localvieworigin, center, forward);
8330 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8331 VectorNegate(forward, forward);
8332 VectorReflect(forward, 0, up, forward);
8333 VectorNormalize(forward);
8334 CrossProduct(up, forward, newright);
8335 VectorNormalize(newright);
8336 // rotate the quad around the up axis vector, this is made
8337 // especially easy by the fact we know the quad is flat,
8338 // so we only have to subtract the center position and
8339 // measure distance along the right vector, and then
8340 // multiply that by the newright vector and add back the
8342 // we also need to subtract the old position to undo the
8343 // displacement from the center, which we do with a
8344 // DotProduct, the subtraction/addition of center is also
8345 // optimized into DotProducts here
8346 l = DotProduct(right, center);
8347 for (i = 0;i < 4;i++)
8349 v1 = rsurface.batchvertex3f + 3*(j+i);
8350 f = DotProduct(right, v1) - l;
8351 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8355 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8357 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8358 // rsurface.batchnormal3f_vertexbuffer = NULL;
8359 // rsurface.batchnormal3f_bufferoffset = 0;
8360 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8362 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8364 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8365 // rsurface.batchsvector3f_vertexbuffer = NULL;
8366 // rsurface.batchsvector3f_bufferoffset = 0;
8367 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8368 // rsurface.batchtvector3f_vertexbuffer = NULL;
8369 // rsurface.batchtvector3f_bufferoffset = 0;
8370 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);
8373 case Q3DEFORM_NORMAL:
8374 // deform the normals to make reflections wavey
8375 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8376 rsurface.batchnormal3f_vertexbuffer = NULL;
8377 rsurface.batchnormal3f_bufferoffset = 0;
8378 for (j = 0;j < batchnumvertices;j++)
8381 float *normal = rsurface.batchnormal3f + 3*j;
8382 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8383 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8384 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8385 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8386 VectorNormalize(normal);
8388 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8390 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8391 // rsurface.batchsvector3f_vertexbuffer = NULL;
8392 // rsurface.batchsvector3f_bufferoffset = 0;
8393 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8394 // rsurface.batchtvector3f_vertexbuffer = NULL;
8395 // rsurface.batchtvector3f_bufferoffset = 0;
8396 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);
8400 // deform vertex array to make wavey water and flags and such
8401 waveparms[0] = deform->waveparms[0];
8402 waveparms[1] = deform->waveparms[1];
8403 waveparms[2] = deform->waveparms[2];
8404 waveparms[3] = deform->waveparms[3];
8405 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8406 break; // if wavefunc is a nop, don't make a dynamic vertex array
8407 // this is how a divisor of vertex influence on deformation
8408 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8409 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8410 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8411 // rsurface.batchvertex3f_vertexbuffer = NULL;
8412 // rsurface.batchvertex3f_bufferoffset = 0;
8413 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8414 // rsurface.batchnormal3f_vertexbuffer = NULL;
8415 // rsurface.batchnormal3f_bufferoffset = 0;
8416 for (j = 0;j < batchnumvertices;j++)
8418 // if the wavefunc depends on time, evaluate it per-vertex
8421 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8422 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8424 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8426 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8427 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8428 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8430 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8431 // rsurface.batchsvector3f_vertexbuffer = NULL;
8432 // rsurface.batchsvector3f_bufferoffset = 0;
8433 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8434 // rsurface.batchtvector3f_vertexbuffer = NULL;
8435 // rsurface.batchtvector3f_bufferoffset = 0;
8436 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);
8439 case Q3DEFORM_BULGE:
8440 // deform vertex array to make the surface have moving bulges
8441 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8442 // rsurface.batchvertex3f_vertexbuffer = NULL;
8443 // rsurface.batchvertex3f_bufferoffset = 0;
8444 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8445 // rsurface.batchnormal3f_vertexbuffer = NULL;
8446 // rsurface.batchnormal3f_bufferoffset = 0;
8447 for (j = 0;j < batchnumvertices;j++)
8449 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8450 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8452 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8453 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8454 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8456 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8457 // rsurface.batchsvector3f_vertexbuffer = NULL;
8458 // rsurface.batchsvector3f_bufferoffset = 0;
8459 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8460 // rsurface.batchtvector3f_vertexbuffer = NULL;
8461 // rsurface.batchtvector3f_bufferoffset = 0;
8462 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);
8466 // deform vertex array
8467 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8468 break; // if wavefunc is a nop, don't make a dynamic vertex array
8469 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8470 VectorScale(deform->parms, scale, waveparms);
8471 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8472 // rsurface.batchvertex3f_vertexbuffer = NULL;
8473 // rsurface.batchvertex3f_bufferoffset = 0;
8474 for (j = 0;j < batchnumvertices;j++)
8475 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8480 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8482 // generate texcoords based on the chosen texcoord source
8483 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8486 case Q3TCGEN_TEXTURE:
8488 case Q3TCGEN_LIGHTMAP:
8489 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8490 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8491 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8492 if (rsurface.batchtexcoordlightmap2f)
8493 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8495 case Q3TCGEN_VECTOR:
8496 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8497 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8498 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8499 for (j = 0;j < batchnumvertices;j++)
8501 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8502 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8505 case Q3TCGEN_ENVIRONMENT:
8506 // make environment reflections using a spheremap
8507 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8508 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8509 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8510 for (j = 0;j < batchnumvertices;j++)
8512 // identical to Q3A's method, but executed in worldspace so
8513 // carried models can be shiny too
8515 float viewer[3], d, reflected[3], worldreflected[3];
8517 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8518 // VectorNormalize(viewer);
8520 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8522 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8523 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8524 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8525 // note: this is proportinal to viewer, so we can normalize later
8527 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8528 VectorNormalize(worldreflected);
8530 // note: this sphere map only uses world x and z!
8531 // so positive and negative y will LOOK THE SAME.
8532 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8533 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8537 // the only tcmod that needs software vertex processing is turbulent, so
8538 // check for it here and apply the changes if needed
8539 // and we only support that as the first one
8540 // (handling a mixture of turbulent and other tcmods would be problematic
8541 // without punting it entirely to a software path)
8542 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8544 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8545 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8546 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8547 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8548 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8549 for (j = 0;j < batchnumvertices;j++)
8551 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);
8552 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8557 // upload buffer data for the dynamic batch
8558 if (rsurface.batchvertex3f)
8559 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
8560 if (rsurface.batchsvector3f)
8561 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
8562 if (rsurface.batchtvector3f)
8563 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
8564 if (rsurface.batchnormal3f)
8565 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
8566 if (rsurface.batchlightmapcolor4f)
8567 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
8568 if (rsurface.batchtexcoordtexture2f)
8569 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
8570 if (rsurface.batchtexcoordlightmap2f)
8571 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
8572 if (rsurface.batchskeletalindex4ub)
8573 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
8574 if (rsurface.batchskeletalweight4ub)
8575 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
8576 if (rsurface.batchelement3s)
8577 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
8578 else if (rsurface.batchelement3i)
8579 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
8582 void RSurf_DrawBatch(void)
8584 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8585 // through the pipeline, killing it earlier in the pipeline would have
8586 // per-surface overhead rather than per-batch overhead, so it's best to
8587 // reject it here, before it hits glDraw.
8588 if (rsurface.batchnumtriangles == 0)
8591 // batch debugging code
8592 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8598 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8599 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8602 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8604 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8606 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8607 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);
8614 if (rsurface.batchmultidraw)
8616 // issue multiple draws rather than copying index data
8617 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8618 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8619 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8620 for (i = 0;i < numsurfaces;)
8622 // combine consecutive surfaces as one draw
8623 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8624 if (surfacelist[j] != surfacelist[k] + 1)
8626 firstvertex = surfacelist[i]->num_firstvertex;
8627 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8628 firsttriangle = surfacelist[i]->num_firsttriangle;
8629 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8630 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);
8636 // there is only one consecutive run of index data (may have been combined)
8637 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);
8641 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8643 // pick the closest matching water plane
8644 int planeindex, vertexindex, bestplaneindex = -1;
8648 r_waterstate_waterplane_t *p;
8649 qboolean prepared = false;
8651 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8653 if(p->camera_entity != rsurface.texture->camera_entity)
8658 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8660 if(rsurface.batchnumvertices == 0)
8663 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8665 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8666 d += fabs(PlaneDiff(vert, &p->plane));
8668 if (bestd > d || bestplaneindex < 0)
8671 bestplaneindex = planeindex;
8674 return bestplaneindex;
8675 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8676 // this situation though, as it might be better to render single larger
8677 // batches with useless stuff (backface culled for example) than to
8678 // render multiple smaller batches
8681 void RSurf_SetupDepthAndCulling(void)
8683 // submodels are biased to avoid z-fighting with world surfaces that they
8684 // may be exactly overlapping (avoids z-fighting artifacts on certain
8685 // doors and things in Quake maps)
8686 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8687 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8688 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8689 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8692 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8695 // transparent sky would be ridiculous
8696 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8698 R_SetupShader_Generic_NoTexture(false, false);
8699 skyrenderlater = true;
8700 RSurf_SetupDepthAndCulling();
8703 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8704 if (r_sky_scissor.integer)
8706 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8707 for (i = 0; i < texturenumsurfaces; i++)
8709 const msurface_t *surf = texturesurfacelist[i];
8712 float mins[3], maxs[3];
8714 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8716 Matrix4x4_Transform(&rsurface.matrix, v, p);
8719 if (mins[0] > p[0]) mins[0] = p[0];
8720 if (mins[1] > p[1]) mins[1] = p[1];
8721 if (mins[2] > p[2]) mins[2] = p[2];
8722 if (maxs[0] < p[0]) maxs[0] = p[0];
8723 if (maxs[1] < p[1]) maxs[1] = p[1];
8724 if (maxs[2] < p[2]) maxs[2] = p[2];
8728 VectorCopy(p, mins);
8729 VectorCopy(p, maxs);
8732 if (!R_ScissorForBBox(mins, maxs, scissor))
8736 if (skyscissor[0] > scissor[0])
8738 skyscissor[2] += skyscissor[0] - scissor[0];
8739 skyscissor[0] = scissor[0];
8741 if (skyscissor[1] > scissor[1])
8743 skyscissor[3] += skyscissor[1] - scissor[1];
8744 skyscissor[1] = scissor[1];
8746 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8747 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8748 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8749 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8752 Vector4Copy(scissor, skyscissor);
8757 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8758 // skymasking on them, and Quake3 never did sky masking (unlike
8759 // software Quake and software Quake2), so disable the sky masking
8760 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8761 // and skymasking also looks very bad when noclipping outside the
8762 // level, so don't use it then either.
8763 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)
8765 R_Mesh_ResetTextureState();
8766 if (skyrendermasked)
8768 R_SetupShader_DepthOrShadow(false, false, false);
8769 // depth-only (masking)
8770 GL_ColorMask(0, 0, 0, 0);
8771 // just to make sure that braindead drivers don't draw
8772 // anything despite that colormask...
8773 GL_BlendFunc(GL_ZERO, GL_ONE);
8774 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8775 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8779 R_SetupShader_Generic_NoTexture(false, false);
8781 GL_BlendFunc(GL_ONE, GL_ZERO);
8782 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8783 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8784 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8787 if (skyrendermasked)
8788 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8790 R_Mesh_ResetTextureState();
8791 GL_Color(1, 1, 1, 1);
8794 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8795 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8796 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8798 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8802 // render screenspace normalmap to texture
8804 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8809 // bind lightmap texture
8811 // water/refraction/reflection/camera surfaces have to be handled specially
8812 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8814 int start, end, startplaneindex;
8815 for (start = 0;start < texturenumsurfaces;start = end)
8817 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8818 if(startplaneindex < 0)
8820 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8821 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8825 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8827 // now that we have a batch using the same planeindex, render it
8828 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8830 // render water or distortion background
8832 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8834 // blend surface on top
8835 GL_DepthMask(false);
8836 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8839 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8841 // render surface with reflection texture as input
8842 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8843 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8850 // render surface batch normally
8851 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8852 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
8856 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8860 int texturesurfaceindex;
8862 const msurface_t *surface;
8863 float surfacecolor4f[4];
8865 // R_Mesh_ResetTextureState();
8866 R_SetupShader_Generic_NoTexture(false, false);
8868 GL_BlendFunc(GL_ONE, GL_ZERO);
8869 GL_DepthMask(writedepth);
8871 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8873 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8875 surface = texturesurfacelist[texturesurfaceindex];
8876 k = (int)(((size_t)surface) / sizeof(msurface_t));
8877 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8878 for (j = 0;j < surface->num_vertices;j++)
8880 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8884 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8888 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8891 RSurf_SetupDepthAndCulling();
8892 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8894 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8897 switch (vid.renderpath)
8899 case RENDERPATH_GL32:
8900 case RENDERPATH_GLES2:
8901 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8907 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8910 int texturenumsurfaces, endsurface;
8912 const msurface_t *surface;
8913 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8915 RSurf_ActiveModelEntity(ent, true, true, false);
8917 if (r_transparentdepthmasking.integer)
8919 qboolean setup = false;
8920 for (i = 0;i < numsurfaces;i = j)
8923 surface = rsurface.modelsurfaces + surfacelist[i];
8924 texture = surface->texture;
8925 rsurface.texture = R_GetCurrentTexture(texture);
8926 rsurface.lightmaptexture = NULL;
8927 rsurface.deluxemaptexture = NULL;
8928 rsurface.uselightmaptexture = false;
8929 // scan ahead until we find a different texture
8930 endsurface = min(i + 1024, numsurfaces);
8931 texturenumsurfaces = 0;
8932 texturesurfacelist[texturenumsurfaces++] = surface;
8933 for (;j < endsurface;j++)
8935 surface = rsurface.modelsurfaces + surfacelist[j];
8936 if (texture != surface->texture)
8938 texturesurfacelist[texturenumsurfaces++] = surface;
8940 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8942 // render the range of surfaces as depth
8946 GL_ColorMask(0,0,0,0);
8949 GL_BlendFunc(GL_ONE, GL_ZERO);
8951 // R_Mesh_ResetTextureState();
8953 RSurf_SetupDepthAndCulling();
8954 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8955 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8956 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8960 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8963 for (i = 0;i < numsurfaces;i = j)
8966 surface = rsurface.modelsurfaces + surfacelist[i];
8967 texture = surface->texture;
8968 rsurface.texture = R_GetCurrentTexture(texture);
8969 // scan ahead until we find a different texture
8970 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8971 texturenumsurfaces = 0;
8972 texturesurfacelist[texturenumsurfaces++] = surface;
8973 if(FAKELIGHT_ENABLED)
8975 rsurface.lightmaptexture = NULL;
8976 rsurface.deluxemaptexture = NULL;
8977 rsurface.uselightmaptexture = false;
8978 for (;j < endsurface;j++)
8980 surface = rsurface.modelsurfaces + surfacelist[j];
8981 if (texture != surface->texture)
8983 texturesurfacelist[texturenumsurfaces++] = surface;
8988 rsurface.lightmaptexture = surface->lightmaptexture;
8989 rsurface.deluxemaptexture = surface->deluxemaptexture;
8990 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8991 for (;j < endsurface;j++)
8993 surface = rsurface.modelsurfaces + surfacelist[j];
8994 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8996 texturesurfacelist[texturenumsurfaces++] = surface;
8999 // render the range of surfaces
9000 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9002 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9005 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9007 // transparent surfaces get pushed off into the transparent queue
9008 int surfacelistindex;
9009 const msurface_t *surface;
9010 vec3_t tempcenter, center;
9011 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9013 surface = texturesurfacelist[surfacelistindex];
9014 if (r_transparent_sortsurfacesbynearest.integer)
9016 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9017 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9018 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9022 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9023 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9024 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9026 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9027 if (rsurface.entity->transparent_offset) // transparent offset
9029 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9030 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9031 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9033 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);
9037 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9039 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9041 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9043 RSurf_SetupDepthAndCulling();
9044 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9045 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9046 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9050 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9054 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9056 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9059 if (!rsurface.texture->currentnumlayers)
9061 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9062 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9064 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9066 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9067 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9068 else if (!rsurface.texture->currentnumlayers)
9070 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9072 // in the deferred case, transparent surfaces were queued during prepass
9073 if (!r_shadow_usingdeferredprepass)
9074 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9078 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9079 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9084 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9088 R_FrameData_SetMark();
9089 // break the surface list down into batches by texture and use of lightmapping
9090 for (i = 0;i < numsurfaces;i = j)
9093 // texture is the base texture pointer, rsurface.texture is the
9094 // current frame/skin the texture is directing us to use (for example
9095 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9096 // use skin 1 instead)
9097 texture = surfacelist[i]->texture;
9098 rsurface.texture = R_GetCurrentTexture(texture);
9099 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9101 // if this texture is not the kind we want, skip ahead to the next one
9102 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9106 if(FAKELIGHT_ENABLED || depthonly || prepass)
9108 rsurface.lightmaptexture = NULL;
9109 rsurface.deluxemaptexture = NULL;
9110 rsurface.uselightmaptexture = false;
9111 // simply scan ahead until we find a different texture or lightmap state
9112 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9117 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9118 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9119 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9120 // simply scan ahead until we find a different texture or lightmap state
9121 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9124 // render the range of surfaces
9125 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9127 R_FrameData_ReturnToMark();
9130 float locboxvertex3f[6*4*3] =
9132 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9133 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9134 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9135 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9136 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9137 1,0,0, 0,0,0, 0,1,0, 1,1,0
9140 unsigned short locboxelements[6*2*3] =
9150 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9153 cl_locnode_t *loc = (cl_locnode_t *)ent;
9155 float vertex3f[6*4*3];
9157 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9158 GL_DepthMask(false);
9159 GL_DepthRange(0, 1);
9160 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9162 GL_CullFace(GL_NONE);
9163 R_EntityMatrix(&identitymatrix);
9165 // R_Mesh_ResetTextureState();
9168 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9169 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9170 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9171 surfacelist[0] < 0 ? 0.5f : 0.125f);
9173 if (VectorCompare(loc->mins, loc->maxs))
9175 VectorSet(size, 2, 2, 2);
9176 VectorMA(loc->mins, -0.5f, size, mins);
9180 VectorCopy(loc->mins, mins);
9181 VectorSubtract(loc->maxs, loc->mins, size);
9184 for (i = 0;i < 6*4*3;)
9185 for (j = 0;j < 3;j++, i++)
9186 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9188 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9189 R_SetupShader_Generic_NoTexture(false, false);
9190 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9193 void R_DrawLocs(void)
9196 cl_locnode_t *loc, *nearestloc;
9198 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9199 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9201 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9202 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9206 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9208 if (decalsystem->decals)
9209 Mem_Free(decalsystem->decals);
9210 memset(decalsystem, 0, sizeof(*decalsystem));
9213 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)
9219 // expand or initialize the system
9220 if (decalsystem->maxdecals <= decalsystem->numdecals)
9222 decalsystem_t old = *decalsystem;
9223 qboolean useshortelements;
9224 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9225 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9226 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)));
9227 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9228 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9229 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9230 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9231 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9232 if (decalsystem->numdecals)
9233 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9235 Mem_Free(old.decals);
9236 for (i = 0;i < decalsystem->maxdecals*3;i++)
9237 decalsystem->element3i[i] = i;
9238 if (useshortelements)
9239 for (i = 0;i < decalsystem->maxdecals*3;i++)
9240 decalsystem->element3s[i] = i;
9243 // grab a decal and search for another free slot for the next one
9244 decals = decalsystem->decals;
9245 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9246 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9248 decalsystem->freedecal = i;
9249 if (decalsystem->numdecals <= i)
9250 decalsystem->numdecals = i + 1;
9252 // initialize the decal
9254 decal->triangleindex = triangleindex;
9255 decal->surfaceindex = surfaceindex;
9256 decal->decalsequence = decalsequence;
9257 decal->color4f[0][0] = c0[0];
9258 decal->color4f[0][1] = c0[1];
9259 decal->color4f[0][2] = c0[2];
9260 decal->color4f[0][3] = 1;
9261 decal->color4f[1][0] = c1[0];
9262 decal->color4f[1][1] = c1[1];
9263 decal->color4f[1][2] = c1[2];
9264 decal->color4f[1][3] = 1;
9265 decal->color4f[2][0] = c2[0];
9266 decal->color4f[2][1] = c2[1];
9267 decal->color4f[2][2] = c2[2];
9268 decal->color4f[2][3] = 1;
9269 decal->vertex3f[0][0] = v0[0];
9270 decal->vertex3f[0][1] = v0[1];
9271 decal->vertex3f[0][2] = v0[2];
9272 decal->vertex3f[1][0] = v1[0];
9273 decal->vertex3f[1][1] = v1[1];
9274 decal->vertex3f[1][2] = v1[2];
9275 decal->vertex3f[2][0] = v2[0];
9276 decal->vertex3f[2][1] = v2[1];
9277 decal->vertex3f[2][2] = v2[2];
9278 decal->texcoord2f[0][0] = t0[0];
9279 decal->texcoord2f[0][1] = t0[1];
9280 decal->texcoord2f[1][0] = t1[0];
9281 decal->texcoord2f[1][1] = t1[1];
9282 decal->texcoord2f[2][0] = t2[0];
9283 decal->texcoord2f[2][1] = t2[1];
9284 TriangleNormal(v0, v1, v2, decal->plane);
9285 VectorNormalize(decal->plane);
9286 decal->plane[3] = DotProduct(v0, decal->plane);
9289 extern cvar_t cl_decals_bias;
9290 extern cvar_t cl_decals_models;
9291 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9292 // baseparms, parms, temps
9293 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)
9298 const float *vertex3f;
9299 const float *normal3f;
9301 float points[2][9][3];
9308 e = rsurface.modelelement3i + 3*triangleindex;
9310 vertex3f = rsurface.modelvertex3f;
9311 normal3f = rsurface.modelnormal3f;
9315 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9317 index = 3*e[cornerindex];
9318 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9323 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9325 index = 3*e[cornerindex];
9326 VectorCopy(vertex3f + index, v[cornerindex]);
9331 //TriangleNormal(v[0], v[1], v[2], normal);
9332 //if (DotProduct(normal, localnormal) < 0.0f)
9334 // clip by each of the box planes formed from the projection matrix
9335 // if anything survives, we emit the decal
9336 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]);
9339 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]);
9342 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]);
9345 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]);
9348 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]);
9351 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]);
9354 // some part of the triangle survived, so we have to accept it...
9357 // dynamic always uses the original triangle
9359 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9361 index = 3*e[cornerindex];
9362 VectorCopy(vertex3f + index, v[cornerindex]);
9365 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9367 // convert vertex positions to texcoords
9368 Matrix4x4_Transform(projection, v[cornerindex], temp);
9369 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9370 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9371 // calculate distance fade from the projection origin
9372 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9373 f = bound(0.0f, f, 1.0f);
9374 c[cornerindex][0] = r * f;
9375 c[cornerindex][1] = g * f;
9376 c[cornerindex][2] = b * f;
9377 c[cornerindex][3] = 1.0f;
9378 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9381 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);
9383 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9384 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);
9386 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)
9388 matrix4x4_t projection;
9389 decalsystem_t *decalsystem;
9392 const msurface_t *surface;
9393 const msurface_t *surfaces;
9394 const int *surfacelist;
9395 const texture_t *texture;
9398 int surfacelistindex;
9401 float localorigin[3];
9402 float localnormal[3];
9410 int bih_triangles_count;
9411 int bih_triangles[256];
9412 int bih_surfaces[256];
9414 decalsystem = &ent->decalsystem;
9416 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9418 R_DecalSystem_Reset(&ent->decalsystem);
9422 if (!model->brush.data_leafs && !cl_decals_models.integer)
9424 if (decalsystem->model)
9425 R_DecalSystem_Reset(decalsystem);
9429 if (decalsystem->model != model)
9430 R_DecalSystem_Reset(decalsystem);
9431 decalsystem->model = model;
9433 RSurf_ActiveModelEntity(ent, true, false, false);
9435 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9436 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9437 VectorNormalize(localnormal);
9438 localsize = worldsize*rsurface.inversematrixscale;
9439 localmins[0] = localorigin[0] - localsize;
9440 localmins[1] = localorigin[1] - localsize;
9441 localmins[2] = localorigin[2] - localsize;
9442 localmaxs[0] = localorigin[0] + localsize;
9443 localmaxs[1] = localorigin[1] + localsize;
9444 localmaxs[2] = localorigin[2] + localsize;
9446 //VectorCopy(localnormal, planes[4]);
9447 //VectorVectors(planes[4], planes[2], planes[0]);
9448 AnglesFromVectors(angles, localnormal, NULL, false);
9449 AngleVectors(angles, planes[0], planes[2], planes[4]);
9450 VectorNegate(planes[0], planes[1]);
9451 VectorNegate(planes[2], planes[3]);
9452 VectorNegate(planes[4], planes[5]);
9453 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9454 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9455 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9456 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9457 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9458 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9463 matrix4x4_t forwardprojection;
9464 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9465 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9470 float projectionvector[4][3];
9471 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9472 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9473 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9474 projectionvector[0][0] = planes[0][0] * ilocalsize;
9475 projectionvector[0][1] = planes[1][0] * ilocalsize;
9476 projectionvector[0][2] = planes[2][0] * ilocalsize;
9477 projectionvector[1][0] = planes[0][1] * ilocalsize;
9478 projectionvector[1][1] = planes[1][1] * ilocalsize;
9479 projectionvector[1][2] = planes[2][1] * ilocalsize;
9480 projectionvector[2][0] = planes[0][2] * ilocalsize;
9481 projectionvector[2][1] = planes[1][2] * ilocalsize;
9482 projectionvector[2][2] = planes[2][2] * ilocalsize;
9483 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9484 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9485 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9486 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9490 dynamic = model->surfmesh.isanimated;
9491 numsurfacelist = model->nummodelsurfaces;
9492 surfacelist = model->sortedmodelsurfaces;
9493 surfaces = model->data_surfaces;
9496 bih_triangles_count = -1;
9499 if(model->render_bih.numleafs)
9500 bih = &model->render_bih;
9501 else if(model->collision_bih.numleafs)
9502 bih = &model->collision_bih;
9505 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9506 if(bih_triangles_count == 0)
9508 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9510 if(bih_triangles_count > 0)
9512 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9514 surfaceindex = bih_surfaces[triangleindex];
9515 surface = surfaces + surfaceindex;
9516 texture = surface->texture;
9517 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9519 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9521 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9526 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9528 surfaceindex = surfacelist[surfacelistindex];
9529 surface = surfaces + surfaceindex;
9530 // check cull box first because it rejects more than any other check
9531 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9533 // skip transparent surfaces
9534 texture = surface->texture;
9535 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9537 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9539 numtriangles = surface->num_triangles;
9540 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9541 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9546 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9547 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)
9549 int renderentityindex;
9552 entity_render_t *ent;
9554 if (!cl_decals_newsystem.integer)
9557 worldmins[0] = worldorigin[0] - worldsize;
9558 worldmins[1] = worldorigin[1] - worldsize;
9559 worldmins[2] = worldorigin[2] - worldsize;
9560 worldmaxs[0] = worldorigin[0] + worldsize;
9561 worldmaxs[1] = worldorigin[1] + worldsize;
9562 worldmaxs[2] = worldorigin[2] + worldsize;
9564 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9566 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9568 ent = r_refdef.scene.entities[renderentityindex];
9569 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9572 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9576 typedef struct r_decalsystem_splatqueue_s
9583 unsigned int decalsequence;
9585 r_decalsystem_splatqueue_t;
9587 int r_decalsystem_numqueued = 0;
9588 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9590 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)
9592 r_decalsystem_splatqueue_t *queue;
9594 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9597 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9598 VectorCopy(worldorigin, queue->worldorigin);
9599 VectorCopy(worldnormal, queue->worldnormal);
9600 Vector4Set(queue->color, r, g, b, a);
9601 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9602 queue->worldsize = worldsize;
9603 queue->decalsequence = cl.decalsequence++;
9606 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9609 r_decalsystem_splatqueue_t *queue;
9611 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9612 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);
9613 r_decalsystem_numqueued = 0;
9616 extern cvar_t cl_decals_max;
9617 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9620 decalsystem_t *decalsystem = &ent->decalsystem;
9622 unsigned int killsequence;
9627 if (!decalsystem->numdecals)
9630 if (r_showsurfaces.integer)
9633 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9635 R_DecalSystem_Reset(decalsystem);
9639 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9640 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9642 if (decalsystem->lastupdatetime)
9643 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9646 decalsystem->lastupdatetime = r_refdef.scene.time;
9647 numdecals = decalsystem->numdecals;
9649 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9651 if (decal->color4f[0][3])
9653 decal->lived += frametime;
9654 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9656 memset(decal, 0, sizeof(*decal));
9657 if (decalsystem->freedecal > i)
9658 decalsystem->freedecal = i;
9662 decal = decalsystem->decals;
9663 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9666 // collapse the array by shuffling the tail decals into the gaps
9669 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9670 decalsystem->freedecal++;
9671 if (decalsystem->freedecal == numdecals)
9673 decal[decalsystem->freedecal] = decal[--numdecals];
9676 decalsystem->numdecals = numdecals;
9680 // if there are no decals left, reset decalsystem
9681 R_DecalSystem_Reset(decalsystem);
9685 extern skinframe_t *decalskinframe;
9686 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9689 decalsystem_t *decalsystem = &ent->decalsystem;
9698 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9701 numdecals = decalsystem->numdecals;
9705 if (r_showsurfaces.integer)
9708 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9710 R_DecalSystem_Reset(decalsystem);
9714 // if the model is static it doesn't matter what value we give for
9715 // wantnormals and wanttangents, so this logic uses only rules applicable
9716 // to a model, knowing that they are meaningless otherwise
9717 RSurf_ActiveModelEntity(ent, false, false, false);
9719 decalsystem->lastupdatetime = r_refdef.scene.time;
9721 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9723 // update vertex positions for animated models
9724 v3f = decalsystem->vertex3f;
9725 c4f = decalsystem->color4f;
9726 t2f = decalsystem->texcoord2f;
9727 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9729 if (!decal->color4f[0][3])
9732 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9736 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9739 // update color values for fading decals
9740 if (decal->lived >= cl_decals_time.value)
9741 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9745 c4f[ 0] = decal->color4f[0][0] * alpha;
9746 c4f[ 1] = decal->color4f[0][1] * alpha;
9747 c4f[ 2] = decal->color4f[0][2] * alpha;
9749 c4f[ 4] = decal->color4f[1][0] * alpha;
9750 c4f[ 5] = decal->color4f[1][1] * alpha;
9751 c4f[ 6] = decal->color4f[1][2] * alpha;
9753 c4f[ 8] = decal->color4f[2][0] * alpha;
9754 c4f[ 9] = decal->color4f[2][1] * alpha;
9755 c4f[10] = decal->color4f[2][2] * alpha;
9758 t2f[0] = decal->texcoord2f[0][0];
9759 t2f[1] = decal->texcoord2f[0][1];
9760 t2f[2] = decal->texcoord2f[1][0];
9761 t2f[3] = decal->texcoord2f[1][1];
9762 t2f[4] = decal->texcoord2f[2][0];
9763 t2f[5] = decal->texcoord2f[2][1];
9765 // update vertex positions for animated models
9766 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9768 e = rsurface.modelelement3i + 3*decal->triangleindex;
9769 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9770 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9771 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9775 VectorCopy(decal->vertex3f[0], v3f);
9776 VectorCopy(decal->vertex3f[1], v3f + 3);
9777 VectorCopy(decal->vertex3f[2], v3f + 6);
9780 if (r_refdef.fogenabled)
9782 alpha = RSurf_FogVertex(v3f);
9783 VectorScale(c4f, alpha, c4f);
9784 alpha = RSurf_FogVertex(v3f + 3);
9785 VectorScale(c4f + 4, alpha, c4f + 4);
9786 alpha = RSurf_FogVertex(v3f + 6);
9787 VectorScale(c4f + 8, alpha, c4f + 8);
9798 r_refdef.stats[r_stat_drawndecals] += numtris;
9800 // now render the decals all at once
9801 // (this assumes they all use one particle font texture!)
9802 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);
9803 // R_Mesh_ResetTextureState();
9804 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9805 GL_DepthMask(false);
9806 GL_DepthRange(0, 1);
9807 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9809 GL_CullFace(GL_NONE);
9810 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9811 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9812 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9816 static void R_DrawModelDecals(void)
9820 // fade faster when there are too many decals
9821 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9822 for (i = 0;i < r_refdef.scene.numentities;i++)
9823 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9825 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9826 for (i = 0;i < r_refdef.scene.numentities;i++)
9827 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9828 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9830 R_DecalSystem_ApplySplatEntitiesQueue();
9832 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9833 for (i = 0;i < r_refdef.scene.numentities;i++)
9834 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9836 r_refdef.stats[r_stat_totaldecals] += numdecals;
9838 if (r_showsurfaces.integer)
9841 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9843 for (i = 0;i < r_refdef.scene.numentities;i++)
9845 if (!r_refdef.viewcache.entityvisible[i])
9847 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9848 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9852 extern cvar_t mod_collision_bih;
9853 static void R_DrawDebugModel(void)
9855 entity_render_t *ent = rsurface.entity;
9856 int i, j, flagsmask;
9857 const msurface_t *surface;
9858 dp_model_t *model = ent->model;
9860 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9863 if (r_showoverdraw.value > 0)
9865 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9866 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9867 R_SetupShader_Generic_NoTexture(false, false);
9868 GL_DepthTest(false);
9869 GL_DepthMask(false);
9870 GL_DepthRange(0, 1);
9871 GL_BlendFunc(GL_ONE, GL_ONE);
9872 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9874 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9876 rsurface.texture = R_GetCurrentTexture(surface->texture);
9877 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9879 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9880 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9881 if (!rsurface.texture->currentlayers->depthmask)
9882 GL_Color(c, 0, 0, 1.0f);
9883 else if (ent == r_refdef.scene.worldentity)
9884 GL_Color(c, c, c, 1.0f);
9886 GL_Color(0, c, 0, 1.0f);
9887 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9891 rsurface.texture = NULL;
9894 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9896 // R_Mesh_ResetTextureState();
9897 R_SetupShader_Generic_NoTexture(false, false);
9898 GL_DepthRange(0, 1);
9899 GL_DepthTest(!r_showdisabledepthtest.integer);
9900 GL_DepthMask(false);
9901 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9903 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9907 qboolean cullbox = false;
9908 const q3mbrush_t *brush;
9909 const bih_t *bih = &model->collision_bih;
9910 const bih_leaf_t *bihleaf;
9911 float vertex3f[3][3];
9912 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9913 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9915 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9917 switch (bihleaf->type)
9920 brush = model->brush.data_brushes + bihleaf->itemindex;
9921 if (brush->colbrushf && brush->colbrushf->numtriangles)
9923 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);
9924 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9925 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9928 case BIH_COLLISIONTRIANGLE:
9929 triangleindex = bihleaf->itemindex;
9930 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9931 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9932 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9933 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);
9934 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9935 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9937 case BIH_RENDERTRIANGLE:
9938 triangleindex = bihleaf->itemindex;
9939 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9940 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9941 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9942 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);
9943 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9944 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9950 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9953 if (r_showtris.value > 0 && qglPolygonMode)
9955 if (r_showdisabledepthtest.integer)
9957 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9958 GL_DepthMask(false);
9962 GL_BlendFunc(GL_ONE, GL_ZERO);
9965 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9966 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9968 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9970 rsurface.texture = R_GetCurrentTexture(surface->texture);
9971 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9973 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9974 if (!rsurface.texture->currentlayers->depthmask)
9975 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9976 else if (ent == r_refdef.scene.worldentity)
9977 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9979 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9980 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9984 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9985 rsurface.texture = NULL;
9989 // FIXME! implement r_shownormals with just triangles
9990 if (r_shownormals.value != 0 && qglBegin)
9994 if (r_showdisabledepthtest.integer)
9996 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9997 GL_DepthMask(false);
10001 GL_BlendFunc(GL_ONE, GL_ZERO);
10002 GL_DepthMask(true);
10004 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10006 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10008 rsurface.texture = R_GetCurrentTexture(surface->texture);
10009 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10011 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10012 qglBegin(GL_LINES);
10013 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10015 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10017 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10018 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10019 qglVertex3f(v[0], v[1], v[2]);
10020 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10021 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10022 qglVertex3f(v[0], v[1], v[2]);
10025 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10027 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10029 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10030 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10031 qglVertex3f(v[0], v[1], v[2]);
10032 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10033 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10034 qglVertex3f(v[0], v[1], v[2]);
10037 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10039 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10041 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10042 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10043 qglVertex3f(v[0], v[1], v[2]);
10044 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10045 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10046 qglVertex3f(v[0], v[1], v[2]);
10049 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10051 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10053 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10054 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10055 qglVertex3f(v[0], v[1], v[2]);
10056 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10057 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10058 qglVertex3f(v[0], v[1], v[2]);
10065 rsurface.texture = NULL;
10071 int r_maxsurfacelist = 0;
10072 const msurface_t **r_surfacelist = NULL;
10073 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
10075 int i, j, endj, flagsmask;
10076 dp_model_t *model = ent->model;
10077 msurface_t *surfaces;
10078 unsigned char *update;
10079 int numsurfacelist = 0;
10083 if (r_maxsurfacelist < model->num_surfaces)
10085 r_maxsurfacelist = model->num_surfaces;
10087 Mem_Free((msurface_t **)r_surfacelist);
10088 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10091 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10092 RSurf_ActiveModelEntity(ent, false, false, false);
10094 RSurf_ActiveModelEntity(ent, true, true, true);
10095 else if (depthonly)
10096 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10098 RSurf_ActiveModelEntity(ent, true, true, false);
10100 surfaces = model->data_surfaces;
10101 update = model->brushq1.lightmapupdateflags;
10103 // update light styles
10104 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10106 model_brush_lightstyleinfo_t *style;
10107 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10109 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10111 int *list = style->surfacelist;
10112 style->value = r_refdef.scene.lightstylevalue[style->style];
10113 for (j = 0;j < style->numsurfaces;j++)
10114 update[list[j]] = true;
10119 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10123 R_DrawDebugModel();
10124 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10128 rsurface.lightmaptexture = NULL;
10129 rsurface.deluxemaptexture = NULL;
10130 rsurface.uselightmaptexture = false;
10131 rsurface.texture = NULL;
10132 rsurface.rtlight = NULL;
10133 numsurfacelist = 0;
10134 // add visible surfaces to draw list
10135 if (ent == r_refdef.scene.worldentity)
10137 // for the world entity, check surfacevisible
10138 for (i = 0;i < model->nummodelsurfaces;i++)
10140 j = model->sortedmodelsurfaces[i];
10141 if (r_refdef.viewcache.world_surfacevisible[j])
10142 r_surfacelist[numsurfacelist++] = surfaces + j;
10147 // for ui we have to preserve the order of surfaces
10148 for (i = 0; i < model->nummodelsurfaces; i++)
10149 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10153 // add all surfaces
10154 for (i = 0; i < model->nummodelsurfaces; i++)
10155 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10157 // don't do anything if there were no surfaces
10158 if (!numsurfacelist)
10160 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10163 // update lightmaps if needed
10167 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10172 R_BuildLightMap(ent, surfaces + j);
10177 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10179 // add to stats if desired
10180 if (r_speeds.integer && !skysurfaces && !depthonly)
10182 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10183 for (j = 0;j < numsurfacelist;j++)
10184 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10187 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10190 void R_DebugLine(vec3_t start, vec3_t end)
10192 dp_model_t *mod = CL_Mesh_UI();
10194 int e0, e1, e2, e3;
10195 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10196 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10197 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10200 // transform to screen coords first
10201 Vector4Set(w[0], start[0], start[1], start[2], 1);
10202 Vector4Set(w[1], end[0], end[1], end[2], 1);
10203 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10204 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10205 x1 = s[0][0] * vid_conwidth.value / vid.width;
10206 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10207 x2 = s[1][0] * vid_conwidth.value / vid.width;
10208 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10209 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10211 // add the line to the UI mesh for drawing later
10213 // width is measured in real pixels
10214 if (fabs(x2 - x1) > fabs(y2 - y1))
10217 offsety = 0.5f * width * vid_conheight.value / vid.height;
10221 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10224 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
10225 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10226 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10227 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10228 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10229 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10230 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10235 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10238 static texture_t texture;
10239 static msurface_t surface;
10240 const msurface_t *surfacelist = &surface;
10242 // fake enough texture and surface state to render this geometry
10244 texture.update_lastrenderframe = -1; // regenerate this texture
10245 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10246 texture.basealpha = 1.0f;
10247 texture.currentskinframe = skinframe;
10248 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10249 texture.offsetmapping = OFFSETMAPPING_OFF;
10250 texture.offsetscale = 1;
10251 texture.specularscalemod = 1;
10252 texture.specularpowermod = 1;
10253 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10254 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10255 // JUST GREP FOR "specularscalemod = 1".
10257 for (q = 0; q < 3; q++)
10259 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10260 texture.render_modellight_lightdir[q] = q == 2;
10261 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10262 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10263 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10264 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10265 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10266 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10267 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10268 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10270 texture.currentalpha = 1.0f;
10272 surface.texture = &texture;
10273 surface.num_triangles = numtriangles;
10274 surface.num_firsttriangle = firsttriangle;
10275 surface.num_vertices = numvertices;
10276 surface.num_firstvertex = firstvertex;
10279 rsurface.texture = R_GetCurrentTexture(surface.texture);
10280 rsurface.lightmaptexture = NULL;
10281 rsurface.deluxemaptexture = NULL;
10282 rsurface.uselightmaptexture = false;
10283 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10286 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)
10288 static msurface_t surface;
10289 const msurface_t *surfacelist = &surface;
10291 // fake enough texture and surface state to render this geometry
10292 surface.texture = texture;
10293 surface.num_triangles = numtriangles;
10294 surface.num_firsttriangle = firsttriangle;
10295 surface.num_vertices = numvertices;
10296 surface.num_firstvertex = firstvertex;
10299 rsurface.texture = R_GetCurrentTexture(surface.texture);
10300 rsurface.lightmaptexture = NULL;
10301 rsurface.deluxemaptexture = NULL;
10302 rsurface.uselightmaptexture = false;
10303 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);