2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
78 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
86 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
87 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
91 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
95 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
96 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
97 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
98 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
99 cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
100 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
101 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
102 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
103 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
104 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
105 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
106 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
107 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
108 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
109 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
110 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
111 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
112 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
113 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
114 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
115 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
124 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
125 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
126 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
127 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
128 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
130 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
131 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
132 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
133 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
134 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
135 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
136 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
137 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
138 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
139 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
140 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
141 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
142 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
143 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
144 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
145 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
146 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
147 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
148 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
149 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
150 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
151 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
152 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
153 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
154 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
155 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
157 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
158 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
159 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
160 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
161 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
162 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
163 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
164 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
166 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
167 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
169 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
170 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
171 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
173 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
174 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
175 cvar_t r_rendertarget_debug = {0, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
176 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
177 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
178 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
179 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
180 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
181 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
182 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
184 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
185 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
186 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
187 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
188 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
189 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
190 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
191 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
192 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
193 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
194 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
195 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
196 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
197 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
198 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
199 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
200 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
201 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
202 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
204 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
205 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
206 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
207 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
208 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
209 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
210 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
211 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
212 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
214 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
215 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
216 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
217 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
219 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
220 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
222 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
223 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
224 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
225 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
226 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
227 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
229 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
230 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
231 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
232 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
233 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
234 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
235 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
236 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
237 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
238 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
240 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
242 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
244 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
246 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
248 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
249 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
250 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
251 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
253 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
254 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
256 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
258 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
259 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
261 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
262 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
263 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
264 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
267 extern cvar_t v_glslgamma_2d;
269 extern qboolean v_flipped_state;
271 r_framebufferstate_t r_fb;
273 /// shadow volume bsp struct with automatically growing nodes buffer
276 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
278 rtexture_t *r_texture_blanknormalmap;
279 rtexture_t *r_texture_white;
280 rtexture_t *r_texture_grey128;
281 rtexture_t *r_texture_black;
282 rtexture_t *r_texture_notexture;
283 rtexture_t *r_texture_whitecube;
284 rtexture_t *r_texture_normalizationcube;
285 rtexture_t *r_texture_fogattenuation;
286 rtexture_t *r_texture_fogheighttexture;
287 rtexture_t *r_texture_gammaramps;
288 unsigned int r_texture_gammaramps_serial;
289 //rtexture_t *r_texture_fogintensity;
290 rtexture_t *r_texture_reflectcube;
292 // TODO: hash lookups?
293 typedef struct cubemapinfo_s
300 int r_texture_numcubemaps;
301 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
303 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
304 unsigned int r_numqueries;
305 unsigned int r_maxqueries;
307 typedef struct r_qwskincache_s
309 char name[MAX_QPATH];
310 skinframe_t *skinframe;
314 static r_qwskincache_t *r_qwskincache;
315 static int r_qwskincache_size;
317 /// vertex coordinates for a quad that covers the screen exactly
318 extern const float r_screenvertex3f[12];
319 const float r_screenvertex3f[12] =
327 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
330 for (i = 0;i < verts;i++)
341 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
344 for (i = 0;i < verts;i++)
354 // FIXME: move this to client?
357 if (gamemode == GAME_NEHAHRA)
359 Cvar_Set("gl_fogenable", "0");
360 Cvar_Set("gl_fogdensity", "0.2");
361 Cvar_Set("gl_fogred", "0.3");
362 Cvar_Set("gl_foggreen", "0.3");
363 Cvar_Set("gl_fogblue", "0.3");
365 r_refdef.fog_density = 0;
366 r_refdef.fog_red = 0;
367 r_refdef.fog_green = 0;
368 r_refdef.fog_blue = 0;
369 r_refdef.fog_alpha = 1;
370 r_refdef.fog_start = 0;
371 r_refdef.fog_end = 16384;
372 r_refdef.fog_height = 1<<30;
373 r_refdef.fog_fadedepth = 128;
374 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
377 static void R_BuildBlankTextures(void)
379 unsigned char data[4];
380 data[2] = 128; // normal X
381 data[1] = 128; // normal Y
382 data[0] = 255; // normal Z
383 data[3] = 255; // height
384 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
399 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
402 static void R_BuildNoTexture(void)
405 unsigned char pix[16][16][4];
406 // this makes a light grey/dark grey checkerboard texture
407 for (y = 0;y < 16;y++)
409 for (x = 0;x < 16;x++)
411 if ((y < 8) ^ (x < 8))
427 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
430 static void R_BuildWhiteCube(void)
432 unsigned char data[6*1*1*4];
433 memset(data, 255, sizeof(data));
434 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
437 static void R_BuildNormalizationCube(void)
441 vec_t s, t, intensity;
444 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
445 for (side = 0;side < 6;side++)
447 for (y = 0;y < NORMSIZE;y++)
449 for (x = 0;x < NORMSIZE;x++)
451 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
452 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
487 intensity = 127.0f / sqrt(DotProduct(v, v));
488 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
489 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
490 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
491 data[((side*64+y)*64+x)*4+3] = 255;
495 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
499 static void R_BuildFogTexture(void)
503 unsigned char data1[FOGWIDTH][4];
504 //unsigned char data2[FOGWIDTH][4];
507 r_refdef.fogmasktable_start = r_refdef.fog_start;
508 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
509 r_refdef.fogmasktable_range = r_refdef.fogrange;
510 r_refdef.fogmasktable_density = r_refdef.fog_density;
512 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
513 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
515 d = (x * r - r_refdef.fogmasktable_start);
516 if(developer_extra.integer)
517 Con_DPrintf("%f ", d);
519 if (r_fog_exp2.integer)
520 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
522 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
523 if(developer_extra.integer)
524 Con_DPrintf(" : %f ", alpha);
525 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
526 if(developer_extra.integer)
527 Con_DPrintf(" = %f\n", alpha);
528 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
531 for (x = 0;x < FOGWIDTH;x++)
533 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
538 //data2[x][0] = 255 - b;
539 //data2[x][1] = 255 - b;
540 //data2[x][2] = 255 - b;
543 if (r_texture_fogattenuation)
545 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
550 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
551 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
555 static void R_BuildFogHeightTexture(void)
557 unsigned char *inpixels;
565 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
566 if (r_refdef.fogheighttexturename[0])
567 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
570 r_refdef.fog_height_tablesize = 0;
571 if (r_texture_fogheighttexture)
572 R_FreeTexture(r_texture_fogheighttexture);
573 r_texture_fogheighttexture = NULL;
574 if (r_refdef.fog_height_table2d)
575 Mem_Free(r_refdef.fog_height_table2d);
576 r_refdef.fog_height_table2d = NULL;
577 if (r_refdef.fog_height_table1d)
578 Mem_Free(r_refdef.fog_height_table1d);
579 r_refdef.fog_height_table1d = NULL;
583 r_refdef.fog_height_tablesize = size;
584 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
585 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
586 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
588 // LordHavoc: now the magic - what is that table2d for? it is a cooked
589 // average fog color table accounting for every fog layer between a point
590 // and the camera. (Note: attenuation is handled separately!)
591 for (y = 0;y < size;y++)
593 for (x = 0;x < size;x++)
599 for (j = x;j <= y;j++)
601 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
607 for (j = x;j >= y;j--)
609 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
614 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
615 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
616 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
617 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
620 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
623 //=======================================================================================================================================================
625 static const char *builtinshaderstrings[] =
627 #include "shader_glsl.h"
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *sourcebasename;
643 const char *extension;
644 const char **builtinshaderstrings;
653 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
654 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
656 {"#define USEDIFFUSE\n", " diffuse"},
657 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
658 {"#define USEVIEWTINT\n", " viewtint"},
659 {"#define USECOLORMAPPING\n", " colormapping"},
660 {"#define USESATURATION\n", " saturation"},
661 {"#define USEFOGINSIDE\n", " foginside"},
662 {"#define USEFOGOUTSIDE\n", " fogoutside"},
663 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
664 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
665 {"#define USEGAMMARAMPS\n", " gammaramps"},
666 {"#define USECUBEFILTER\n", " cubefilter"},
667 {"#define USEGLOW\n", " glow"},
668 {"#define USEBLOOM\n", " bloom"},
669 {"#define USESPECULAR\n", " specular"},
670 {"#define USEPOSTPROCESSING\n", " postprocessing"},
671 {"#define USEREFLECTION\n", " reflection"},
672 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
673 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
674 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
683 {"#define USETRIPPY\n", " trippy"},
684 {"#define USEDEPTHRGB\n", " depthrgb"},
685 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
686 {"#define USESKELETAL\n", " skeletal"},
687 {"#define USEOCCLUDE\n", " occlude"}
690 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
691 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
693 // SHADERLANGUAGE_GLSL
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
703 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
704 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
705 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
706 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
715 struct r_glsl_permutation_s;
716 typedef struct r_glsl_permutation_s
719 struct r_glsl_permutation_s *hashnext;
721 dpuint64 permutation;
723 /// indicates if we have tried compiling this permutation already
725 /// 0 if compilation failed
727 // texture units assigned to each detected uniform
728 int tex_Texture_First;
729 int tex_Texture_Second;
730 int tex_Texture_GammaRamps;
731 int tex_Texture_Normal;
732 int tex_Texture_Color;
733 int tex_Texture_Gloss;
734 int tex_Texture_Glow;
735 int tex_Texture_SecondaryNormal;
736 int tex_Texture_SecondaryColor;
737 int tex_Texture_SecondaryGloss;
738 int tex_Texture_SecondaryGlow;
739 int tex_Texture_Pants;
740 int tex_Texture_Shirt;
741 int tex_Texture_FogHeightTexture;
742 int tex_Texture_FogMask;
743 int tex_Texture_Lightmap;
744 int tex_Texture_Deluxemap;
745 int tex_Texture_Attenuation;
746 int tex_Texture_Cube;
747 int tex_Texture_Refraction;
748 int tex_Texture_Reflection;
749 int tex_Texture_ShadowMap2D;
750 int tex_Texture_CubeProjection;
751 int tex_Texture_ScreenNormalMap;
752 int tex_Texture_ScreenDiffuse;
753 int tex_Texture_ScreenSpecular;
754 int tex_Texture_ReflectMask;
755 int tex_Texture_ReflectCube;
756 int tex_Texture_BounceGrid;
757 /// locations of detected uniforms in program object, or -1 if not found
758 int loc_Texture_First;
759 int loc_Texture_Second;
760 int loc_Texture_GammaRamps;
761 int loc_Texture_Normal;
762 int loc_Texture_Color;
763 int loc_Texture_Gloss;
764 int loc_Texture_Glow;
765 int loc_Texture_SecondaryNormal;
766 int loc_Texture_SecondaryColor;
767 int loc_Texture_SecondaryGloss;
768 int loc_Texture_SecondaryGlow;
769 int loc_Texture_Pants;
770 int loc_Texture_Shirt;
771 int loc_Texture_FogHeightTexture;
772 int loc_Texture_FogMask;
773 int loc_Texture_Lightmap;
774 int loc_Texture_Deluxemap;
775 int loc_Texture_Attenuation;
776 int loc_Texture_Cube;
777 int loc_Texture_Refraction;
778 int loc_Texture_Reflection;
779 int loc_Texture_ShadowMap2D;
780 int loc_Texture_CubeProjection;
781 int loc_Texture_ScreenNormalMap;
782 int loc_Texture_ScreenDiffuse;
783 int loc_Texture_ScreenSpecular;
784 int loc_Texture_ReflectMask;
785 int loc_Texture_ReflectCube;
786 int loc_Texture_BounceGrid;
788 int loc_BloomBlur_Parameters;
790 int loc_Color_Ambient;
791 int loc_Color_Diffuse;
792 int loc_Color_Specular;
796 int loc_DeferredColor_Ambient;
797 int loc_DeferredColor_Diffuse;
798 int loc_DeferredColor_Specular;
799 int loc_DeferredMod_Diffuse;
800 int loc_DeferredMod_Specular;
801 int loc_DistortScaleRefractReflect;
804 int loc_FogHeightFade;
806 int loc_FogPlaneViewDist;
807 int loc_FogRangeRecip;
810 int loc_LightPosition;
811 int loc_OffsetMapping_ScaleSteps;
812 int loc_OffsetMapping_LodDistance;
813 int loc_OffsetMapping_Bias;
815 int loc_ReflectColor;
816 int loc_ReflectFactor;
817 int loc_ReflectOffset;
818 int loc_RefractColor;
820 int loc_ScreenCenterRefractReflect;
821 int loc_ScreenScaleRefractReflect;
822 int loc_ScreenToDepth;
823 int loc_ShadowMap_Parameters;
824 int loc_ShadowMap_TextureScale;
825 int loc_SpecularPower;
826 int loc_Skeletal_Transform12;
831 int loc_ViewTintColor;
833 int loc_ModelToLight;
835 int loc_BackgroundTexMatrix;
836 int loc_ModelViewProjectionMatrix;
837 int loc_ModelViewMatrix;
838 int loc_PixelToScreenTexCoord;
839 int loc_ModelToReflectCube;
840 int loc_ShadowMapMatrix;
841 int loc_BloomColorSubtract;
842 int loc_NormalmapScrollBlend;
843 int loc_BounceGridMatrix;
844 int loc_BounceGridIntensity;
845 /// uniform block bindings
846 int ubibind_Skeletal_Transform12_UniformBlock;
847 /// uniform block indices
848 int ubiloc_Skeletal_Transform12_UniformBlock;
850 r_glsl_permutation_t;
852 #define SHADERPERMUTATION_HASHSIZE 256
855 // non-degradable "lightweight" shader parameters to keep the permutations simpler
856 // these can NOT degrade! only use for simple stuff
859 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
860 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
861 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
862 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
863 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
864 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
865 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
866 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
867 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
868 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
869 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
870 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
871 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
872 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
874 #define SHADERSTATICPARMS_COUNT 14
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
882 extern qboolean r_shadow_shadowmapsampler;
883 extern int r_shadow_shadowmappcf;
884 qboolean R_CompileShader_CheckStaticParms(void)
886 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
887 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
888 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
891 if (r_glsl_saturation_redcompensate.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
893 if (r_glsl_vertextextureblend_usebothalphas.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
895 if (r_shadow_glossexact.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
897 if (r_glsl_postprocess.integer)
899 if (r_glsl_postprocess_uservec1_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
901 if (r_glsl_postprocess_uservec2_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
903 if (r_glsl_postprocess_uservec3_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
905 if (r_glsl_postprocess_uservec4_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
910 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
913 if (r_shadow_shadowmapsampler)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
915 if (r_shadow_shadowmappcf > 1)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
917 else if (r_shadow_shadowmappcf)
918 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
919 if (r_celshading.integer)
920 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
921 if (r_celoutlines.integer)
922 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
924 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
927 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
928 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
929 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
931 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
932 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
934 shaderstaticparms_count = 0;
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
953 /// information about each possible shader permutation
954 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
955 /// currently selected permutation
956 r_glsl_permutation_t *r_glsl_permutation;
957 /// storage for permutations linked in the hash table
958 memexpandablearray_t r_glsl_permutationarray;
960 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
962 //unsigned int hashdepth = 0;
963 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
964 r_glsl_permutation_t *p;
965 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
967 if (p->mode == mode && p->permutation == permutation)
969 //if (hashdepth > 10)
970 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
975 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
977 p->permutation = permutation;
978 p->hashnext = r_glsl_permutationhash[mode][hashindex];
979 r_glsl_permutationhash[mode][hashindex] = p;
980 //if (hashdepth > 10)
981 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
985 static char *R_ShaderStrCat(const char **strings)
988 const char **p = strings;
991 for (p = strings;(t = *p);p++)
994 s = string = (char *)Mem_Alloc(r_main_mempool, len);
996 for (p = strings;(t = *p);p++)
1006 static char *R_ShaderStrCat(const char **strings);
1007 static void R_InitShaderModeInfo(void)
1010 shadermodeinfo_t *modeinfo;
1011 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1012 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1014 for (i = 0; i < SHADERMODE_COUNT; i++)
1016 char filename[MAX_QPATH];
1017 modeinfo = &shadermodeinfo[language][i];
1018 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1019 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1020 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1021 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1026 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1029 // if the mode has no filename we have to return the builtin string
1030 if (builtinonly || !modeinfo->filename)
1031 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1032 // note that FS_LoadFile appends a 0 byte to make it a valid string
1033 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1036 if (printfromdisknotice)
1037 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1038 return shaderstring;
1040 // fall back to builtinstring
1041 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1044 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1049 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1051 char permutationname[256];
1052 int vertstrings_count = 0;
1053 int geomstrings_count = 0;
1054 int fragstrings_count = 0;
1055 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1056 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1057 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1064 permutationname[0] = 0;
1065 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1067 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1069 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1070 if(vid.support.glshaderversion >= 140)
1072 vertstrings_list[vertstrings_count++] = "#version 140\n";
1073 geomstrings_list[geomstrings_count++] = "#version 140\n";
1074 fragstrings_list[fragstrings_count++] = "#version 140\n";
1075 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1076 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1077 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1079 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1080 else if(vid.support.glshaderversion >= 130)
1082 vertstrings_list[vertstrings_count++] = "#version 130\n";
1083 geomstrings_list[geomstrings_count++] = "#version 130\n";
1084 fragstrings_list[fragstrings_count++] = "#version 130\n";
1085 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1086 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1087 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1089 // if we can do #version 120, we should (this adds the invariant keyword)
1090 else if(vid.support.glshaderversion >= 120)
1092 vertstrings_list[vertstrings_count++] = "#version 120\n";
1093 geomstrings_list[geomstrings_count++] = "#version 120\n";
1094 fragstrings_list[fragstrings_count++] = "#version 120\n";
1095 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1096 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1097 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1099 // GLES also adds several things from GLSL120
1100 switch(vid.renderpath)
1102 case RENDERPATH_GLES2:
1103 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1104 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1105 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1111 // the first pretext is which type of shader to compile as
1112 // (later these will all be bound together as a program object)
1113 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1117 // the second pretext is the mode (for example a light source)
1118 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1123 // now add all the permutation pretexts
1124 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1126 if (permutation & (1ll<<i))
1128 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1135 // keep line numbers correct
1136 vertstrings_list[vertstrings_count++] = "\n";
1137 geomstrings_list[geomstrings_count++] = "\n";
1138 fragstrings_list[fragstrings_count++] = "\n";
1143 R_CompileShader_AddStaticParms(mode, permutation);
1144 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 vertstrings_count += shaderstaticparms_count;
1146 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147 geomstrings_count += shaderstaticparms_count;
1148 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 fragstrings_count += shaderstaticparms_count;
1151 // now append the shader text itself
1152 vertstrings_list[vertstrings_count++] = sourcestring;
1153 geomstrings_list[geomstrings_count++] = sourcestring;
1154 fragstrings_list[fragstrings_count++] = sourcestring;
1156 // compile the shader program
1157 if (vertstrings_count + geomstrings_count + fragstrings_count)
1158 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162 qglUseProgram(p->program);CHECKGLERROR
1163 // look up all the uniform variable names we care about, so we don't
1164 // have to look them up every time we set them
1169 GLint activeuniformindex = 0;
1170 GLint numactiveuniforms = 0;
1171 char uniformname[128];
1172 GLsizei uniformnamelength = 0;
1173 GLint uniformsize = 0;
1174 GLenum uniformtype = 0;
1175 memset(uniformname, 0, sizeof(uniformname));
1176 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1177 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1178 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1180 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1181 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1186 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1187 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1188 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1189 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1190 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1191 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1192 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1193 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1194 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1195 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1196 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1197 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1198 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1199 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1200 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1201 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1202 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1203 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1204 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1205 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1206 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1207 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1208 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1209 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1210 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1211 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1212 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1213 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1214 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1215 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1216 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1217 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1218 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1219 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1220 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1221 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1222 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1223 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1224 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1225 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1226 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1227 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1228 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1229 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1230 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1231 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1232 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1233 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1234 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1235 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1236 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1237 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1238 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1239 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1240 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1241 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1242 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1243 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1244 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1245 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1246 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1247 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1248 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1249 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1250 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1251 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1252 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1253 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1254 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1255 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1256 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1257 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1258 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1259 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1260 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1261 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1262 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1263 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1264 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1265 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1266 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1267 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1268 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1269 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1270 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1271 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1272 // initialize the samplers to refer to the texture units we use
1273 p->tex_Texture_First = -1;
1274 p->tex_Texture_Second = -1;
1275 p->tex_Texture_GammaRamps = -1;
1276 p->tex_Texture_Normal = -1;
1277 p->tex_Texture_Color = -1;
1278 p->tex_Texture_Gloss = -1;
1279 p->tex_Texture_Glow = -1;
1280 p->tex_Texture_SecondaryNormal = -1;
1281 p->tex_Texture_SecondaryColor = -1;
1282 p->tex_Texture_SecondaryGloss = -1;
1283 p->tex_Texture_SecondaryGlow = -1;
1284 p->tex_Texture_Pants = -1;
1285 p->tex_Texture_Shirt = -1;
1286 p->tex_Texture_FogHeightTexture = -1;
1287 p->tex_Texture_FogMask = -1;
1288 p->tex_Texture_Lightmap = -1;
1289 p->tex_Texture_Deluxemap = -1;
1290 p->tex_Texture_Attenuation = -1;
1291 p->tex_Texture_Cube = -1;
1292 p->tex_Texture_Refraction = -1;
1293 p->tex_Texture_Reflection = -1;
1294 p->tex_Texture_ShadowMap2D = -1;
1295 p->tex_Texture_CubeProjection = -1;
1296 p->tex_Texture_ScreenNormalMap = -1;
1297 p->tex_Texture_ScreenDiffuse = -1;
1298 p->tex_Texture_ScreenSpecular = -1;
1299 p->tex_Texture_ReflectMask = -1;
1300 p->tex_Texture_ReflectCube = -1;
1301 p->tex_Texture_BounceGrid = -1;
1302 // bind the texture samplers in use
1304 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1305 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1306 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1307 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1308 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1309 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1310 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1311 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1312 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1313 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1314 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1315 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1316 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1317 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1318 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1319 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1320 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1321 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1322 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1323 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1324 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1325 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1326 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1327 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1328 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1329 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1330 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1331 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1332 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1333 // get the uniform block indices so we can bind them
1334 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1335 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1336 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1338 // clear the uniform block bindings
1339 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1340 // bind the uniform blocks in use
1342 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1343 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1345 // we're done compiling and setting up the shader, at least until it is used
1347 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1350 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1354 Mem_Free(sourcestring);
1357 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1359 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1360 if (r_glsl_permutation != perm)
1362 r_glsl_permutation = perm;
1363 if (!r_glsl_permutation->program)
1365 if (!r_glsl_permutation->compiled)
1367 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1368 R_GLSL_CompilePermutation(perm, mode, permutation);
1370 if (!r_glsl_permutation->program)
1372 // remove features until we find a valid permutation
1374 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1376 // reduce i more quickly whenever it would not remove any bits
1377 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1378 if (!(permutation & j))
1381 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1382 if (!r_glsl_permutation->compiled)
1383 R_GLSL_CompilePermutation(perm, mode, permutation);
1384 if (r_glsl_permutation->program)
1387 if (i >= SHADERPERMUTATION_COUNT)
1389 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1390 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1391 qglUseProgram(0);CHECKGLERROR
1392 return; // no bit left to clear, entire mode is broken
1397 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1399 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1400 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1401 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1405 void R_GLSL_Restart_f(void)
1407 unsigned int i, limit;
1408 switch(vid.renderpath)
1410 case RENDERPATH_GL20:
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_GL20:
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_GL20:
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_GL20:
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_GL20:
2080 case RENDERPATH_GLES2:
2081 R_SetupShader_SetPermutationGLSL(mode, permutation);
2082 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2083 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2084 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2085 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2086 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2087 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2088 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2089 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2090 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2091 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2093 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2094 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2095 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2096 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2097 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2102 #define SKINFRAME_HASH 1024
2106 unsigned int loadsequence; // incremented each level change
2107 memexpandablearray_t array;
2108 skinframe_t *hash[SKINFRAME_HASH];
2111 r_skinframe_t r_skinframe;
2113 void R_SkinFrame_PrepareForPurge(void)
2115 r_skinframe.loadsequence++;
2116 // wrap it without hitting zero
2117 if (r_skinframe.loadsequence >= 200)
2118 r_skinframe.loadsequence = 1;
2121 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2125 // mark the skinframe as used for the purging code
2126 skinframe->loadsequence = r_skinframe.loadsequence;
2129 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2133 if (s->merged == s->base)
2135 R_PurgeTexture(s->stain); s->stain = NULL;
2136 R_PurgeTexture(s->merged); s->merged = NULL;
2137 R_PurgeTexture(s->base); s->base = NULL;
2138 R_PurgeTexture(s->pants); s->pants = NULL;
2139 R_PurgeTexture(s->shirt); s->shirt = NULL;
2140 R_PurgeTexture(s->nmap); s->nmap = NULL;
2141 R_PurgeTexture(s->gloss); s->gloss = NULL;
2142 R_PurgeTexture(s->glow); s->glow = NULL;
2143 R_PurgeTexture(s->fog); s->fog = NULL;
2144 R_PurgeTexture(s->reflect); s->reflect = NULL;
2145 s->loadsequence = 0;
2148 void R_SkinFrame_Purge(void)
2152 for (i = 0;i < SKINFRAME_HASH;i++)
2154 for (s = r_skinframe.hash[i];s;s = s->next)
2156 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2157 R_SkinFrame_PurgeSkinFrame(s);
2162 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2164 char basename[MAX_QPATH];
2166 Image_StripImageExtension(name, basename, sizeof(basename));
2168 if( last == NULL ) {
2170 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2171 item = r_skinframe.hash[hashindex];
2176 // linearly search through the hash bucket
2177 for( ; item ; item = item->next ) {
2178 if( !strcmp( item->basename, basename ) ) {
2185 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2189 char basename[MAX_QPATH];
2191 Image_StripImageExtension(name, basename, sizeof(basename));
2193 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2194 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2195 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
2202 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2203 memset(item, 0, sizeof(*item));
2204 strlcpy(item->basename, basename, sizeof(item->basename));
2205 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
2206 item->comparewidth = comparewidth;
2207 item->compareheight = compareheight;
2208 item->comparecrc = comparecrc;
2209 item->next = r_skinframe.hash[hashindex];
2210 r_skinframe.hash[hashindex] = item;
2212 else if (textureflags & TEXF_FORCE_RELOAD)
2216 R_SkinFrame_PurgeSkinFrame(item);
2219 R_SkinFrame_MarkUsed(item);
2223 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2225 unsigned long long avgcolor[5], wsum; \
2233 for(pix = 0; pix < cnt; ++pix) \
2236 for(comp = 0; comp < 3; ++comp) \
2238 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2241 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2243 for(comp = 0; comp < 3; ++comp) \
2244 avgcolor[comp] += getpixel * w; \
2247 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2248 avgcolor[4] += getpixel; \
2250 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2252 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2253 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2254 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2255 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2258 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2260 skinframe_t *skinframe;
2262 if (cls.state == ca_dedicated)
2265 // return an existing skinframe if already loaded
2266 // if loading of the first image fails, don't make a new skinframe as it
2267 // would cause all future lookups of this to be missing
2268 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, -1, false);
2269 if (skinframe && skinframe->base)
2272 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2275 extern cvar_t gl_picmip;
2276 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2279 unsigned char *pixels;
2280 unsigned char *bumppixels;
2281 unsigned char *basepixels = NULL;
2282 int basepixels_width = 0;
2283 int basepixels_height = 0;
2284 rtexture_t *ddsbase = NULL;
2285 qboolean ddshasalpha = false;
2286 float ddsavgcolor[4];
2287 char basename[MAX_QPATH];
2288 int miplevel = R_PicmipForFlags(textureflags);
2289 int savemiplevel = miplevel;
2293 if (cls.state == ca_dedicated)
2296 Image_StripImageExtension(name, basename, sizeof(basename));
2298 // check for DDS texture file first
2299 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2301 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2302 if (basepixels == NULL && fallbacknotexture)
2303 basepixels = Image_GenerateNoTexture();
2304 if (basepixels == NULL)
2308 // FIXME handle miplevel
2310 if (developer_loading.integer)
2311 Con_Printf("loading skin \"%s\"\n", name);
2313 // we've got some pixels to store, so really allocate this new texture now
2315 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2316 textureflags &= ~TEXF_FORCE_RELOAD;
2317 skinframe->stain = NULL;
2318 skinframe->merged = NULL;
2319 skinframe->base = NULL;
2320 skinframe->pants = NULL;
2321 skinframe->shirt = NULL;
2322 skinframe->nmap = NULL;
2323 skinframe->gloss = NULL;
2324 skinframe->glow = NULL;
2325 skinframe->fog = NULL;
2326 skinframe->reflect = NULL;
2327 skinframe->hasalpha = false;
2328 // we could store the q2animname here too
2332 skinframe->base = ddsbase;
2333 skinframe->hasalpha = ddshasalpha;
2334 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2335 if (r_loadfog && skinframe->hasalpha)
2336 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2337 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2341 basepixels_width = image_width;
2342 basepixels_height = image_height;
2343 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2344 if (textureflags & TEXF_ALPHA)
2346 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2348 if (basepixels[j] < 255)
2350 skinframe->hasalpha = true;
2354 if (r_loadfog && skinframe->hasalpha)
2356 // has transparent pixels
2357 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2358 for (j = 0;j < image_width * image_height * 4;j += 4)
2363 pixels[j+3] = basepixels[j+3];
2365 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2369 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2371 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2372 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
2373 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2374 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
2375 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2381 mymiplevel = savemiplevel;
2382 if (r_loadnormalmap)
2383 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2384 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2386 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2387 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2388 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2389 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2392 // _norm is the name used by tenebrae and has been adopted as standard
2393 if (r_loadnormalmap && skinframe->nmap == NULL)
2395 mymiplevel = savemiplevel;
2396 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2398 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2402 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2404 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2405 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2406 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2408 Mem_Free(bumppixels);
2410 else if (r_shadow_bumpscale_basetexture.value > 0)
2412 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2413 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2414 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2418 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
2419 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2423 // _luma is supported only for tenebrae compatibility
2424 // _glow is the preferred name
2425 mymiplevel = savemiplevel;
2426 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2428 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2430 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
2431 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2433 Mem_Free(pixels);pixels = NULL;
2436 mymiplevel = savemiplevel;
2437 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2439 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2441 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
2442 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2448 mymiplevel = savemiplevel;
2449 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2451 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2453 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
2454 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2460 mymiplevel = savemiplevel;
2461 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2463 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
2466 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2472 mymiplevel = savemiplevel;
2473 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2475 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
2478 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2485 Mem_Free(basepixels);
2490 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2491 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
2494 skinframe_t *skinframe;
2497 if (cls.state == ca_dedicated)
2500 // if already loaded just return it, otherwise make a new skinframe
2501 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height*4) : -1, true);
2502 if (skinframe->base)
2504 textureflags &= ~TEXF_FORCE_RELOAD;
2506 skinframe->stain = NULL;
2507 skinframe->merged = NULL;
2508 skinframe->base = NULL;
2509 skinframe->pants = NULL;
2510 skinframe->shirt = NULL;
2511 skinframe->nmap = NULL;
2512 skinframe->gloss = NULL;
2513 skinframe->glow = NULL;
2514 skinframe->fog = NULL;
2515 skinframe->reflect = NULL;
2516 skinframe->hasalpha = false;
2518 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2522 if (developer_loading.integer)
2523 Con_Printf("loading 32bit skin \"%s\"\n", name);
2525 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2527 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2528 unsigned char *b = a + width * height * 4;
2529 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2530 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2533 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2534 if (textureflags & TEXF_ALPHA)
2536 for (i = 3;i < width * height * 4;i += 4)
2538 if (skindata[i] < 255)
2540 skinframe->hasalpha = true;
2544 if (r_loadfog && skinframe->hasalpha)
2546 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2547 memcpy(fogpixels, skindata, width * height * 4);
2548 for (i = 0;i < width * height * 4;i += 4)
2549 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2550 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2551 Mem_Free(fogpixels);
2555 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2556 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2561 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2565 skinframe_t *skinframe;
2567 if (cls.state == ca_dedicated)
2570 // if already loaded just return it, otherwise make a new skinframe
2571 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height) : -1, true);
2572 if (skinframe->base)
2574 //textureflags &= ~TEXF_FORCE_RELOAD;
2576 skinframe->stain = NULL;
2577 skinframe->merged = NULL;
2578 skinframe->base = NULL;
2579 skinframe->pants = NULL;
2580 skinframe->shirt = NULL;
2581 skinframe->nmap = NULL;
2582 skinframe->gloss = NULL;
2583 skinframe->glow = NULL;
2584 skinframe->fog = NULL;
2585 skinframe->reflect = NULL;
2586 skinframe->hasalpha = false;
2588 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2592 if (developer_loading.integer)
2593 Con_Printf("loading quake skin \"%s\"\n", name);
2595 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2596 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2597 memcpy(skinframe->qpixels, skindata, width*height);
2598 skinframe->qwidth = width;
2599 skinframe->qheight = height;
2602 for (i = 0;i < width * height;i++)
2603 featuresmask |= palette_featureflags[skindata[i]];
2605 skinframe->hasalpha = false;
2608 skinframe->hasalpha = true;
2609 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2610 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2611 skinframe->qgeneratemerged = true;
2612 skinframe->qgeneratebase = skinframe->qhascolormapping;
2613 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2615 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2616 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2621 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2625 unsigned char *skindata;
2628 if (!skinframe->qpixels)
2631 if (!skinframe->qhascolormapping)
2632 colormapped = false;
2636 if (!skinframe->qgeneratebase)
2641 if (!skinframe->qgeneratemerged)
2645 width = skinframe->qwidth;
2646 height = skinframe->qheight;
2647 skindata = skinframe->qpixels;
2649 if (skinframe->qgeneratenmap)
2651 unsigned char *a, *b;
2652 skinframe->qgeneratenmap = false;
2653 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2654 b = a + width * height * 4;
2655 // use either a custom palette or the quake palette
2656 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2657 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2658 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2662 if (skinframe->qgenerateglow)
2664 skinframe->qgenerateglow = false;
2665 if (skinframe->hasalpha) // fence textures
2666 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2668 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2673 skinframe->qgeneratebase = false;
2674 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2675 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2676 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2680 skinframe->qgeneratemerged = false;
2681 if (skinframe->hasalpha) // fence textures
2682 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2684 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2687 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2689 Mem_Free(skinframe->qpixels);
2690 skinframe->qpixels = NULL;
2694 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2697 skinframe_t *skinframe;
2700 if (cls.state == ca_dedicated)
2703 // if already loaded just return it, otherwise make a new skinframe
2704 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2705 if (skinframe->base)
2707 textureflags &= ~TEXF_FORCE_RELOAD;
2709 skinframe->stain = NULL;
2710 skinframe->merged = NULL;
2711 skinframe->base = NULL;
2712 skinframe->pants = NULL;
2713 skinframe->shirt = NULL;
2714 skinframe->nmap = NULL;
2715 skinframe->gloss = NULL;
2716 skinframe->glow = NULL;
2717 skinframe->fog = NULL;
2718 skinframe->reflect = NULL;
2719 skinframe->hasalpha = false;
2721 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2725 if (developer_loading.integer)
2726 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2728 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2729 if ((textureflags & TEXF_ALPHA) && alphapalette)
2731 for (i = 0;i < width * height;i++)
2733 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2735 skinframe->hasalpha = true;
2739 if (r_loadfog && skinframe->hasalpha)
2740 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2743 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2744 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2749 skinframe_t *R_SkinFrame_LoadMissing(void)
2751 skinframe_t *skinframe;
2753 if (cls.state == ca_dedicated)
2756 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2757 skinframe->stain = NULL;
2758 skinframe->merged = NULL;
2759 skinframe->base = NULL;
2760 skinframe->pants = NULL;
2761 skinframe->shirt = NULL;
2762 skinframe->nmap = NULL;
2763 skinframe->gloss = NULL;
2764 skinframe->glow = NULL;
2765 skinframe->fog = NULL;
2766 skinframe->reflect = NULL;
2767 skinframe->hasalpha = false;
2769 skinframe->avgcolor[0] = rand() / RAND_MAX;
2770 skinframe->avgcolor[1] = rand() / RAND_MAX;
2771 skinframe->avgcolor[2] = rand() / RAND_MAX;
2772 skinframe->avgcolor[3] = 1;
2777 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2780 static unsigned char pix[16][16][4];
2782 if (cls.state == ca_dedicated)
2785 // this makes a light grey/dark grey checkerboard texture
2788 for (y = 0; y < 16; y++)
2790 for (x = 0; x < 16; x++)
2792 if ((y < 8) ^ (x < 8))
2810 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
2813 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2815 skinframe_t *skinframe;
2816 if (cls.state == ca_dedicated)
2818 // if already loaded just return it, otherwise make a new skinframe
2819 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
2820 if (skinframe->base)
2822 textureflags &= ~TEXF_FORCE_RELOAD;
2823 skinframe->stain = NULL;
2824 skinframe->merged = NULL;
2825 skinframe->base = NULL;
2826 skinframe->pants = NULL;
2827 skinframe->shirt = NULL;
2828 skinframe->nmap = NULL;
2829 skinframe->gloss = NULL;
2830 skinframe->glow = NULL;
2831 skinframe->fog = NULL;
2832 skinframe->reflect = NULL;
2833 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2834 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2837 if (developer_loading.integer)
2838 Con_Printf("loading 32bit skin \"%s\"\n", name);
2839 skinframe->base = skinframe->merged = tex;
2840 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2844 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2845 typedef struct suffixinfo_s
2848 qboolean flipx, flipy, flipdiagonal;
2851 static suffixinfo_t suffix[3][6] =
2854 {"px", false, false, false},
2855 {"nx", false, false, false},
2856 {"py", false, false, false},
2857 {"ny", false, false, false},
2858 {"pz", false, false, false},
2859 {"nz", false, false, false}
2862 {"posx", false, false, false},
2863 {"negx", false, false, false},
2864 {"posy", false, false, false},
2865 {"negy", false, false, false},
2866 {"posz", false, false, false},
2867 {"negz", false, false, false}
2870 {"rt", true, false, true},
2871 {"lf", false, true, true},
2872 {"ft", true, true, false},
2873 {"bk", false, false, false},
2874 {"up", true, false, true},
2875 {"dn", true, false, true}
2879 static int componentorder[4] = {0, 1, 2, 3};
2881 static rtexture_t *R_LoadCubemap(const char *basename)
2883 int i, j, cubemapsize;
2884 unsigned char *cubemappixels, *image_buffer;
2885 rtexture_t *cubemaptexture;
2887 // must start 0 so the first loadimagepixels has no requested width/height
2889 cubemappixels = NULL;
2890 cubemaptexture = NULL;
2891 // keep trying different suffix groups (posx, px, rt) until one loads
2892 for (j = 0;j < 3 && !cubemappixels;j++)
2894 // load the 6 images in the suffix group
2895 for (i = 0;i < 6;i++)
2897 // generate an image name based on the base and and suffix
2898 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2900 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2902 // an image loaded, make sure width and height are equal
2903 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2905 // if this is the first image to load successfully, allocate the cubemap memory
2906 if (!cubemappixels && image_width >= 1)
2908 cubemapsize = image_width;
2909 // note this clears to black, so unavailable sides are black
2910 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2912 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2914 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2917 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2919 Mem_Free(image_buffer);
2923 // if a cubemap loaded, upload it
2926 if (developer_loading.integer)
2927 Con_Printf("loading cubemap \"%s\"\n", basename);
2929 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
2930 Mem_Free(cubemappixels);
2934 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2935 if (developer_loading.integer)
2937 Con_Printf("(tried tried images ");
2938 for (j = 0;j < 3;j++)
2939 for (i = 0;i < 6;i++)
2940 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2941 Con_Print(" and was unable to find any of them).\n");
2944 return cubemaptexture;
2947 rtexture_t *R_GetCubemap(const char *basename)
2950 for (i = 0;i < r_texture_numcubemaps;i++)
2951 if (r_texture_cubemaps[i] != NULL)
2952 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2953 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2954 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2955 return r_texture_whitecube;
2956 r_texture_numcubemaps++;
2957 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2958 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2959 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2960 return r_texture_cubemaps[i]->texture;
2963 static void R_Main_FreeViewCache(void)
2965 if (r_refdef.viewcache.entityvisible)
2966 Mem_Free(r_refdef.viewcache.entityvisible);
2967 if (r_refdef.viewcache.world_pvsbits)
2968 Mem_Free(r_refdef.viewcache.world_pvsbits);
2969 if (r_refdef.viewcache.world_leafvisible)
2970 Mem_Free(r_refdef.viewcache.world_leafvisible);
2971 if (r_refdef.viewcache.world_surfacevisible)
2972 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2973 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2976 static void R_Main_ResizeViewCache(void)
2978 int numentities = r_refdef.scene.numentities;
2979 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2980 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2981 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2982 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2983 if (r_refdef.viewcache.maxentities < numentities)
2985 r_refdef.viewcache.maxentities = numentities;
2986 if (r_refdef.viewcache.entityvisible)
2987 Mem_Free(r_refdef.viewcache.entityvisible);
2988 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2990 if (r_refdef.viewcache.world_numclusters != numclusters)
2992 r_refdef.viewcache.world_numclusters = numclusters;
2993 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2994 if (r_refdef.viewcache.world_pvsbits)
2995 Mem_Free(r_refdef.viewcache.world_pvsbits);
2996 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2998 if (r_refdef.viewcache.world_numleafs != numleafs)
3000 r_refdef.viewcache.world_numleafs = numleafs;
3001 if (r_refdef.viewcache.world_leafvisible)
3002 Mem_Free(r_refdef.viewcache.world_leafvisible);
3003 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3005 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3007 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3008 if (r_refdef.viewcache.world_surfacevisible)
3009 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3010 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3014 extern rtexture_t *loadingscreentexture;
3015 static void gl_main_start(void)
3017 loadingscreentexture = NULL;
3018 r_texture_blanknormalmap = NULL;
3019 r_texture_white = NULL;
3020 r_texture_grey128 = NULL;
3021 r_texture_black = NULL;
3022 r_texture_whitecube = NULL;
3023 r_texture_normalizationcube = NULL;
3024 r_texture_fogattenuation = NULL;
3025 r_texture_fogheighttexture = NULL;
3026 r_texture_gammaramps = NULL;
3027 r_texture_numcubemaps = 0;
3028 r_uniformbufferalignment = 32;
3030 r_loaddds = r_texture_dds_load.integer != 0;
3031 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3033 switch(vid.renderpath)
3035 case RENDERPATH_GL20:
3036 case RENDERPATH_GLES2:
3037 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3038 Cvar_SetValueQuick(&gl_combine, 1);
3039 Cvar_SetValueQuick(&r_glsl, 1);
3040 r_loadnormalmap = true;
3043 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3044 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3050 R_FrameData_Reset();
3051 R_BufferData_Reset();
3055 memset(r_queries, 0, sizeof(r_queries));
3057 r_qwskincache = NULL;
3058 r_qwskincache_size = 0;
3060 // due to caching of texture_t references, the collision cache must be reset
3061 Collision_Cache_Reset(true);
3063 // set up r_skinframe loading system for textures
3064 memset(&r_skinframe, 0, sizeof(r_skinframe));
3065 r_skinframe.loadsequence = 1;
3066 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3068 r_main_texturepool = R_AllocTexturePool();
3069 R_BuildBlankTextures();
3072 R_BuildNormalizationCube();
3073 r_texture_fogattenuation = NULL;
3074 r_texture_fogheighttexture = NULL;
3075 r_texture_gammaramps = NULL;
3076 //r_texture_fogintensity = NULL;
3077 memset(&r_fb, 0, sizeof(r_fb));
3078 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3079 r_glsl_permutation = NULL;
3080 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3081 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3082 memset(&r_svbsp, 0, sizeof (r_svbsp));
3084 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3085 r_texture_numcubemaps = 0;
3087 r_refdef.fogmasktable_density = 0;
3090 // For Steelstorm Android
3091 // FIXME CACHE the program and reload
3092 // FIXME see possible combinations for SS:BR android
3093 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3094 R_SetupShader_SetPermutationGLSL(0, 12);
3095 R_SetupShader_SetPermutationGLSL(0, 13);
3096 R_SetupShader_SetPermutationGLSL(0, 8388621);
3097 R_SetupShader_SetPermutationGLSL(3, 0);
3098 R_SetupShader_SetPermutationGLSL(3, 2048);
3099 R_SetupShader_SetPermutationGLSL(5, 0);
3100 R_SetupShader_SetPermutationGLSL(5, 2);
3101 R_SetupShader_SetPermutationGLSL(5, 2048);
3102 R_SetupShader_SetPermutationGLSL(5, 8388608);
3103 R_SetupShader_SetPermutationGLSL(11, 1);
3104 R_SetupShader_SetPermutationGLSL(11, 2049);
3105 R_SetupShader_SetPermutationGLSL(11, 8193);
3106 R_SetupShader_SetPermutationGLSL(11, 10241);
3107 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3111 static void gl_main_shutdown(void)
3113 R_RenderTarget_FreeUnused(true);
3114 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3116 R_FrameData_Reset();
3117 R_BufferData_Reset();
3119 R_Main_FreeViewCache();
3121 switch(vid.renderpath)
3123 case RENDERPATH_GL20:
3124 case RENDERPATH_GLES2:
3125 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
3127 qglDeleteQueriesARB(r_maxqueries, r_queries);
3134 memset(r_queries, 0, sizeof(r_queries));
3136 r_qwskincache = NULL;
3137 r_qwskincache_size = 0;
3139 // clear out the r_skinframe state
3140 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3141 memset(&r_skinframe, 0, sizeof(r_skinframe));
3144 Mem_Free(r_svbsp.nodes);
3145 memset(&r_svbsp, 0, sizeof (r_svbsp));
3146 R_FreeTexturePool(&r_main_texturepool);
3147 loadingscreentexture = NULL;
3148 r_texture_blanknormalmap = NULL;
3149 r_texture_white = NULL;
3150 r_texture_grey128 = NULL;
3151 r_texture_black = NULL;
3152 r_texture_whitecube = NULL;
3153 r_texture_normalizationcube = NULL;
3154 r_texture_fogattenuation = NULL;
3155 r_texture_fogheighttexture = NULL;
3156 r_texture_gammaramps = NULL;
3157 r_texture_numcubemaps = 0;
3158 //r_texture_fogintensity = NULL;
3159 memset(&r_fb, 0, sizeof(r_fb));
3162 r_glsl_permutation = NULL;
3163 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3164 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3167 static void gl_main_newmap(void)
3169 // FIXME: move this code to client
3170 char *entities, entname[MAX_QPATH];
3172 Mem_Free(r_qwskincache);
3173 r_qwskincache = NULL;
3174 r_qwskincache_size = 0;
3177 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3178 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3180 CL_ParseEntityLump(entities);
3184 if (cl.worldmodel->brush.entities)
3185 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3187 R_Main_FreeViewCache();
3189 R_FrameData_Reset();
3190 R_BufferData_Reset();
3193 void GL_Main_Init(void)
3196 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3197 R_InitShaderModeInfo();
3199 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3200 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3201 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3202 if (gamemode == GAME_NEHAHRA)
3204 Cvar_RegisterVariable (&gl_fogenable);
3205 Cvar_RegisterVariable (&gl_fogdensity);
3206 Cvar_RegisterVariable (&gl_fogred);
3207 Cvar_RegisterVariable (&gl_foggreen);
3208 Cvar_RegisterVariable (&gl_fogblue);
3209 Cvar_RegisterVariable (&gl_fogstart);
3210 Cvar_RegisterVariable (&gl_fogend);
3211 Cvar_RegisterVariable (&gl_skyclip);
3213 Cvar_RegisterVariable(&r_motionblur);
3214 Cvar_RegisterVariable(&r_damageblur);
3215 Cvar_RegisterVariable(&r_motionblur_averaging);
3216 Cvar_RegisterVariable(&r_motionblur_randomize);
3217 Cvar_RegisterVariable(&r_motionblur_minblur);
3218 Cvar_RegisterVariable(&r_motionblur_maxblur);
3219 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3220 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3221 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3222 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3223 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3224 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3225 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3226 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3227 Cvar_RegisterVariable(&r_equalize_entities_by);
3228 Cvar_RegisterVariable(&r_equalize_entities_to);
3229 Cvar_RegisterVariable(&r_depthfirst);
3230 Cvar_RegisterVariable(&r_useinfinitefarclip);
3231 Cvar_RegisterVariable(&r_farclip_base);
3232 Cvar_RegisterVariable(&r_farclip_world);
3233 Cvar_RegisterVariable(&r_nearclip);
3234 Cvar_RegisterVariable(&r_deformvertexes);
3235 Cvar_RegisterVariable(&r_transparent);
3236 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3237 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3238 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3239 Cvar_RegisterVariable(&r_showoverdraw);
3240 Cvar_RegisterVariable(&r_showbboxes);
3241 Cvar_RegisterVariable(&r_showbboxes_client);
3242 Cvar_RegisterVariable(&r_showsurfaces);
3243 Cvar_RegisterVariable(&r_showtris);
3244 Cvar_RegisterVariable(&r_shownormals);
3245 Cvar_RegisterVariable(&r_showlighting);
3246 Cvar_RegisterVariable(&r_showcollisionbrushes);
3247 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3248 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3249 Cvar_RegisterVariable(&r_showdisabledepthtest);
3250 Cvar_RegisterVariable(&r_showspriteedges);
3251 Cvar_RegisterVariable(&r_showparticleedges);
3252 Cvar_RegisterVariable(&r_drawportals);
3253 Cvar_RegisterVariable(&r_drawentities);
3254 Cvar_RegisterVariable(&r_draw2d);
3255 Cvar_RegisterVariable(&r_drawworld);
3256 Cvar_RegisterVariable(&r_cullentities_trace);
3257 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3258 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3259 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3260 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3261 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3262 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3263 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3264 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3265 Cvar_RegisterVariable(&r_sortentities);
3266 Cvar_RegisterVariable(&r_drawviewmodel);
3267 Cvar_RegisterVariable(&r_drawexteriormodel);
3268 Cvar_RegisterVariable(&r_speeds);
3269 Cvar_RegisterVariable(&r_fullbrights);
3270 Cvar_RegisterVariable(&r_wateralpha);
3271 Cvar_RegisterVariable(&r_dynamic);
3272 Cvar_RegisterVariable(&r_fakelight);
3273 Cvar_RegisterVariable(&r_fakelight_intensity);
3274 Cvar_RegisterVariable(&r_fullbright_directed);
3275 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3276 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3277 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3278 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3279 Cvar_RegisterVariable(&r_fullbright);
3280 Cvar_RegisterVariable(&r_shadows);
3281 Cvar_RegisterVariable(&r_shadows_darken);
3282 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3283 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3284 Cvar_RegisterVariable(&r_shadows_throwdistance);
3285 Cvar_RegisterVariable(&r_shadows_throwdirection);
3286 Cvar_RegisterVariable(&r_shadows_focus);
3287 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3288 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3289 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3290 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3291 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3292 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3293 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3294 Cvar_RegisterVariable(&r_fog_exp2);
3295 Cvar_RegisterVariable(&r_fog_clear);
3296 Cvar_RegisterVariable(&r_drawfog);
3297 Cvar_RegisterVariable(&r_transparentdepthmasking);
3298 Cvar_RegisterVariable(&r_transparent_sortmindist);
3299 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3300 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3301 Cvar_RegisterVariable(&r_texture_dds_load);
3302 Cvar_RegisterVariable(&r_texture_dds_save);
3303 Cvar_RegisterVariable(&r_textureunits);
3304 Cvar_RegisterVariable(&gl_combine);
3305 Cvar_RegisterVariable(&r_usedepthtextures);
3306 Cvar_RegisterVariable(&r_viewfbo);
3307 Cvar_RegisterVariable(&r_rendertarget_debug);
3308 Cvar_RegisterVariable(&r_viewscale);
3309 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3310 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3311 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3312 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3313 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3314 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3315 Cvar_RegisterVariable(&r_glsl);
3316 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3317 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3318 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3319 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3320 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3321 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3322 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3323 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3324 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3325 Cvar_RegisterVariable(&r_glsl_postprocess);
3326 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3327 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3328 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3329 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3330 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3331 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3332 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3333 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3334 Cvar_RegisterVariable(&r_celshading);
3335 Cvar_RegisterVariable(&r_celoutlines);
3337 Cvar_RegisterVariable(&r_water);
3338 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3339 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3340 Cvar_RegisterVariable(&r_water_clippingplanebias);
3341 Cvar_RegisterVariable(&r_water_refractdistort);
3342 Cvar_RegisterVariable(&r_water_reflectdistort);
3343 Cvar_RegisterVariable(&r_water_scissormode);
3344 Cvar_RegisterVariable(&r_water_lowquality);
3345 Cvar_RegisterVariable(&r_water_hideplayer);
3347 Cvar_RegisterVariable(&r_lerpsprites);
3348 Cvar_RegisterVariable(&r_lerpmodels);
3349 Cvar_RegisterVariable(&r_lerplightstyles);
3350 Cvar_RegisterVariable(&r_waterscroll);
3351 Cvar_RegisterVariable(&r_bloom);
3352 Cvar_RegisterVariable(&r_bloom_colorscale);
3353 Cvar_RegisterVariable(&r_bloom_brighten);
3354 Cvar_RegisterVariable(&r_bloom_blur);
3355 Cvar_RegisterVariable(&r_bloom_resolution);
3356 Cvar_RegisterVariable(&r_bloom_colorexponent);
3357 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3358 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3359 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3360 Cvar_RegisterVariable(&r_hdr_glowintensity);
3361 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3362 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3363 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3364 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3365 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3366 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3367 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3368 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3369 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3370 Cvar_RegisterVariable(&developer_texturelogging);
3371 Cvar_RegisterVariable(&gl_lightmaps);
3372 Cvar_RegisterVariable(&r_test);
3373 Cvar_RegisterVariable(&r_batch_multidraw);
3374 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3375 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3376 Cvar_RegisterVariable(&r_glsl_skeletal);
3377 Cvar_RegisterVariable(&r_glsl_saturation);
3378 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3379 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3380 Cvar_RegisterVariable(&r_framedatasize);
3381 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3382 Cvar_RegisterVariable(&r_buffermegs[i]);
3383 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3384 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3385 Cvar_SetValue("r_fullbrights", 0);
3386 #ifdef DP_MOBILETOUCH
3387 // GLES devices have terrible depth precision in general, so...
3388 Cvar_SetValueQuick(&r_nearclip, 4);
3389 Cvar_SetValueQuick(&r_farclip_base, 4096);
3390 Cvar_SetValueQuick(&r_farclip_world, 0);
3391 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3393 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3396 void Render_Init(void)
3409 R_LightningBeams_Init();
3419 extern char *ENGINE_EXTENSIONS;
3422 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3423 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3424 gl_version = (const char *)qglGetString(GL_VERSION);
3425 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3429 if (!gl_platformextensions)
3430 gl_platformextensions = "";
3432 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3433 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3434 Con_Printf("GL_VERSION: %s\n", gl_version);
3435 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3436 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3438 VID_CheckExtensions();
3440 // LordHavoc: report supported extensions
3442 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3444 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
3447 // clear to black (loading plaque will be seen over this)
3448 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
3452 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3456 if (r_trippy.integer)
3458 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3460 p = r_refdef.view.frustum + i;
3465 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3469 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3473 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3477 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3481 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3485 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3489 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3493 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3501 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3505 if (r_trippy.integer)
3507 for (i = 0;i < numplanes;i++)
3514 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3518 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3522 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3526 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3530 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3534 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3538 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3542 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3550 //==================================================================================
3552 // LordHavoc: this stores temporary data used within the same frame
3554 typedef struct r_framedata_mem_s
3556 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3557 size_t size; // how much usable space
3558 size_t current; // how much space in use
3559 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3560 size_t wantedsize; // how much space was allocated
3561 unsigned char *data; // start of real data (16byte aligned)
3565 static r_framedata_mem_t *r_framedata_mem;
3567 void R_FrameData_Reset(void)
3569 while (r_framedata_mem)
3571 r_framedata_mem_t *next = r_framedata_mem->purge;
3572 Mem_Free(r_framedata_mem);
3573 r_framedata_mem = next;
3577 static void R_FrameData_Resize(qboolean mustgrow)
3580 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3581 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3582 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3584 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3585 newmem->wantedsize = wantedsize;
3586 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3587 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3588 newmem->current = 0;
3590 newmem->purge = r_framedata_mem;
3591 r_framedata_mem = newmem;
3595 void R_FrameData_NewFrame(void)
3597 R_FrameData_Resize(false);
3598 if (!r_framedata_mem)
3600 // if we ran out of space on the last frame, free the old memory now
3601 while (r_framedata_mem->purge)
3603 // repeatedly remove the second item in the list, leaving only head
3604 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3605 Mem_Free(r_framedata_mem->purge);
3606 r_framedata_mem->purge = next;
3608 // reset the current mem pointer
3609 r_framedata_mem->current = 0;
3610 r_framedata_mem->mark = 0;
3613 void *R_FrameData_Alloc(size_t size)
3618 // align to 16 byte boundary - the data pointer is already aligned, so we
3619 // only need to ensure the size of every allocation is also aligned
3620 size = (size + 15) & ~15;
3622 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3624 // emergency - we ran out of space, allocate more memory
3625 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3626 newvalue = r_framedatasize.value * 2.0f;
3627 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3628 if (sizeof(size_t) >= 8)
3629 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3631 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3632 // this might not be a growing it, but we'll allocate another buffer every time
3633 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3634 R_FrameData_Resize(true);
3637 data = r_framedata_mem->data + r_framedata_mem->current;
3638 r_framedata_mem->current += size;
3640 // count the usage for stats
3641 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3642 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3644 return (void *)data;
3647 void *R_FrameData_Store(size_t size, void *data)
3649 void *d = R_FrameData_Alloc(size);
3651 memcpy(d, data, size);
3655 void R_FrameData_SetMark(void)
3657 if (!r_framedata_mem)
3659 r_framedata_mem->mark = r_framedata_mem->current;
3662 void R_FrameData_ReturnToMark(void)
3664 if (!r_framedata_mem)
3666 r_framedata_mem->current = r_framedata_mem->mark;
3669 //==================================================================================
3671 // avoid reusing the same buffer objects on consecutive frames
3672 #define R_BUFFERDATA_CYCLE 3
3674 typedef struct r_bufferdata_buffer_s
3676 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3677 size_t size; // how much usable space
3678 size_t current; // how much space in use
3679 r_meshbuffer_t *buffer; // the buffer itself
3681 r_bufferdata_buffer_t;
3683 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3684 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3686 /// frees all dynamic buffers
3687 void R_BufferData_Reset(void)
3690 r_bufferdata_buffer_t **p, *mem;
3691 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3693 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3696 p = &r_bufferdata_buffer[cycle][type];
3702 R_Mesh_DestroyMeshBuffer(mem->buffer);
3709 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3710 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3712 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3714 float newvalue = r_buffermegs[type].value;
3716 // increase the cvar if we have to (but only if we already have a mem)
3717 if (mustgrow && mem)
3719 newvalue = bound(0.25f, newvalue, 256.0f);
3720 while (newvalue * 1024*1024 < minsize)
3723 // clamp the cvar to valid range
3724 newvalue = bound(0.25f, newvalue, 256.0f);
3725 if (r_buffermegs[type].value != newvalue)
3726 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3728 // calculate size in bytes
3729 size = (size_t)(newvalue * 1024*1024);
3730 size = bound(131072, size, 256*1024*1024);
3732 // allocate a new buffer if the size is different (purge old one later)
3733 // or if we were told we must grow the buffer
3734 if (!mem || mem->size != size || mustgrow)
3736 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3739 if (type == R_BUFFERDATA_VERTEX)
3740 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3741 else if (type == R_BUFFERDATA_INDEX16)
3742 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3743 else if (type == R_BUFFERDATA_INDEX32)
3744 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3745 else if (type == R_BUFFERDATA_UNIFORM)
3746 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3747 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3748 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3752 void R_BufferData_NewFrame(void)
3755 r_bufferdata_buffer_t **p, *mem;
3756 // cycle to the next frame's buffers
3757 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3758 // if we ran out of space on the last time we used these buffers, free the old memory now
3759 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3761 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3763 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3764 // free all but the head buffer, this is how we recycle obsolete
3765 // buffers after they are no longer in use
3766 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3772 R_Mesh_DestroyMeshBuffer(mem->buffer);
3775 // reset the current offset
3776 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3781 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3783 r_bufferdata_buffer_t *mem;
3787 *returnbufferoffset = 0;
3789 // align size to a byte boundary appropriate for the buffer type, this
3790 // makes all allocations have aligned start offsets
3791 if (type == R_BUFFERDATA_UNIFORM)
3792 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3794 padsize = (datasize + 15) & ~15;
3796 // if we ran out of space in this buffer we must allocate a new one
3797 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3798 R_BufferData_Resize(type, true, padsize);
3800 // if the resize did not give us enough memory, fail
3801 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3802 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3804 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3805 offset = (int)mem->current;
3806 mem->current += padsize;
3808 // upload the data to the buffer at the chosen offset
3810 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3811 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3813 // count the usage for stats
3814 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3815 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3817 // return the buffer offset
3818 *returnbufferoffset = offset;
3823 //==================================================================================
3825 // LordHavoc: animcache originally written by Echon, rewritten since then
3828 * Animation cache prevents re-generating mesh data for an animated model
3829 * multiple times in one frame for lighting, shadowing, reflections, etc.
3832 void R_AnimCache_Free(void)
3836 void R_AnimCache_ClearCache(void)
3839 entity_render_t *ent;
3841 for (i = 0;i < r_refdef.scene.numentities;i++)
3843 ent = r_refdef.scene.entities[i];
3844 ent->animcache_vertex3f = NULL;
3845 ent->animcache_vertex3f_vertexbuffer = NULL;
3846 ent->animcache_vertex3f_bufferoffset = 0;
3847 ent->animcache_normal3f = NULL;
3848 ent->animcache_normal3f_vertexbuffer = NULL;
3849 ent->animcache_normal3f_bufferoffset = 0;
3850 ent->animcache_svector3f = NULL;
3851 ent->animcache_svector3f_vertexbuffer = NULL;
3852 ent->animcache_svector3f_bufferoffset = 0;
3853 ent->animcache_tvector3f = NULL;
3854 ent->animcache_tvector3f_vertexbuffer = NULL;
3855 ent->animcache_tvector3f_bufferoffset = 0;
3856 ent->animcache_skeletaltransform3x4 = NULL;
3857 ent->animcache_skeletaltransform3x4buffer = NULL;
3858 ent->animcache_skeletaltransform3x4offset = 0;
3859 ent->animcache_skeletaltransform3x4size = 0;
3863 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3865 dp_model_t *model = ent->model;
3868 // see if this ent is worth caching
3869 if (!model || !model->Draw || !model->AnimateVertices)
3871 // nothing to cache if it contains no animations and has no skeleton
3872 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3874 // see if it is already cached for gpuskeletal
3875 if (ent->animcache_skeletaltransform3x4)
3877 // see if it is already cached as a mesh
3878 if (ent->animcache_vertex3f)
3880 // check if we need to add normals or tangents
3881 if (ent->animcache_normal3f)
3882 wantnormals = false;
3883 if (ent->animcache_svector3f)
3884 wanttangents = false;
3885 if (!wantnormals && !wanttangents)
3889 // check which kind of cache we need to generate
3890 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3892 // cache the skeleton so the vertex shader can use it
3893 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3894 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3895 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3896 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3897 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3898 // note: this can fail if the buffer is at the grow limit
3899 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3900 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3902 else if (ent->animcache_vertex3f)
3904 // mesh was already cached but we may need to add normals/tangents
3905 // (this only happens with multiple views, reflections, cameras, etc)
3906 if (wantnormals || wanttangents)
3908 numvertices = model->surfmesh.num_vertices;
3910 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3913 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3914 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3916 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3917 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3918 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3919 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3924 // generate mesh cache
3925 numvertices = model->surfmesh.num_vertices;
3926 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3928 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3931 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3932 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3934 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3935 if (wantnormals || wanttangents)
3937 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3938 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3939 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3941 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3942 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3943 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3948 void R_AnimCache_CacheVisibleEntities(void)
3952 // TODO: thread this
3953 // NOTE: R_PrepareRTLights() also caches entities
3955 for (i = 0;i < r_refdef.scene.numentities;i++)
3956 if (r_refdef.viewcache.entityvisible[i])
3957 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3960 //==================================================================================
3962 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3965 vec3_t eyemins, eyemaxs;
3966 vec3_t boxmins, boxmaxs;
3967 vec3_t padmins, padmaxs;
3970 dp_model_t *model = r_refdef.scene.worldmodel;
3971 static vec3_t positions[] = {
3972 { 0.5f, 0.5f, 0.5f },
3973 { 0.0f, 0.0f, 0.0f },
3974 { 0.0f, 0.0f, 1.0f },
3975 { 0.0f, 1.0f, 0.0f },
3976 { 0.0f, 1.0f, 1.0f },
3977 { 1.0f, 0.0f, 0.0f },
3978 { 1.0f, 0.0f, 1.0f },
3979 { 1.0f, 1.0f, 0.0f },
3980 { 1.0f, 1.0f, 1.0f },
3983 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3987 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3988 if (!r_refdef.view.usevieworiginculling)
3991 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3994 // expand the eye box a little
3995 eyemins[0] = eye[0] - eyejitter;
3996 eyemaxs[0] = eye[0] + eyejitter;
3997 eyemins[1] = eye[1] - eyejitter;
3998 eyemaxs[1] = eye[1] + eyejitter;
3999 eyemins[2] = eye[2] - eyejitter;
4000 eyemaxs[2] = eye[2] + eyejitter;
4001 // expand the box a little
4002 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4003 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4004 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4005 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4006 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4007 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4008 // make an even larger box for the acceptable area
4009 padmins[0] = boxmins[0] - pad;
4010 padmaxs[0] = boxmaxs[0] + pad;
4011 padmins[1] = boxmins[1] - pad;
4012 padmaxs[1] = boxmaxs[1] + pad;
4013 padmins[2] = boxmins[2] - pad;
4014 padmaxs[2] = boxmaxs[2] + pad;
4016 // return true if eye overlaps enlarged box
4017 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4020 // try specific positions in the box first - note that these can be cached
4021 if (r_cullentities_trace_entityocclusion.integer)
4023 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4025 VectorCopy(eye, start);
4026 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4027 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4028 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4029 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
4030 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4031 // not picky - if the trace ended anywhere in the box we're good
4032 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4036 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4039 // try various random positions
4040 for (i = 0; i < numsamples; i++)
4042 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4043 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4044 if (r_cullentities_trace_entityocclusion.integer)
4046 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4047 // not picky - if the trace ended anywhere in the box we're good
4048 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4051 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4059 static void R_View_UpdateEntityVisible (void)
4064 entity_render_t *ent;
4066 if (r_refdef.envmap || r_fb.water.hideplayer)
4067 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4068 else if (chase_active.integer || r_fb.water.renderingscene)
4069 renderimask = RENDER_VIEWMODEL;
4071 renderimask = RENDER_EXTERIORMODEL;
4072 if (!r_drawviewmodel.integer)
4073 renderimask |= RENDER_VIEWMODEL;
4074 if (!r_drawexteriormodel.integer)
4075 renderimask |= RENDER_EXTERIORMODEL;
4076 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4077 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4079 // worldmodel can check visibility
4080 for (i = 0;i < r_refdef.scene.numentities;i++)
4082 ent = r_refdef.scene.entities[i];
4083 if (!(ent->flags & renderimask))
4084 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4085 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4086 r_refdef.viewcache.entityvisible[i] = true;
4091 // no worldmodel or it can't check visibility
4092 for (i = 0;i < r_refdef.scene.numentities;i++)
4094 ent = r_refdef.scene.entities[i];
4095 if (!(ent->flags & renderimask))
4096 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4097 r_refdef.viewcache.entityvisible[i] = true;
4100 if (r_cullentities_trace.integer)
4102 for (i = 0;i < r_refdef.scene.numentities;i++)
4104 if (!r_refdef.viewcache.entityvisible[i])
4106 ent = r_refdef.scene.entities[i];
4107 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4109 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4110 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4111 ent->last_trace_visibility = realtime;
4112 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4113 r_refdef.viewcache.entityvisible[i] = 0;
4119 /// only used if skyrendermasked, and normally returns false
4120 static int R_DrawBrushModelsSky (void)
4123 entity_render_t *ent;
4126 for (i = 0;i < r_refdef.scene.numentities;i++)
4128 if (!r_refdef.viewcache.entityvisible[i])
4130 ent = r_refdef.scene.entities[i];
4131 if (!ent->model || !ent->model->DrawSky)
4133 ent->model->DrawSky(ent);
4139 static void R_DrawNoModel(entity_render_t *ent);
4140 static void R_DrawModels(void)
4143 entity_render_t *ent;
4145 for (i = 0;i < r_refdef.scene.numentities;i++)
4147 if (!r_refdef.viewcache.entityvisible[i])
4149 ent = r_refdef.scene.entities[i];
4150 r_refdef.stats[r_stat_entities]++;
4152 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4155 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4156 Con_Printf("R_DrawModels\n");
4157 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4158 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4159 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4162 if (ent->model && ent->model->Draw != NULL)
4163 ent->model->Draw(ent);
4169 static void R_DrawModelsDepth(void)
4172 entity_render_t *ent;
4174 for (i = 0;i < r_refdef.scene.numentities;i++)
4176 if (!r_refdef.viewcache.entityvisible[i])
4178 ent = r_refdef.scene.entities[i];
4179 if (ent->model && ent->model->DrawDepth != NULL)
4180 ent->model->DrawDepth(ent);
4184 static void R_DrawModelsDebug(void)
4187 entity_render_t *ent;
4189 for (i = 0;i < r_refdef.scene.numentities;i++)
4191 if (!r_refdef.viewcache.entityvisible[i])
4193 ent = r_refdef.scene.entities[i];
4194 if (ent->model && ent->model->DrawDebug != NULL)
4195 ent->model->DrawDebug(ent);
4199 static void R_DrawModelsAddWaterPlanes(void)
4202 entity_render_t *ent;
4204 for (i = 0;i < r_refdef.scene.numentities;i++)
4206 if (!r_refdef.viewcache.entityvisible[i])
4208 ent = r_refdef.scene.entities[i];
4209 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4210 ent->model->DrawAddWaterPlanes(ent);
4214 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4216 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4218 if (r_hdr_irisadaptation.integer)
4223 vec3_t diffusenormal;
4225 vec_t brightness = 0.0f;
4230 VectorCopy(r_refdef.view.forward, forward);
4231 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4233 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4234 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4235 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4236 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4237 d = DotProduct(forward, diffusenormal);
4238 brightness += VectorLength(ambient);
4240 brightness += d * VectorLength(diffuse);
4242 brightness *= 1.0f / c;
4243 brightness += 0.00001f; // make sure it's never zero
4244 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4245 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4246 current = r_hdr_irisadaptation_value.value;
4248 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4249 else if (current > goal)
4250 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4251 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4252 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4254 else if (r_hdr_irisadaptation_value.value != 1.0f)
4255 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4258 static void R_View_SetFrustum(const int *scissor)
4261 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4262 vec3_t forward, left, up, origin, v;
4266 // flipped x coordinates (because x points left here)
4267 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4268 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4269 // non-flipped y coordinates
4270 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4271 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4274 // we can't trust r_refdef.view.forward and friends in reflected scenes
4275 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4278 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4279 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4280 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4281 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4282 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4283 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4284 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4285 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4286 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4287 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4288 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4289 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4293 zNear = r_refdef.nearclip;
4294 nudge = 1.0 - 1.0 / (1<<23);
4295 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4296 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4297 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4298 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4299 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4300 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4301 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4302 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4308 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4309 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4310 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4311 r_refdef.view.frustum[0].dist = m[15] - m[12];
4313 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4314 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4315 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4316 r_refdef.view.frustum[1].dist = m[15] + m[12];
4318 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4319 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4320 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4321 r_refdef.view.frustum[2].dist = m[15] - m[13];
4323 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4324 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4325 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4326 r_refdef.view.frustum[3].dist = m[15] + m[13];
4328 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4329 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4330 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4331 r_refdef.view.frustum[4].dist = m[15] - m[14];
4333 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4334 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4335 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4336 r_refdef.view.frustum[5].dist = m[15] + m[14];
4339 if (r_refdef.view.useperspective)
4341 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4342 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4343 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4344 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4345 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4347 // then the normals from the corners relative to origin
4348 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4349 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4350 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4351 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4353 // in a NORMAL view, forward cross left == up
4354 // in a REFLECTED view, forward cross left == down
4355 // so our cross products above need to be adjusted for a left handed coordinate system
4356 CrossProduct(forward, left, v);
4357 if(DotProduct(v, up) < 0)
4359 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4360 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4361 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4362 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4365 // Leaving those out was a mistake, those were in the old code, and they
4366 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4367 // I couldn't reproduce it after adding those normalizations. --blub
4368 VectorNormalize(r_refdef.view.frustum[0].normal);
4369 VectorNormalize(r_refdef.view.frustum[1].normal);
4370 VectorNormalize(r_refdef.view.frustum[2].normal);
4371 VectorNormalize(r_refdef.view.frustum[3].normal);
4373 // make the corners absolute
4374 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4375 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4376 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4377 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4380 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4382 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4383 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4384 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4385 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4386 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4390 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4391 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4392 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4393 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4394 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4395 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4396 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4397 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4398 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4399 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4401 r_refdef.view.numfrustumplanes = 5;
4403 if (r_refdef.view.useclipplane)
4405 r_refdef.view.numfrustumplanes = 6;
4406 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4409 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4410 PlaneClassify(r_refdef.view.frustum + i);
4412 // LordHavoc: note to all quake engine coders, Quake had a special case
4413 // for 90 degrees which assumed a square view (wrong), so I removed it,
4414 // Quake2 has it disabled as well.
4416 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4417 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4418 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4419 //PlaneClassify(&frustum[0]);
4421 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4422 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4423 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4424 //PlaneClassify(&frustum[1]);
4426 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4427 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4428 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4429 //PlaneClassify(&frustum[2]);
4431 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4432 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4433 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4434 //PlaneClassify(&frustum[3]);
4437 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4438 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4439 //PlaneClassify(&frustum[4]);
4442 static void R_View_UpdateWithScissor(const int *myscissor)
4444 R_Main_ResizeViewCache();
4445 R_View_SetFrustum(myscissor);
4446 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4447 R_View_UpdateEntityVisible();
4450 static void R_View_Update(void)
4452 R_Main_ResizeViewCache();
4453 R_View_SetFrustum(NULL);
4454 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4455 R_View_UpdateEntityVisible();
4458 float viewscalefpsadjusted = 1.0f;
4460 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4462 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4463 scale = bound(0.03125f, scale, 1.0f);
4464 *outwidth = (int)ceil(width * scale);
4465 *outheight = (int)ceil(height * scale);
4468 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4470 const float *customclipplane = NULL;
4472 int /*rtwidth,*/ rtheight;
4473 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4475 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4476 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4477 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4478 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4479 dist = r_refdef.view.clipplane.dist;
4480 plane[0] = r_refdef.view.clipplane.normal[0];
4481 plane[1] = r_refdef.view.clipplane.normal[1];
4482 plane[2] = r_refdef.view.clipplane.normal[2];
4484 customclipplane = plane;
4487 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4488 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4490 if (!r_refdef.view.useperspective)
4491 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4492 else if (vid.stencil && r_useinfinitefarclip.integer)
4493 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4495 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4496 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4497 R_SetViewport(&r_refdef.view.viewport);
4500 void R_EntityMatrix(const matrix4x4_t *matrix)
4502 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4504 gl_modelmatrixchanged = false;
4505 gl_modelmatrix = *matrix;
4506 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4507 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4508 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4509 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4511 switch(vid.renderpath)
4513 case RENDERPATH_GL20:
4514 case RENDERPATH_GLES2:
4515 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4516 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4522 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4524 r_viewport_t viewport;
4528 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4529 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4530 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4531 R_SetViewport(&viewport);
4532 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4533 GL_Color(1, 1, 1, 1);
4534 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4535 GL_BlendFunc(GL_ONE, GL_ZERO);
4536 GL_ScissorTest(false);
4537 GL_DepthMask(false);
4538 GL_DepthRange(0, 1);
4539 GL_DepthTest(false);
4540 GL_DepthFunc(GL_LEQUAL);
4541 R_EntityMatrix(&identitymatrix);
4542 R_Mesh_ResetTextureState();
4543 GL_PolygonOffset(0, 0);
4544 switch(vid.renderpath)
4546 case RENDERPATH_GL20:
4547 case RENDERPATH_GLES2:
4548 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4551 GL_CullFace(GL_NONE);
4556 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4558 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4561 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4563 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4564 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4565 GL_Color(1, 1, 1, 1);
4566 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4567 GL_BlendFunc(GL_ONE, GL_ZERO);
4568 GL_ScissorTest(true);
4570 GL_DepthRange(0, 1);
4572 GL_DepthFunc(GL_LEQUAL);
4573 R_EntityMatrix(&identitymatrix);
4574 R_Mesh_ResetTextureState();
4575 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4576 switch(vid.renderpath)
4578 case RENDERPATH_GL20:
4579 case RENDERPATH_GLES2:
4580 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4583 GL_CullFace(r_refdef.view.cullface_back);
4588 R_RenderView_UpdateViewVectors
4591 void R_RenderView_UpdateViewVectors(void)
4593 // break apart the view matrix into vectors for various purposes
4594 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4595 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4596 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4597 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4598 // make an inverted copy of the view matrix for tracking sprites
4599 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4602 void R_RenderTarget_FreeUnused(qboolean force)
4605 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4606 for (i = 0; i < end; i++)
4608 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4609 // free resources for rendertargets that have not been used for a while
4610 // (note: this check is run after the frame render, so any targets used
4611 // this frame will not be affected even at low framerates)
4612 if (r && (realtime - r->lastusetime > 0.2 || force))
4615 R_Mesh_DestroyFramebufferObject(r->fbo);
4616 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4617 if (r->colortexture[j])
4618 R_FreeTexture(r->colortexture[j]);
4619 if (r->depthtexture)
4620 R_FreeTexture(r->depthtexture);
4621 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4626 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4628 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4632 y2 = (th - y - h) * ih;
4643 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4646 r_rendertarget_t *r = NULL;
4648 // first try to reuse an existing slot if possible
4649 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4650 for (i = 0; i < end; i++)
4652 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4653 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4658 // no unused exact match found, so we have to make one in the first unused slot
4659 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4660 r->texturewidth = texturewidth;
4661 r->textureheight = textureheight;
4662 r->colortextype[0] = colortextype0;
4663 r->colortextype[1] = colortextype1;
4664 r->colortextype[2] = colortextype2;
4665 r->colortextype[3] = colortextype3;
4666 r->depthtextype = depthtextype;
4667 r->depthisrenderbuffer = depthisrenderbuffer;
4668 for (j = 0; j < 4; j++)
4669 if (r->colortextype[j])
4670 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4671 if (r->depthtextype)
4673 if (r->depthisrenderbuffer)
4674 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4676 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4678 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4680 r_refdef.stats[r_stat_rendertargets_used]++;
4681 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4682 r->lastusetime = realtime;
4683 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4687 static void R_Water_StartFrame(void)
4689 int waterwidth, waterheight;
4691 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4694 // set waterwidth and waterheight to the water resolution that will be
4695 // used (often less than the screen resolution for faster rendering)
4696 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4697 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4698 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4700 if (!r_water.integer || r_showsurfaces.integer)
4701 waterwidth = waterheight = 0;
4703 // set up variables that will be used in shader setup
4704 r_fb.water.waterwidth = waterwidth;
4705 r_fb.water.waterheight = waterheight;
4706 r_fb.water.texturewidth = waterwidth;
4707 r_fb.water.textureheight = waterheight;
4708 r_fb.water.camerawidth = waterwidth;
4709 r_fb.water.cameraheight = waterheight;
4710 r_fb.water.screenscale[0] = 0.5f;
4711 r_fb.water.screenscale[1] = 0.5f;
4712 r_fb.water.screencenter[0] = 0.5f;
4713 r_fb.water.screencenter[1] = 0.5f;
4714 r_fb.water.enabled = waterwidth != 0;
4716 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4717 r_fb.water.numwaterplanes = 0;
4720 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4722 int planeindex, bestplaneindex, vertexindex;
4723 vec3_t mins, maxs, normal, center, v, n;
4724 vec_t planescore, bestplanescore;
4726 r_waterstate_waterplane_t *p;
4727 texture_t *t = R_GetCurrentTexture(surface->texture);
4729 rsurface.texture = t;
4730 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4731 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4732 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4734 // average the vertex normals, find the surface bounds (after deformvertexes)
4735 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4736 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4737 VectorCopy(n, normal);
4738 VectorCopy(v, mins);
4739 VectorCopy(v, maxs);
4740 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4742 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4743 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4744 VectorAdd(normal, n, normal);
4745 mins[0] = min(mins[0], v[0]);
4746 mins[1] = min(mins[1], v[1]);
4747 mins[2] = min(mins[2], v[2]);
4748 maxs[0] = max(maxs[0], v[0]);
4749 maxs[1] = max(maxs[1], v[1]);
4750 maxs[2] = max(maxs[2], v[2]);
4752 VectorNormalize(normal);
4753 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4755 VectorCopy(normal, plane.normal);
4756 VectorNormalize(plane.normal);
4757 plane.dist = DotProduct(center, plane.normal);
4758 PlaneClassify(&plane);
4759 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4761 // skip backfaces (except if nocullface is set)
4762 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4764 VectorNegate(plane.normal, plane.normal);
4766 PlaneClassify(&plane);
4770 // find a matching plane if there is one
4771 bestplaneindex = -1;
4772 bestplanescore = 1048576.0f;
4773 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4775 if(p->camera_entity == t->camera_entity)
4777 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4778 if (bestplaneindex < 0 || bestplanescore > planescore)
4780 bestplaneindex = planeindex;
4781 bestplanescore = planescore;
4785 planeindex = bestplaneindex;
4787 // if this surface does not fit any known plane rendered this frame, add one
4788 if (planeindex < 0 || bestplanescore > 0.001f)
4790 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4792 // store the new plane
4793 planeindex = r_fb.water.numwaterplanes++;
4794 p = r_fb.water.waterplanes + planeindex;
4796 // clear materialflags and pvs
4797 p->materialflags = 0;
4798 p->pvsvalid = false;
4799 p->camera_entity = t->camera_entity;
4800 VectorCopy(mins, p->mins);
4801 VectorCopy(maxs, p->maxs);
4805 // We're totally screwed.
4811 // merge mins/maxs when we're adding this surface to the plane
4812 p = r_fb.water.waterplanes + planeindex;
4813 p->mins[0] = min(p->mins[0], mins[0]);
4814 p->mins[1] = min(p->mins[1], mins[1]);
4815 p->mins[2] = min(p->mins[2], mins[2]);
4816 p->maxs[0] = max(p->maxs[0], maxs[0]);
4817 p->maxs[1] = max(p->maxs[1], maxs[1]);
4818 p->maxs[2] = max(p->maxs[2], maxs[2]);
4820 // merge this surface's materialflags into the waterplane
4821 p->materialflags |= t->currentmaterialflags;
4822 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4824 // merge this surface's PVS into the waterplane
4825 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4826 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4828 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4834 extern cvar_t r_drawparticles;
4835 extern cvar_t r_drawdecals;
4837 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4840 r_refdef_view_t originalview;
4841 r_refdef_view_t myview;
4842 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
4843 r_waterstate_waterplane_t *p;
4845 r_rendertarget_t *rt;
4847 originalview = r_refdef.view;
4849 // lowquality hack, temporarily shut down some cvars and restore afterwards
4850 qualityreduction = r_water_lowquality.integer;
4851 if (qualityreduction > 0)
4853 if (qualityreduction >= 1)
4855 old_r_shadows = r_shadows.integer;
4856 old_r_worldrtlight = r_shadow_realtime_world.integer;
4857 old_r_dlight = r_shadow_realtime_dlight.integer;
4858 Cvar_SetValueQuick(&r_shadows, 0);
4859 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4860 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4862 if (qualityreduction >= 2)
4864 old_r_dynamic = r_dynamic.integer;
4865 old_r_particles = r_drawparticles.integer;
4866 old_r_decals = r_drawdecals.integer;
4867 Cvar_SetValueQuick(&r_dynamic, 0);
4868 Cvar_SetValueQuick(&r_drawparticles, 0);
4869 Cvar_SetValueQuick(&r_drawdecals, 0);
4873 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4875 p->rt_reflection = NULL;
4876 p->rt_refraction = NULL;
4877 p->rt_camera = NULL;
4881 r_refdef.view = originalview;
4882 r_refdef.view.showdebug = false;
4883 r_refdef.view.width = r_fb.water.waterwidth;
4884 r_refdef.view.height = r_fb.water.waterheight;
4885 r_refdef.view.useclipplane = true;
4886 myview = r_refdef.view;
4887 r_fb.water.renderingscene = true;
4888 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4890 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4893 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4895 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4896 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4898 r_refdef.view = myview;
4899 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4900 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4901 if(r_water_scissormode.integer)
4903 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4904 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4906 p->rt_reflection = NULL;
4907 p->rt_refraction = NULL;
4908 p->rt_camera = NULL;
4913 r_refdef.view.clipplane = p->plane;
4914 // reflected view origin may be in solid, so don't cull with it
4915 r_refdef.view.usevieworiginculling = false;
4916 // reverse the cullface settings for this render
4917 r_refdef.view.cullface_front = GL_FRONT;
4918 r_refdef.view.cullface_back = GL_BACK;
4919 // combined pvs (based on what can be seen from each surface center)
4920 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4922 r_refdef.view.usecustompvs = true;
4924 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4926 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4929 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4930 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4931 GL_ScissorTest(false);
4932 R_ClearScreen(r_refdef.fogenabled);
4933 GL_ScissorTest(true);
4934 if(r_water_scissormode.integer & 2)
4935 R_View_UpdateWithScissor(myscissor);
4938 R_AnimCache_CacheVisibleEntities();
4939 if(r_water_scissormode.integer & 1)
4940 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4941 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4943 r_fb.water.hideplayer = false;
4944 p->rt_reflection = rt;
4947 // render the normal view scene and copy into texture
4948 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
4949 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4951 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4952 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4954 r_refdef.view = myview;
4955 if(r_water_scissormode.integer)
4957 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4958 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4960 p->rt_reflection = NULL;
4961 p->rt_refraction = NULL;
4962 p->rt_camera = NULL;
4967 // combined pvs (based on what can be seen from each surface center)
4968 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4970 r_refdef.view.usecustompvs = true;
4972 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4974 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4977 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4979 r_refdef.view.clipplane = p->plane;
4980 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4981 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4983 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4985 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4986 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4987 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4988 R_RenderView_UpdateViewVectors();
4989 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4991 r_refdef.view.usecustompvs = true;
4992 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4996 PlaneClassify(&r_refdef.view.clipplane);
4998 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4999 GL_ScissorTest(false);
5000 R_ClearScreen(r_refdef.fogenabled);
5001 GL_ScissorTest(true);
5002 if(r_water_scissormode.integer & 2)
5003 R_View_UpdateWithScissor(myscissor);
5006 R_AnimCache_CacheVisibleEntities();
5007 if(r_water_scissormode.integer & 1)
5008 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5009 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5011 r_fb.water.hideplayer = false;
5012 p->rt_refraction = rt;
5014 else if (p->materialflags & MATERIALFLAG_CAMERA)
5016 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5017 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5019 r_refdef.view = myview;
5021 r_refdef.view.clipplane = p->plane;
5022 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5023 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5025 r_refdef.view.width = r_fb.water.camerawidth;
5026 r_refdef.view.height = r_fb.water.cameraheight;
5027 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5028 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5029 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5030 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5032 if(p->camera_entity)
5034 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5035 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5038 // note: all of the view is used for displaying... so
5039 // there is no use in scissoring
5041 // reverse the cullface settings for this render
5042 r_refdef.view.cullface_front = GL_FRONT;
5043 r_refdef.view.cullface_back = GL_BACK;
5044 // also reverse the view matrix
5045 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5046 R_RenderView_UpdateViewVectors();
5047 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5049 r_refdef.view.usecustompvs = true;
5050 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5053 // camera needs no clipplane
5054 r_refdef.view.useclipplane = false;
5055 // TODO: is the camera origin always valid? if so we don't need to clear this
5056 r_refdef.view.usevieworiginculling = false;
5058 PlaneClassify(&r_refdef.view.clipplane);
5060 r_fb.water.hideplayer = false;
5062 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5063 GL_ScissorTest(false);
5064 R_ClearScreen(r_refdef.fogenabled);
5065 GL_ScissorTest(true);
5067 R_AnimCache_CacheVisibleEntities();
5068 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5070 r_fb.water.hideplayer = false;
5075 r_fb.water.renderingscene = false;
5076 r_refdef.view = originalview;
5077 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5079 R_AnimCache_CacheVisibleEntities();
5082 r_refdef.view = originalview;
5083 r_fb.water.renderingscene = false;
5084 Cvar_SetValueQuick(&r_water, 0);
5085 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5087 // lowquality hack, restore cvars
5088 if (qualityreduction > 0)
5090 if (qualityreduction >= 1)
5092 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5093 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5094 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5096 if (qualityreduction >= 2)
5098 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5099 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5100 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5105 static void R_Bloom_StartFrame(void)
5107 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5108 int viewwidth, viewheight;
5109 textype_t textype = TEXTYPE_COLORBUFFER;
5111 // clear the pointers to rendertargets from last frame as they're stale
5112 r_fb.rt_screen = NULL;
5113 r_fb.rt_bloom = NULL;
5115 switch (vid.renderpath)
5117 case RENDERPATH_GL20:
5118 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5119 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5120 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5122 case RENDERPATH_GLES2:
5123 r_fb.usedepthtextures = false;
5127 if (r_viewscale_fpsscaling.integer)
5129 double actualframetime;
5130 double targetframetime;
5132 actualframetime = r_refdef.lastdrawscreentime;
5133 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5134 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5135 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5136 if (r_viewscale_fpsscaling_stepsize.value > 0)
5137 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5138 viewscalefpsadjusted += adjust;
5139 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5142 viewscalefpsadjusted = 1.0f;
5144 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5146 // set bloomwidth and bloomheight to the bloom resolution that will be
5147 // used (often less than the screen resolution for faster rendering)
5148 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5149 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5150 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5151 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5152 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5154 // calculate desired texture sizes
5155 screentexturewidth = viewwidth;
5156 screentextureheight = viewheight;
5157 bloomtexturewidth = r_fb.bloomwidth;
5158 bloomtextureheight = r_fb.bloomheight;
5160 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5162 Cvar_SetValueQuick(&r_bloom, 0);
5163 Cvar_SetValueQuick(&r_motionblur, 0);
5164 Cvar_SetValueQuick(&r_damageblur, 0);
5167 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5168 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5170 if (r_fb.ghosttexture)
5171 R_FreeTexture(r_fb.ghosttexture);
5172 r_fb.ghosttexture = NULL;
5174 r_fb.screentexturewidth = screentexturewidth;
5175 r_fb.screentextureheight = screentextureheight;
5176 r_fb.textype = textype;
5178 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5180 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5181 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5182 r_fb.ghosttexture_valid = false;
5186 if (r_bloom.integer)
5188 // bloom texture is a different resolution
5189 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5190 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5191 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5194 r_fb.bloomwidth = r_fb.bloomheight = 0;
5196 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5198 r_refdef.view.clear = true;
5201 static void R_Bloom_MakeTexture(void)
5204 float xoffset, yoffset, r, brighten;
5205 float colorscale = r_bloom_colorscale.value;
5206 r_viewport_t bloomviewport;
5207 r_rendertarget_t *prev, *cur;
5208 textype_t textype = r_fb.rt_screen->colortextype[0];
5210 r_refdef.stats[r_stat_bloom]++;
5212 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5214 // scale down screen texture to the bloom texture size
5216 prev = r_fb.rt_screen;
5217 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5218 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5219 R_SetViewport(&bloomviewport);
5220 GL_CullFace(GL_NONE);
5221 GL_DepthTest(false);
5222 GL_BlendFunc(GL_ONE, GL_ZERO);
5223 GL_Color(colorscale, colorscale, colorscale, 1);
5224 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5225 // TODO: do boxfilter scale-down in shader?
5226 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5227 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5228 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5229 // we now have a properly scaled bloom image
5231 // multiply bloom image by itself as many times as desired to darken it
5232 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5233 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5236 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5237 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5239 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5241 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5242 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5243 GL_Color(1,1,1,1); // no fix factor supported here
5244 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5245 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5246 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5247 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
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
5264 GL_BlendFunc(GL_ONE, GL_ZERO);
5265 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5266 for (x = -range;x <= range;x++)
5268 if (!dir){xoffset = 0;yoffset = x;}
5269 else {xoffset = x;yoffset = 0;}
5270 xoffset /= (float)prev->texturewidth;
5271 yoffset /= (float)prev->textureheight;
5272 // compute a texcoord array with the specified x and y offset
5273 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5274 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5275 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5276 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5277 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5278 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5279 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5280 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5281 // this r value looks like a 'dot' particle, fading sharply to
5282 // black at the edges
5283 // (probably not realistic but looks good enough)
5284 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5285 //r = brighten/(range*2+1);
5286 r = brighten / (range * 2 + 1);
5288 r *= (1 - x*x/(float)((range+1)*(range+1)));
5291 GL_Color(r, r, r, 1);
5292 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5293 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5294 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5295 GL_BlendFunc(GL_ONE, GL_ONE);
5299 // now we have the bloom image, so keep track of it
5300 r_fb.rt_bloom = cur;
5303 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5305 dpuint64 permutation;
5306 float uservecs[4][4];
5307 rtexture_t *viewtexture;
5308 rtexture_t *bloomtexture;
5310 R_EntityMatrix(&identitymatrix);
5312 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5314 // declare variables
5315 float blur_factor, blur_mouseaccel, blur_velocity;
5316 static float blur_average;
5317 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5319 // set a goal for the factoring
5320 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5321 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5322 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5323 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5324 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5325 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5327 // from the goal, pick an averaged value between goal and last value
5328 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5329 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5331 // enforce minimum amount of blur
5332 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5334 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5336 // calculate values into a standard alpha
5337 cl.motionbluralpha = 1 - exp(-
5339 (r_motionblur.value * blur_factor / 80)
5341 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5344 max(0.0001, cl.time - cl.oldtime) // fps independent
5347 // randomization for the blur value to combat persistent ghosting
5348 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5349 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5352 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5353 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5355 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5356 GL_Color(1, 1, 1, cl.motionbluralpha);
5357 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5358 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5359 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5360 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5361 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5364 // updates old view angles for next pass
5365 VectorCopy(cl.viewangles, blur_oldangles);
5367 // copy view into the ghost texture
5368 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5369 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5370 r_fb.ghosttexture_valid = true;
5373 if (r_fb.bloomwidth)
5375 // make the bloom texture
5376 R_Bloom_MakeTexture();
5379 #if _MSC_VER >= 1400
5380 #define sscanf sscanf_s
5382 memset(uservecs, 0, sizeof(uservecs));
5383 if (r_glsl_postprocess_uservec1_enable.integer)
5384 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5385 if (r_glsl_postprocess_uservec2_enable.integer)
5386 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5387 if (r_glsl_postprocess_uservec3_enable.integer)
5388 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5389 if (r_glsl_postprocess_uservec4_enable.integer)
5390 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5392 // render to the screen fbo
5393 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5394 GL_Color(1, 1, 1, 1);
5395 GL_BlendFunc(GL_ONE, GL_ZERO);
5397 viewtexture = r_fb.rt_screen->colortexture[0];
5398 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5400 if (r_rendertarget_debug.integer >= 0)
5402 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5403 if (rt && rt->colortexture[0])
5405 viewtexture = rt->colortexture[0];
5406 bloomtexture = NULL;
5410 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5411 switch(vid.renderpath)
5413 case RENDERPATH_GL20:
5414 case RENDERPATH_GLES2:
5416 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5417 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5418 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5419 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5420 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5421 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5422 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5423 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5424 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5425 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]);
5426 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5427 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]);
5428 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]);
5429 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]);
5430 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]);
5431 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5432 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5433 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);
5436 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5437 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5440 matrix4x4_t r_waterscrollmatrix;
5442 void R_UpdateFog(void)
5445 if (gamemode == GAME_NEHAHRA)
5447 if (gl_fogenable.integer)
5449 r_refdef.oldgl_fogenable = true;
5450 r_refdef.fog_density = gl_fogdensity.value;
5451 r_refdef.fog_red = gl_fogred.value;
5452 r_refdef.fog_green = gl_foggreen.value;
5453 r_refdef.fog_blue = gl_fogblue.value;
5454 r_refdef.fog_alpha = 1;
5455 r_refdef.fog_start = 0;
5456 r_refdef.fog_end = gl_skyclip.value;
5457 r_refdef.fog_height = 1<<30;
5458 r_refdef.fog_fadedepth = 128;
5460 else if (r_refdef.oldgl_fogenable)
5462 r_refdef.oldgl_fogenable = false;
5463 r_refdef.fog_density = 0;
5464 r_refdef.fog_red = 0;
5465 r_refdef.fog_green = 0;
5466 r_refdef.fog_blue = 0;
5467 r_refdef.fog_alpha = 0;
5468 r_refdef.fog_start = 0;
5469 r_refdef.fog_end = 0;
5470 r_refdef.fog_height = 1<<30;
5471 r_refdef.fog_fadedepth = 128;
5476 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5477 r_refdef.fog_start = max(0, r_refdef.fog_start);
5478 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5480 if (r_refdef.fog_density && r_drawfog.integer)
5482 r_refdef.fogenabled = true;
5483 // this is the point where the fog reaches 0.9986 alpha, which we
5484 // consider a good enough cutoff point for the texture
5485 // (0.9986 * 256 == 255.6)
5486 if (r_fog_exp2.integer)
5487 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5489 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5490 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5491 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5492 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5493 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5494 R_BuildFogHeightTexture();
5495 // fog color was already set
5496 // update the fog texture
5497 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)
5498 R_BuildFogTexture();
5499 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5500 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5503 r_refdef.fogenabled = false;
5506 if (r_refdef.fog_density)
5508 r_refdef.fogcolor[0] = r_refdef.fog_red;
5509 r_refdef.fogcolor[1] = r_refdef.fog_green;
5510 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5512 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5513 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5514 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5515 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5519 VectorCopy(r_refdef.fogcolor, fogvec);
5520 // color.rgb *= ContrastBoost * SceneBrightness;
5521 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5522 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5523 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5524 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5529 void R_UpdateVariables(void)
5533 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5535 r_refdef.farclip = r_farclip_base.value;
5536 if (r_refdef.scene.worldmodel)
5537 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5538 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5540 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5541 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5542 r_refdef.polygonfactor = 0;
5543 r_refdef.polygonoffset = 0;
5545 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5546 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5547 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5548 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5549 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5550 if (FAKELIGHT_ENABLED)
5552 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5554 else if (r_refdef.scene.worldmodel)
5556 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5558 if (r_showsurfaces.integer)
5560 r_refdef.scene.rtworld = false;
5561 r_refdef.scene.rtworldshadows = false;
5562 r_refdef.scene.rtdlight = false;
5563 r_refdef.scene.rtdlightshadows = false;
5564 r_refdef.scene.lightmapintensity = 0;
5567 r_gpuskeletal = false;
5568 switch(vid.renderpath)
5570 case RENDERPATH_GL20:
5571 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5572 case RENDERPATH_GLES2:
5573 if(!vid_gammatables_trivial)
5575 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5577 // build GLSL gamma texture
5578 #define RAMPWIDTH 256
5579 unsigned short ramp[RAMPWIDTH * 3];
5580 unsigned char rampbgr[RAMPWIDTH][4];
5583 r_texture_gammaramps_serial = vid_gammatables_serial;
5585 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5586 for(i = 0; i < RAMPWIDTH; ++i)
5588 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5589 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5590 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5593 if (r_texture_gammaramps)
5595 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5599 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5605 // remove GLSL gamma texture
5611 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5612 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5618 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5619 if( scenetype != r_currentscenetype ) {
5620 // store the old scenetype
5621 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5622 r_currentscenetype = scenetype;
5623 // move in the new scene
5624 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5633 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5635 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5636 if( scenetype == r_currentscenetype ) {
5637 return &r_refdef.scene;
5639 return &r_scenes_store[ scenetype ];
5643 static int R_SortEntities_Compare(const void *ap, const void *bp)
5645 const entity_render_t *a = *(const entity_render_t **)ap;
5646 const entity_render_t *b = *(const entity_render_t **)bp;
5649 if(a->model < b->model)
5651 if(a->model > b->model)
5655 // TODO possibly calculate the REAL skinnum here first using
5657 if(a->skinnum < b->skinnum)
5659 if(a->skinnum > b->skinnum)
5662 // everything we compared is equal
5665 static void R_SortEntities(void)
5667 // below or equal 2 ents, sorting never gains anything
5668 if(r_refdef.scene.numentities <= 2)
5671 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5679 extern cvar_t r_shadow_bouncegrid;
5680 extern cvar_t v_isometric;
5681 extern void V_MakeViewIsometric(void);
5682 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5684 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5686 rtexture_t *viewdepthtexture = NULL;
5687 rtexture_t *viewcolortexture = NULL;
5688 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5690 // finish any 2D rendering that was queued
5693 if (r_timereport_active)
5694 R_TimeReport("start");
5695 r_textureframe++; // used only by R_GetCurrentTexture
5696 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5698 if(R_CompileShader_CheckStaticParms())
5701 if (!r_drawentities.integer)
5702 r_refdef.scene.numentities = 0;
5703 else if (r_sortentities.integer)
5706 R_AnimCache_ClearCache();
5708 /* adjust for stereo display */
5709 if(R_Stereo_Active())
5711 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);
5712 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5715 if (r_refdef.view.isoverlay)
5717 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5718 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5719 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5720 R_TimeReport("depthclear");
5722 r_refdef.view.showdebug = false;
5724 r_fb.water.enabled = false;
5725 r_fb.water.numwaterplanes = 0;
5727 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5729 r_refdef.view.matrix = originalmatrix;
5735 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5737 r_refdef.view.matrix = originalmatrix;
5741 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5742 if (v_isometric.integer && r_refdef.view.ismain)
5743 V_MakeViewIsometric();
5745 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5747 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5748 // in sRGB fallback, behave similar to true sRGB: convert this
5749 // value from linear to sRGB
5750 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5752 R_RenderView_UpdateViewVectors();
5754 R_Shadow_UpdateWorldLightSelection();
5756 // this will set up r_fb.rt_screen
5757 R_Bloom_StartFrame();
5759 // apply bloom brightness offset
5761 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5763 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5766 viewfbo = r_fb.rt_screen->fbo;
5767 viewdepthtexture = r_fb.rt_screen->depthtexture;
5768 viewcolortexture = r_fb.rt_screen->colortexture[0];
5772 viewheight = height;
5775 R_Water_StartFrame();
5778 if (r_timereport_active)
5779 R_TimeReport("viewsetup");
5781 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5783 // clear the whole fbo every frame - otherwise the driver will consider
5784 // it to be an inter-frame texture and stall in multi-gpu configurations
5786 GL_ScissorTest(false);
5787 R_ClearScreen(r_refdef.fogenabled);
5788 if (r_timereport_active)
5789 R_TimeReport("viewclear");
5791 r_refdef.view.clear = true;
5793 r_refdef.view.showdebug = true;
5796 if (r_timereport_active)
5797 R_TimeReport("visibility");
5799 R_AnimCache_CacheVisibleEntities();
5800 if (r_timereport_active)
5801 R_TimeReport("animcache");
5803 R_Shadow_UpdateBounceGridTexture();
5804 if (r_timereport_active && r_shadow_bouncegrid.integer)
5805 R_TimeReport("bouncegrid");
5807 r_fb.water.numwaterplanes = 0;
5808 if (r_fb.water.enabled)
5809 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5811 // for the actual view render we use scissoring a fair amount, so scissor
5812 // test needs to be on
5814 GL_ScissorTest(true);
5815 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5816 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5817 r_fb.water.numwaterplanes = 0;
5819 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5820 GL_ScissorTest(false);
5822 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5823 if (r_timereport_active)
5824 R_TimeReport("blendview");
5826 r_refdef.view.matrix = originalmatrix;
5830 // go back to 2d rendering
5834 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5836 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5838 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5839 if (r_timereport_active)
5840 R_TimeReport("waterworld");
5843 // don't let sound skip if going slow
5844 if (r_refdef.scene.extraupdate)
5847 R_DrawModelsAddWaterPlanes();
5848 if (r_timereport_active)
5849 R_TimeReport("watermodels");
5851 if (r_fb.water.numwaterplanes)
5853 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5854 if (r_timereport_active)
5855 R_TimeReport("waterscenes");
5859 extern cvar_t cl_locs_show;
5860 static void R_DrawLocs(void);
5861 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5862 static void R_DrawModelDecals(void);
5863 extern cvar_t cl_decals_newsystem;
5864 extern qboolean r_shadow_usingdeferredprepass;
5865 extern int r_shadow_shadowmapatlas_modelshadows_size;
5866 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5868 qboolean shadowmapping = false;
5870 if (r_timereport_active)
5871 R_TimeReport("beginscene");
5873 r_refdef.stats[r_stat_renders]++;
5877 // don't let sound skip if going slow
5878 if (r_refdef.scene.extraupdate)
5881 R_MeshQueue_BeginScene();
5885 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);
5887 if (r_timereport_active)
5888 R_TimeReport("skystartframe");
5890 if (cl.csqc_vidvars.drawworld)
5892 // don't let sound skip if going slow
5893 if (r_refdef.scene.extraupdate)
5896 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5898 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5899 if (r_timereport_active)
5900 R_TimeReport("worldsky");
5903 if (R_DrawBrushModelsSky() && r_timereport_active)
5904 R_TimeReport("bmodelsky");
5906 if (skyrendermasked && skyrenderlater)
5908 // we have to force off the water clipping plane while rendering sky
5909 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5911 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5912 if (r_timereport_active)
5913 R_TimeReport("sky");
5917 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5918 r_shadow_viewfbo = viewfbo;
5919 r_shadow_viewdepthtexture = viewdepthtexture;
5920 r_shadow_viewcolortexture = viewcolortexture;
5921 r_shadow_viewx = viewx;
5922 r_shadow_viewy = viewy;
5923 r_shadow_viewwidth = viewwidth;
5924 r_shadow_viewheight = viewheight;
5926 R_Shadow_PrepareModelShadows();
5927 R_Shadow_PrepareLights();
5928 if (r_timereport_active)
5929 R_TimeReport("preparelights");
5931 // render all the shadowmaps that will be used for this view
5932 shadowmapping = R_Shadow_ShadowMappingEnabled();
5933 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5935 R_Shadow_DrawShadowMaps();
5936 if (r_timereport_active)
5937 R_TimeReport("shadowmaps");
5940 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5941 if (r_shadow_usingdeferredprepass)
5942 R_Shadow_DrawPrepass();
5944 // now we begin the forward pass of the view render
5945 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5947 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5948 if (r_timereport_active)
5949 R_TimeReport("worlddepth");
5951 if (r_depthfirst.integer >= 2)
5953 R_DrawModelsDepth();
5954 if (r_timereport_active)
5955 R_TimeReport("modeldepth");
5958 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5960 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5961 if (r_timereport_active)
5962 R_TimeReport("world");
5965 // don't let sound skip if going slow
5966 if (r_refdef.scene.extraupdate)
5970 if (r_timereport_active)
5971 R_TimeReport("models");
5973 // don't let sound skip if going slow
5974 if (r_refdef.scene.extraupdate)
5977 if (!r_shadow_usingdeferredprepass)
5979 R_Shadow_DrawLights();
5980 if (r_timereport_active)
5981 R_TimeReport("rtlights");
5984 // don't let sound skip if going slow
5985 if (r_refdef.scene.extraupdate)
5988 if (cl.csqc_vidvars.drawworld)
5990 if (cl_decals_newsystem.integer)
5992 R_DrawModelDecals();
5993 if (r_timereport_active)
5994 R_TimeReport("modeldecals");
5999 if (r_timereport_active)
6000 R_TimeReport("decals");
6004 if (r_timereport_active)
6005 R_TimeReport("particles");
6008 if (r_timereport_active)
6009 R_TimeReport("explosions");
6012 if (r_refdef.view.showdebug)
6014 if (cl_locs_show.integer)
6017 if (r_timereport_active)
6018 R_TimeReport("showlocs");
6021 if (r_drawportals.integer)
6024 if (r_timereport_active)
6025 R_TimeReport("portals");
6028 if (r_showbboxes_client.value > 0)
6030 R_DrawEntityBBoxes(CLVM_prog);
6031 if (r_timereport_active)
6032 R_TimeReport("clbboxes");
6034 if (r_showbboxes.value > 0)
6036 R_DrawEntityBBoxes(SVVM_prog);
6037 if (r_timereport_active)
6038 R_TimeReport("svbboxes");
6042 if (r_transparent.integer)
6044 R_MeshQueue_RenderTransparent();
6045 if (r_timereport_active)
6046 R_TimeReport("drawtrans");
6049 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))
6051 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6052 if (r_timereport_active)
6053 R_TimeReport("worlddebug");
6054 R_DrawModelsDebug();
6055 if (r_timereport_active)
6056 R_TimeReport("modeldebug");
6059 if (cl.csqc_vidvars.drawworld)
6061 R_Shadow_DrawCoronas();
6062 if (r_timereport_active)
6063 R_TimeReport("coronas");
6066 // don't let sound skip if going slow
6067 if (r_refdef.scene.extraupdate)
6071 static const unsigned short bboxelements[36] =
6081 #define BBOXEDGES 13
6082 static const float bboxedges[BBOXEDGES][6] =
6085 { 0, 0, 0, 1, 1, 1 },
6087 { 0, 0, 0, 0, 1, 0 },
6088 { 0, 0, 0, 1, 0, 0 },
6089 { 0, 1, 0, 1, 1, 0 },
6090 { 1, 0, 0, 1, 1, 0 },
6092 { 0, 0, 1, 0, 1, 1 },
6093 { 0, 0, 1, 1, 0, 1 },
6094 { 0, 1, 1, 1, 1, 1 },
6095 { 1, 0, 1, 1, 1, 1 },
6097 { 0, 0, 0, 0, 0, 1 },
6098 { 1, 0, 0, 1, 0, 1 },
6099 { 0, 1, 0, 0, 1, 1 },
6100 { 1, 1, 0, 1, 1, 1 },
6103 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6105 int numvertices = BBOXEDGES * 8;
6106 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6107 int numtriangles = BBOXEDGES * 12;
6108 unsigned short elements[BBOXEDGES * 36];
6110 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6112 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6114 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6115 GL_DepthMask(false);
6116 GL_DepthRange(0, 1);
6117 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6119 for (edge = 0; edge < BBOXEDGES; edge++)
6121 for (i = 0; i < 3; i++)
6123 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6124 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6126 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6127 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6128 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6129 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6130 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6131 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6132 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6133 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6134 for (i = 0; i < 36; i++)
6135 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6137 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6138 if (r_refdef.fogenabled)
6140 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6142 f1 = RSurf_FogVertex(v);
6144 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6145 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6146 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6149 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6150 R_Mesh_ResetTextureState();
6151 R_SetupShader_Generic_NoTexture(false, false);
6152 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6155 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6157 // hacky overloading of the parameters
6158 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6161 prvm_edict_t *edict;
6163 GL_CullFace(GL_NONE);
6164 R_SetupShader_Generic_NoTexture(false, false);
6166 for (i = 0;i < numsurfaces;i++)
6168 edict = PRVM_EDICT_NUM(surfacelist[i]);
6169 switch ((int)PRVM_serveredictfloat(edict, solid))
6171 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6172 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6173 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6174 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6175 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6176 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6177 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6179 if (prog == CLVM_prog)
6180 color[3] *= r_showbboxes_client.value;
6182 color[3] *= r_showbboxes.value;
6183 color[3] = bound(0, color[3], 1);
6184 GL_DepthTest(!r_showdisabledepthtest.integer);
6185 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6189 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6192 prvm_edict_t *edict;
6198 for (i = 0; i < prog->num_edicts; i++)
6200 edict = PRVM_EDICT_NUM(i);
6201 if (edict->priv.server->free)
6203 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6204 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6206 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6208 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6209 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6213 static const int nomodelelement3i[24] =
6225 static const unsigned short nomodelelement3s[24] =
6237 static const float nomodelvertex3f[6*3] =
6247 static const float nomodelcolor4f[6*4] =
6249 0.0f, 0.0f, 0.5f, 1.0f,
6250 0.0f, 0.0f, 0.5f, 1.0f,
6251 0.0f, 0.5f, 0.0f, 1.0f,
6252 0.0f, 0.5f, 0.0f, 1.0f,
6253 0.5f, 0.0f, 0.0f, 1.0f,
6254 0.5f, 0.0f, 0.0f, 1.0f
6257 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6263 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);
6265 // this is only called once per entity so numsurfaces is always 1, and
6266 // surfacelist is always {0}, so this code does not handle batches
6268 if (rsurface.ent_flags & RENDER_ADDITIVE)
6270 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6271 GL_DepthMask(false);
6273 else if (ent->alpha < 1)
6275 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6276 GL_DepthMask(false);
6280 GL_BlendFunc(GL_ONE, GL_ZERO);
6283 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6284 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6285 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6286 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6287 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6288 for (i = 0, c = color4f;i < 6;i++, c += 4)
6290 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6291 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6292 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6295 if (r_refdef.fogenabled)
6297 for (i = 0, c = color4f;i < 6;i++, c += 4)
6299 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6301 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6302 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6303 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6306 // R_Mesh_ResetTextureState();
6307 R_SetupShader_Generic_NoTexture(false, false);
6308 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6309 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6312 void R_DrawNoModel(entity_render_t *ent)
6315 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6316 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6317 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6319 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6322 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6324 vec3_t right1, right2, diff, normal;
6326 VectorSubtract (org2, org1, normal);
6328 // calculate 'right' vector for start
6329 VectorSubtract (r_refdef.view.origin, org1, diff);
6330 CrossProduct (normal, diff, right1);
6331 VectorNormalize (right1);
6333 // calculate 'right' vector for end
6334 VectorSubtract (r_refdef.view.origin, org2, diff);
6335 CrossProduct (normal, diff, right2);
6336 VectorNormalize (right2);
6338 vert[ 0] = org1[0] + width * right1[0];
6339 vert[ 1] = org1[1] + width * right1[1];
6340 vert[ 2] = org1[2] + width * right1[2];
6341 vert[ 3] = org1[0] - width * right1[0];
6342 vert[ 4] = org1[1] - width * right1[1];
6343 vert[ 5] = org1[2] - width * right1[2];
6344 vert[ 6] = org2[0] - width * right2[0];
6345 vert[ 7] = org2[1] - width * right2[1];
6346 vert[ 8] = org2[2] - width * right2[2];
6347 vert[ 9] = org2[0] + width * right2[0];
6348 vert[10] = org2[1] + width * right2[1];
6349 vert[11] = org2[2] + width * right2[2];
6352 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)
6354 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6355 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6356 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6357 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6358 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6359 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6360 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6361 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6362 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6363 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6364 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6365 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6368 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6373 VectorSet(v, x, y, z);
6374 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6375 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6377 if (i == mesh->numvertices)
6379 if (mesh->numvertices < mesh->maxvertices)
6381 VectorCopy(v, vertex3f);
6382 mesh->numvertices++;
6384 return mesh->numvertices;
6390 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6394 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6395 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6396 e = mesh->element3i + mesh->numtriangles * 3;
6397 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6399 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6400 if (mesh->numtriangles < mesh->maxtriangles)
6405 mesh->numtriangles++;
6407 element[1] = element[2];
6411 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6415 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6416 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6417 e = mesh->element3i + mesh->numtriangles * 3;
6418 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6420 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6421 if (mesh->numtriangles < mesh->maxtriangles)
6426 mesh->numtriangles++;
6428 element[1] = element[2];
6432 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6433 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6435 int planenum, planenum2;
6438 mplane_t *plane, *plane2;
6440 double temppoints[2][256*3];
6441 // figure out how large a bounding box we need to properly compute this brush
6443 for (w = 0;w < numplanes;w++)
6444 maxdist = max(maxdist, fabs(planes[w].dist));
6445 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6446 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6447 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6451 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6452 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6454 if (planenum2 == planenum)
6456 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);
6459 if (tempnumpoints < 3)
6461 // generate elements forming a triangle fan for this polygon
6462 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6466 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)
6468 texturelayer_t *layer;
6469 layer = t->currentlayers + t->currentnumlayers++;
6471 layer->depthmask = depthmask;
6472 layer->blendfunc1 = blendfunc1;
6473 layer->blendfunc2 = blendfunc2;
6474 layer->texture = texture;
6475 layer->texmatrix = *matrix;
6476 layer->color[0] = r;
6477 layer->color[1] = g;
6478 layer->color[2] = b;
6479 layer->color[3] = a;
6482 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6484 if(parms[0] == 0 && parms[1] == 0)
6486 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6487 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6492 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6495 index = parms[2] + rsurface.shadertime * parms[3];
6496 index -= floor(index);
6497 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6500 case Q3WAVEFUNC_NONE:
6501 case Q3WAVEFUNC_NOISE:
6502 case Q3WAVEFUNC_COUNT:
6505 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6506 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6507 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6508 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6509 case Q3WAVEFUNC_TRIANGLE:
6511 f = index - floor(index);
6524 f = parms[0] + parms[1] * f;
6525 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6526 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6530 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6537 matrix4x4_t matrix, temp;
6538 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6539 // it's better to have one huge fixup every 9 hours than gradual
6540 // degradation over time which looks consistently bad after many hours.
6542 // tcmod scroll in particular suffers from this degradation which can't be
6543 // effectively worked around even with floor() tricks because we don't
6544 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6545 // a workaround involving floor() would be incorrect anyway...
6546 shadertime = rsurface.shadertime;
6547 if (shadertime >= 32768.0f)
6548 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6549 switch(tcmod->tcmod)
6553 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6554 matrix = r_waterscrollmatrix;
6556 matrix = identitymatrix;
6558 case Q3TCMOD_ENTITYTRANSLATE:
6559 // this is used in Q3 to allow the gamecode to control texcoord
6560 // scrolling on the entity, which is not supported in darkplaces yet.
6561 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6563 case Q3TCMOD_ROTATE:
6564 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6565 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6566 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6569 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6571 case Q3TCMOD_SCROLL:
6572 // this particular tcmod is a "bug for bug" compatible one with regards to
6573 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6574 // specifically did the wrapping and so we must mimic that...
6575 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6576 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6577 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6579 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6580 w = (int) tcmod->parms[0];
6581 h = (int) tcmod->parms[1];
6582 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6584 idx = (int) floor(f * w * h);
6585 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6587 case Q3TCMOD_STRETCH:
6588 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6589 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6591 case Q3TCMOD_TRANSFORM:
6592 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6593 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6594 VectorSet(tcmat + 6, 0 , 0 , 1);
6595 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6596 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6598 case Q3TCMOD_TURBULENT:
6599 // this is handled in the RSurf_PrepareVertices function
6600 matrix = identitymatrix;
6604 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6607 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6609 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6610 char name[MAX_QPATH];
6611 skinframe_t *skinframe;
6612 unsigned char pixels[296*194];
6613 strlcpy(cache->name, skinname, sizeof(cache->name));
6614 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6615 if (developer_loading.integer)
6616 Con_Printf("loading %s\n", name);
6617 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6618 if (!skinframe || !skinframe->base)
6621 fs_offset_t filesize;
6623 f = FS_LoadFile(name, tempmempool, true, &filesize);
6626 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6627 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6631 cache->skinframe = skinframe;
6634 texture_t *R_GetCurrentTexture(texture_t *t)
6637 const entity_render_t *ent = rsurface.entity;
6638 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6639 q3shaderinfo_layer_tcmod_t *tcmod;
6640 float specularscale = 0.0f;
6642 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6643 return t->currentframe;
6644 t->update_lastrenderframe = r_textureframe;
6645 t->update_lastrenderentity = (void *)ent;
6647 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6648 t->camera_entity = ent->entitynumber;
6650 t->camera_entity = 0;
6652 // switch to an alternate material if this is a q1bsp animated material
6654 texture_t *texture = t;
6655 int s = rsurface.ent_skinnum;
6656 if ((unsigned int)s >= (unsigned int)model->numskins)
6658 if (model->skinscenes)
6660 if (model->skinscenes[s].framecount > 1)
6661 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6663 s = model->skinscenes[s].firstframe;
6666 t = t + s * model->num_surfaces;
6669 // use an alternate animation if the entity's frame is not 0,
6670 // and only if the texture has an alternate animation
6671 if (t->animated == 2) // q2bsp
6672 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6673 else if (rsurface.ent_alttextures && t->anim_total[1])
6674 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6676 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6678 texture->currentframe = t;
6681 // update currentskinframe to be a qw skin or animation frame
6682 if (rsurface.ent_qwskin >= 0)
6684 i = rsurface.ent_qwskin;
6685 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6687 r_qwskincache_size = cl.maxclients;
6689 Mem_Free(r_qwskincache);
6690 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6692 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6693 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6694 t->currentskinframe = r_qwskincache[i].skinframe;
6695 if (t->materialshaderpass && t->currentskinframe == NULL)
6696 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6698 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6699 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6700 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6701 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6703 t->currentmaterialflags = t->basematerialflags;
6704 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6705 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6706 t->currentalpha *= r_wateralpha.value;
6707 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6708 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6709 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6710 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6712 // decide on which type of lighting to use for this surface
6713 if (rsurface.entity->render_modellight_forced)
6714 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6715 if (rsurface.entity->render_rtlight_disabled)
6716 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6717 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6719 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6720 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6721 for (q = 0; q < 3; q++)
6723 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6724 t->render_modellight_lightdir[q] = q == 2;
6725 t->render_modellight_ambient[q] = 1;
6726 t->render_modellight_diffuse[q] = 0;
6727 t->render_modellight_specular[q] = 0;
6728 t->render_lightmap_ambient[q] = 0;
6729 t->render_lightmap_diffuse[q] = 0;
6730 t->render_lightmap_specular[q] = 0;
6731 t->render_rtlight_diffuse[q] = 0;
6732 t->render_rtlight_specular[q] = 0;
6735 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6737 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6738 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6739 for (q = 0; q < 3; q++)
6741 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6742 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6743 t->render_modellight_lightdir[q] = q == 2;
6744 t->render_modellight_diffuse[q] = 0;
6745 t->render_modellight_specular[q] = 0;
6746 t->render_lightmap_ambient[q] = 0;
6747 t->render_lightmap_diffuse[q] = 0;
6748 t->render_lightmap_specular[q] = 0;
6749 t->render_rtlight_diffuse[q] = 0;
6750 t->render_rtlight_specular[q] = 0;
6753 else if (FAKELIGHT_ENABLED)
6755 // no modellight if using fakelight for the map
6756 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6757 for (q = 0; q < 3; q++)
6759 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6760 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6761 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6762 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6763 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6764 t->render_lightmap_ambient[q] = 0;
6765 t->render_lightmap_diffuse[q] = 0;
6766 t->render_lightmap_specular[q] = 0;
6767 t->render_rtlight_diffuse[q] = 0;
6768 t->render_rtlight_specular[q] = 0;
6771 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6773 // ambient + single direction light (modellight)
6774 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6775 for (q = 0; q < 3; q++)
6777 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6778 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6779 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6780 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6781 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6782 t->render_lightmap_ambient[q] = 0;
6783 t->render_lightmap_diffuse[q] = 0;
6784 t->render_lightmap_specular[q] = 0;
6785 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6786 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6791 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6792 for (q = 0; q < 3; q++)
6794 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6795 t->render_modellight_lightdir[q] = q == 2;
6796 t->render_modellight_ambient[q] = 0;
6797 t->render_modellight_diffuse[q] = 0;
6798 t->render_modellight_specular[q] = 0;
6799 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6800 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6801 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6802 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6803 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6807 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6809 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6810 // attribute, we punt it to the lightmap path and hope for the best,
6811 // but lighting doesn't work.
6813 // FIXME: this is fine for effects but CSQC polygons should be subject
6815 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6816 for (q = 0; q < 3; q++)
6818 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6819 t->render_modellight_lightdir[q] = q == 2;
6820 t->render_modellight_ambient[q] = 0;
6821 t->render_modellight_diffuse[q] = 0;
6822 t->render_modellight_specular[q] = 0;
6823 t->render_lightmap_ambient[q] = 0;
6824 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6825 t->render_lightmap_specular[q] = 0;
6826 t->render_rtlight_diffuse[q] = 0;
6827 t->render_rtlight_specular[q] = 0;
6831 for (q = 0; q < 3; q++)
6833 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6834 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6837 if (rsurface.ent_flags & RENDER_ADDITIVE)
6838 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6839 else if (t->currentalpha < 1)
6840 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6841 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6842 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6843 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6844 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6845 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6846 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6847 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6848 if (t->backgroundshaderpass)
6849 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6850 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6852 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6853 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6856 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6857 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6859 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6860 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6862 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6863 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6865 // there is no tcmod
6866 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6868 t->currenttexmatrix = r_waterscrollmatrix;
6869 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6871 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6873 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6874 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6877 if (t->materialshaderpass)
6878 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6879 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6881 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6882 if (t->currentskinframe->qpixels)
6883 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6884 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6885 if (!t->basetexture)
6886 t->basetexture = r_texture_notexture;
6887 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6888 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6889 t->nmaptexture = t->currentskinframe->nmap;
6890 if (!t->nmaptexture)
6891 t->nmaptexture = r_texture_blanknormalmap;
6892 t->glosstexture = r_texture_black;
6893 t->glowtexture = t->currentskinframe->glow;
6894 t->fogtexture = t->currentskinframe->fog;
6895 t->reflectmasktexture = t->currentskinframe->reflect;
6896 if (t->backgroundshaderpass)
6898 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6899 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6900 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6901 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6902 t->backgroundglosstexture = r_texture_black;
6903 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6904 if (!t->backgroundnmaptexture)
6905 t->backgroundnmaptexture = r_texture_blanknormalmap;
6906 // make sure that if glow is going to be used, both textures are not NULL
6907 if (!t->backgroundglowtexture && t->glowtexture)
6908 t->backgroundglowtexture = r_texture_black;
6909 if (!t->glowtexture && t->backgroundglowtexture)
6910 t->glowtexture = r_texture_black;
6914 t->backgroundbasetexture = r_texture_white;
6915 t->backgroundnmaptexture = r_texture_blanknormalmap;
6916 t->backgroundglosstexture = r_texture_black;
6917 t->backgroundglowtexture = NULL;
6919 t->specularpower = r_shadow_glossexponent.value;
6920 // TODO: store reference values for these in the texture?
6921 if (r_shadow_gloss.integer > 0)
6923 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6925 if (r_shadow_glossintensity.value > 0)
6927 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6928 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6929 specularscale = r_shadow_glossintensity.value;
6932 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6934 t->glosstexture = r_texture_white;
6935 t->backgroundglosstexture = r_texture_white;
6936 specularscale = r_shadow_gloss2intensity.value;
6937 t->specularpower = r_shadow_gloss2exponent.value;
6940 specularscale *= t->specularscalemod;
6941 t->specularpower *= t->specularpowermod;
6943 // lightmaps mode looks bad with dlights using actual texturing, so turn
6944 // off the colormap and glossmap, but leave the normalmap on as it still
6945 // accurately represents the shading involved
6946 if (gl_lightmaps.integer)
6948 t->basetexture = r_texture_grey128;
6949 t->pantstexture = r_texture_black;
6950 t->shirttexture = r_texture_black;
6951 if (gl_lightmaps.integer < 2)
6952 t->nmaptexture = r_texture_blanknormalmap;
6953 t->glosstexture = r_texture_black;
6954 t->glowtexture = NULL;
6955 t->fogtexture = NULL;
6956 t->reflectmasktexture = NULL;
6957 t->backgroundbasetexture = NULL;
6958 if (gl_lightmaps.integer < 2)
6959 t->backgroundnmaptexture = r_texture_blanknormalmap;
6960 t->backgroundglosstexture = r_texture_black;
6961 t->backgroundglowtexture = NULL;
6963 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6966 if (specularscale != 1.0f)
6968 for (q = 0; q < 3; q++)
6970 t->render_modellight_specular[q] *= specularscale;
6971 t->render_lightmap_specular[q] *= specularscale;
6972 t->render_rtlight_specular[q] *= specularscale;
6976 t->currentnumlayers = 0;
6977 if (t->currentmaterialflags & MATERIALFLAG_WALL)
6979 int blendfunc1, blendfunc2;
6981 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6983 blendfunc1 = GL_SRC_ALPHA;
6984 blendfunc2 = GL_ONE;
6986 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6988 blendfunc1 = GL_SRC_ALPHA;
6989 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
6991 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6993 blendfunc1 = t->customblendfunc[0];
6994 blendfunc2 = t->customblendfunc[1];
6998 blendfunc1 = GL_ONE;
6999 blendfunc2 = GL_ZERO;
7001 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7002 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7004 // basic lit geometry
7005 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
7006 // add pants/shirt if needed
7007 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7008 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);
7009 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7010 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);
7014 // basic lit geometry
7015 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);
7016 // add pants/shirt if needed
7017 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7018 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);
7019 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7020 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);
7021 // now add ambient passes if needed
7022 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
7024 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);
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_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);
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_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);
7031 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7032 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);
7033 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7035 // if this is opaque use alpha blend which will darken the earlier
7038 // if this is an alpha blended material, all the earlier passes
7039 // were darkened by fog already, so we only need to add the fog
7040 // color ontop through the fog mask texture
7042 // if this is an additive blended material, all the earlier passes
7043 // were darkened by fog already, and we should not add fog color
7044 // (because the background was not darkened, there is no fog color
7045 // that was lost behind it).
7046 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);
7053 rsurfacestate_t rsurface;
7055 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7057 dp_model_t *model = ent->model;
7058 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7060 rsurface.entity = (entity_render_t *)ent;
7061 rsurface.skeleton = ent->skeleton;
7062 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7063 rsurface.ent_skinnum = ent->skinnum;
7064 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;
7065 rsurface.ent_flags = ent->flags;
7066 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7067 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7068 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7069 rsurface.matrix = ent->matrix;
7070 rsurface.inversematrix = ent->inversematrix;
7071 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7072 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7073 R_EntityMatrix(&rsurface.matrix);
7074 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7075 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7076 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7077 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7078 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7079 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7080 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7081 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7082 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7083 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7084 if (ent->model->brush.submodel && !prepass)
7086 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7087 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7089 // if the animcache code decided it should use the shader path, skip the deform step
7090 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7091 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7092 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7093 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7094 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7095 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7097 if (ent->animcache_vertex3f)
7099 r_refdef.stats[r_stat_batch_entitycache_count]++;
7100 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7101 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7102 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7103 rsurface.modelvertex3f = ent->animcache_vertex3f;
7104 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7105 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7106 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7107 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7108 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7109 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7110 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7111 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7112 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7113 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7114 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7116 else if (wanttangents)
7118 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7119 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7120 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7121 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7122 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7123 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7124 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7125 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7126 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7127 rsurface.modelvertex3f_vertexbuffer = NULL;
7128 rsurface.modelvertex3f_bufferoffset = 0;
7129 rsurface.modelvertex3f_vertexbuffer = 0;
7130 rsurface.modelvertex3f_bufferoffset = 0;
7131 rsurface.modelsvector3f_vertexbuffer = 0;
7132 rsurface.modelsvector3f_bufferoffset = 0;
7133 rsurface.modeltvector3f_vertexbuffer = 0;
7134 rsurface.modeltvector3f_bufferoffset = 0;
7135 rsurface.modelnormal3f_vertexbuffer = 0;
7136 rsurface.modelnormal3f_bufferoffset = 0;
7138 else if (wantnormals)
7140 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7141 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7142 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7143 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7144 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7145 rsurface.modelsvector3f = NULL;
7146 rsurface.modeltvector3f = NULL;
7147 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7148 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7149 rsurface.modelvertex3f_vertexbuffer = NULL;
7150 rsurface.modelvertex3f_bufferoffset = 0;
7151 rsurface.modelvertex3f_vertexbuffer = 0;
7152 rsurface.modelvertex3f_bufferoffset = 0;
7153 rsurface.modelsvector3f_vertexbuffer = 0;
7154 rsurface.modelsvector3f_bufferoffset = 0;
7155 rsurface.modeltvector3f_vertexbuffer = 0;
7156 rsurface.modeltvector3f_bufferoffset = 0;
7157 rsurface.modelnormal3f_vertexbuffer = 0;
7158 rsurface.modelnormal3f_bufferoffset = 0;
7162 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7163 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7164 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7165 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7166 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7167 rsurface.modelsvector3f = NULL;
7168 rsurface.modeltvector3f = NULL;
7169 rsurface.modelnormal3f = NULL;
7170 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7171 rsurface.modelvertex3f_vertexbuffer = NULL;
7172 rsurface.modelvertex3f_bufferoffset = 0;
7173 rsurface.modelvertex3f_vertexbuffer = 0;
7174 rsurface.modelvertex3f_bufferoffset = 0;
7175 rsurface.modelsvector3f_vertexbuffer = 0;
7176 rsurface.modelsvector3f_bufferoffset = 0;
7177 rsurface.modeltvector3f_vertexbuffer = 0;
7178 rsurface.modeltvector3f_bufferoffset = 0;
7179 rsurface.modelnormal3f_vertexbuffer = 0;
7180 rsurface.modelnormal3f_bufferoffset = 0;
7182 rsurface.modelgeneratedvertex = true;
7186 if (rsurface.entityskeletaltransform3x4)
7188 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7189 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7190 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7191 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7195 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7196 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7197 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7198 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7200 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7201 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7202 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7203 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7204 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7205 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7206 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7207 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7208 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7209 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7210 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7211 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7212 rsurface.modelgeneratedvertex = false;
7214 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7215 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7216 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7217 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7218 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7219 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7220 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7221 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7222 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7223 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7224 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7225 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
7226 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7227 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7228 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
7229 rsurface.modelelement3i = model->surfmesh.data_element3i;
7230 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7231 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7232 rsurface.modelelement3s = model->surfmesh.data_element3s;
7233 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7234 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7235 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7236 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7237 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7238 rsurface.modelsurfaces = model->data_surfaces;
7239 rsurface.batchgeneratedvertex = false;
7240 rsurface.batchfirstvertex = 0;
7241 rsurface.batchnumvertices = 0;
7242 rsurface.batchfirsttriangle = 0;
7243 rsurface.batchnumtriangles = 0;
7244 rsurface.batchvertex3f = NULL;
7245 rsurface.batchvertex3f_vertexbuffer = NULL;
7246 rsurface.batchvertex3f_bufferoffset = 0;
7247 rsurface.batchsvector3f = NULL;
7248 rsurface.batchsvector3f_vertexbuffer = NULL;
7249 rsurface.batchsvector3f_bufferoffset = 0;
7250 rsurface.batchtvector3f = NULL;
7251 rsurface.batchtvector3f_vertexbuffer = NULL;
7252 rsurface.batchtvector3f_bufferoffset = 0;
7253 rsurface.batchnormal3f = NULL;
7254 rsurface.batchnormal3f_vertexbuffer = NULL;
7255 rsurface.batchnormal3f_bufferoffset = 0;
7256 rsurface.batchlightmapcolor4f = NULL;
7257 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7258 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7259 rsurface.batchtexcoordtexture2f = NULL;
7260 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7261 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7262 rsurface.batchtexcoordlightmap2f = NULL;
7263 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7264 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7265 rsurface.batchskeletalindex4ub = NULL;
7266 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7267 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7268 rsurface.batchskeletalweight4ub = NULL;
7269 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7270 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7271 rsurface.batchelement3i = NULL;
7272 rsurface.batchelement3i_indexbuffer = NULL;
7273 rsurface.batchelement3i_bufferoffset = 0;
7274 rsurface.batchelement3s = NULL;
7275 rsurface.batchelement3s_indexbuffer = NULL;
7276 rsurface.batchelement3s_bufferoffset = 0;
7277 rsurface.forcecurrenttextureupdate = false;
7280 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)
7282 rsurface.entity = r_refdef.scene.worldentity;
7283 rsurface.skeleton = NULL;
7284 rsurface.ent_skinnum = 0;
7285 rsurface.ent_qwskin = -1;
7286 rsurface.ent_flags = entflags;
7287 rsurface.shadertime = r_refdef.scene.time - shadertime;
7288 rsurface.modelnumvertices = numvertices;
7289 rsurface.modelnumtriangles = numtriangles;
7290 rsurface.matrix = *matrix;
7291 rsurface.inversematrix = *inversematrix;
7292 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7293 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7294 R_EntityMatrix(&rsurface.matrix);
7295 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7296 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7297 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7298 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7299 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7300 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7301 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7302 rsurface.frameblend[0].lerp = 1;
7303 rsurface.ent_alttextures = false;
7304 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7305 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7306 rsurface.entityskeletaltransform3x4 = NULL;
7307 rsurface.entityskeletaltransform3x4buffer = NULL;
7308 rsurface.entityskeletaltransform3x4offset = 0;
7309 rsurface.entityskeletaltransform3x4size = 0;
7310 rsurface.entityskeletalnumtransforms = 0;
7311 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7312 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7313 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7314 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7317 rsurface.modelvertex3f = (float *)vertex3f;
7318 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7319 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7320 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7322 else if (wantnormals)
7324 rsurface.modelvertex3f = (float *)vertex3f;
7325 rsurface.modelsvector3f = NULL;
7326 rsurface.modeltvector3f = NULL;
7327 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7331 rsurface.modelvertex3f = (float *)vertex3f;
7332 rsurface.modelsvector3f = NULL;
7333 rsurface.modeltvector3f = NULL;
7334 rsurface.modelnormal3f = NULL;
7336 rsurface.modelvertex3f_vertexbuffer = 0;
7337 rsurface.modelvertex3f_bufferoffset = 0;
7338 rsurface.modelsvector3f_vertexbuffer = 0;
7339 rsurface.modelsvector3f_bufferoffset = 0;
7340 rsurface.modeltvector3f_vertexbuffer = 0;
7341 rsurface.modeltvector3f_bufferoffset = 0;
7342 rsurface.modelnormal3f_vertexbuffer = 0;
7343 rsurface.modelnormal3f_bufferoffset = 0;
7344 rsurface.modelgeneratedvertex = true;
7345 rsurface.modellightmapcolor4f = (float *)color4f;
7346 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7347 rsurface.modellightmapcolor4f_bufferoffset = 0;
7348 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7349 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7350 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7351 rsurface.modeltexcoordlightmap2f = NULL;
7352 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7353 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7354 rsurface.modelskeletalindex4ub = NULL;
7355 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7356 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7357 rsurface.modelskeletalweight4ub = NULL;
7358 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7359 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7360 rsurface.modelelement3i = (int *)element3i;
7361 rsurface.modelelement3i_indexbuffer = NULL;
7362 rsurface.modelelement3i_bufferoffset = 0;
7363 rsurface.modelelement3s = (unsigned short *)element3s;
7364 rsurface.modelelement3s_indexbuffer = NULL;
7365 rsurface.modelelement3s_bufferoffset = 0;
7366 rsurface.modellightmapoffsets = NULL;
7367 rsurface.modelsurfaces = NULL;
7368 rsurface.batchgeneratedvertex = false;
7369 rsurface.batchfirstvertex = 0;
7370 rsurface.batchnumvertices = 0;
7371 rsurface.batchfirsttriangle = 0;
7372 rsurface.batchnumtriangles = 0;
7373 rsurface.batchvertex3f = NULL;
7374 rsurface.batchvertex3f_vertexbuffer = NULL;
7375 rsurface.batchvertex3f_bufferoffset = 0;
7376 rsurface.batchsvector3f = NULL;
7377 rsurface.batchsvector3f_vertexbuffer = NULL;
7378 rsurface.batchsvector3f_bufferoffset = 0;
7379 rsurface.batchtvector3f = NULL;
7380 rsurface.batchtvector3f_vertexbuffer = NULL;
7381 rsurface.batchtvector3f_bufferoffset = 0;
7382 rsurface.batchnormal3f = NULL;
7383 rsurface.batchnormal3f_vertexbuffer = NULL;
7384 rsurface.batchnormal3f_bufferoffset = 0;
7385 rsurface.batchlightmapcolor4f = NULL;
7386 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7387 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7388 rsurface.batchtexcoordtexture2f = NULL;
7389 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7390 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7391 rsurface.batchtexcoordlightmap2f = NULL;
7392 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7393 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7394 rsurface.batchskeletalindex4ub = NULL;
7395 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7396 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7397 rsurface.batchskeletalweight4ub = NULL;
7398 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7399 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7400 rsurface.batchelement3i = NULL;
7401 rsurface.batchelement3i_indexbuffer = NULL;
7402 rsurface.batchelement3i_bufferoffset = 0;
7403 rsurface.batchelement3s = NULL;
7404 rsurface.batchelement3s_indexbuffer = NULL;
7405 rsurface.batchelement3s_bufferoffset = 0;
7406 rsurface.forcecurrenttextureupdate = true;
7408 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7410 if ((wantnormals || wanttangents) && !normal3f)
7412 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7413 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7415 if (wanttangents && !svector3f)
7417 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7418 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7419 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7424 float RSurf_FogPoint(const float *v)
7426 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7427 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7428 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7429 float FogHeightFade = r_refdef.fogheightfade;
7431 unsigned int fogmasktableindex;
7432 if (r_refdef.fogplaneviewabove)
7433 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7435 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7436 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7437 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7440 float RSurf_FogVertex(const float *v)
7442 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7443 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7444 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7445 float FogHeightFade = rsurface.fogheightfade;
7447 unsigned int fogmasktableindex;
7448 if (r_refdef.fogplaneviewabove)
7449 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7451 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7452 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7453 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7456 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7459 for (i = 0;i < numelements;i++)
7460 outelement3i[i] = inelement3i[i] + adjust;
7463 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7464 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7472 int surfacefirsttriangle;
7473 int surfacenumtriangles;
7474 int surfacefirstvertex;
7475 int surfaceendvertex;
7476 int surfacenumvertices;
7477 int batchnumsurfaces = texturenumsurfaces;
7478 int batchnumvertices;
7479 int batchnumtriangles;
7482 qboolean dynamicvertex;
7485 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7488 q3shaderinfo_deform_t *deform;
7489 const msurface_t *surface, *firstsurface;
7490 if (!texturenumsurfaces)
7492 // find vertex range of this surface batch
7494 firstsurface = texturesurfacelist[0];
7495 firsttriangle = firstsurface->num_firsttriangle;
7496 batchnumvertices = 0;
7497 batchnumtriangles = 0;
7498 firstvertex = endvertex = firstsurface->num_firstvertex;
7499 for (i = 0;i < texturenumsurfaces;i++)
7501 surface = texturesurfacelist[i];
7502 if (surface != firstsurface + i)
7504 surfacefirstvertex = surface->num_firstvertex;
7505 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7506 surfacenumvertices = surface->num_vertices;
7507 surfacenumtriangles = surface->num_triangles;
7508 if (firstvertex > surfacefirstvertex)
7509 firstvertex = surfacefirstvertex;
7510 if (endvertex < surfaceendvertex)
7511 endvertex = surfaceendvertex;
7512 batchnumvertices += surfacenumvertices;
7513 batchnumtriangles += surfacenumtriangles;
7516 r_refdef.stats[r_stat_batch_batches]++;
7518 r_refdef.stats[r_stat_batch_withgaps]++;
7519 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7520 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7521 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7523 // we now know the vertex range used, and if there are any gaps in it
7524 rsurface.batchfirstvertex = firstvertex;
7525 rsurface.batchnumvertices = endvertex - firstvertex;
7526 rsurface.batchfirsttriangle = firsttriangle;
7527 rsurface.batchnumtriangles = batchnumtriangles;
7529 // check if any dynamic vertex processing must occur
7530 dynamicvertex = false;
7532 // a cvar to force the dynamic vertex path to be taken, for debugging
7533 if (r_batch_debugdynamicvertexpath.integer)
7537 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7538 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7539 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7540 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7542 dynamicvertex = true;
7545 // if there is a chance of animated vertex colors, it's a dynamic batch
7546 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7550 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7551 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7552 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7553 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7555 dynamicvertex = true;
7558 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7560 switch (deform->deform)
7563 case Q3DEFORM_PROJECTIONSHADOW:
7564 case Q3DEFORM_TEXT0:
7565 case Q3DEFORM_TEXT1:
7566 case Q3DEFORM_TEXT2:
7567 case Q3DEFORM_TEXT3:
7568 case Q3DEFORM_TEXT4:
7569 case Q3DEFORM_TEXT5:
7570 case Q3DEFORM_TEXT6:
7571 case Q3DEFORM_TEXT7:
7574 case Q3DEFORM_AUTOSPRITE:
7577 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7578 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7579 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7580 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7582 dynamicvertex = true;
7583 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7585 case Q3DEFORM_AUTOSPRITE2:
7588 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7589 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7590 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7591 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7593 dynamicvertex = true;
7594 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7596 case Q3DEFORM_NORMAL:
7599 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7600 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7601 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7602 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7604 dynamicvertex = true;
7605 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7608 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7609 break; // if wavefunc is a nop, ignore this transform
7612 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7613 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7614 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7615 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7617 dynamicvertex = true;
7618 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7620 case Q3DEFORM_BULGE:
7623 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7624 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7625 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7626 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7628 dynamicvertex = true;
7629 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7632 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7633 break; // if wavefunc is a nop, ignore this transform
7636 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7637 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7638 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7639 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7641 dynamicvertex = true;
7642 batchneed |= BATCHNEED_ARRAY_VERTEX;
7646 if (rsurface.texture->materialshaderpass)
7648 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7651 case Q3TCGEN_TEXTURE:
7653 case Q3TCGEN_LIGHTMAP:
7656 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7657 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7658 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7659 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7661 dynamicvertex = true;
7662 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7664 case Q3TCGEN_VECTOR:
7667 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7668 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7669 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7670 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7672 dynamicvertex = true;
7673 batchneed |= BATCHNEED_ARRAY_VERTEX;
7675 case Q3TCGEN_ENVIRONMENT:
7678 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7679 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7680 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7681 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7683 dynamicvertex = true;
7684 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7687 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7691 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7692 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7693 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7694 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7696 dynamicvertex = true;
7697 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7701 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7702 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7703 // we ensure this by treating the vertex batch as dynamic...
7704 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7708 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7709 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7710 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7711 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7713 dynamicvertex = true;
7716 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7717 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7718 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7720 rsurface.batchvertex3f = rsurface.modelvertex3f;
7721 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7722 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7723 rsurface.batchsvector3f = rsurface.modelsvector3f;
7724 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7725 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7726 rsurface.batchtvector3f = rsurface.modeltvector3f;
7727 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7728 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7729 rsurface.batchnormal3f = rsurface.modelnormal3f;
7730 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7731 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7732 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7733 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7734 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7735 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7736 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7737 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7738 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7739 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7740 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7741 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7742 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7743 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7744 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7745 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7746 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7747 rsurface.batchelement3i = rsurface.modelelement3i;
7748 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7749 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7750 rsurface.batchelement3s = rsurface.modelelement3s;
7751 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7752 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7753 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7754 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7755 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7756 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7757 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7759 // if any dynamic vertex processing has to occur in software, we copy the
7760 // entire surface list together before processing to rebase the vertices
7761 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7763 // if any gaps exist and we do not have a static vertex buffer, we have to
7764 // copy the surface list together to avoid wasting upload bandwidth on the
7765 // vertices in the gaps.
7767 // if gaps exist and we have a static vertex buffer, we can choose whether
7768 // to combine the index buffer ranges into one dynamic index buffer or
7769 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7771 // in many cases the batch is reduced to one draw call.
7773 rsurface.batchmultidraw = false;
7774 rsurface.batchmultidrawnumsurfaces = 0;
7775 rsurface.batchmultidrawsurfacelist = NULL;
7779 // static vertex data, just set pointers...
7780 rsurface.batchgeneratedvertex = false;
7781 // if there are gaps, we want to build a combined index buffer,
7782 // otherwise use the original static buffer with an appropriate offset
7785 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7786 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7787 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7788 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7789 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7791 rsurface.batchmultidraw = true;
7792 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7793 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7796 // build a new triangle elements array for this batch
7797 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7798 rsurface.batchfirsttriangle = 0;
7800 for (i = 0;i < texturenumsurfaces;i++)
7802 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7803 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7804 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7805 numtriangles += surfacenumtriangles;
7807 rsurface.batchelement3i_indexbuffer = NULL;
7808 rsurface.batchelement3i_bufferoffset = 0;
7809 rsurface.batchelement3s = NULL;
7810 rsurface.batchelement3s_indexbuffer = NULL;
7811 rsurface.batchelement3s_bufferoffset = 0;
7812 if (endvertex <= 65536)
7814 // make a 16bit (unsigned short) index array if possible
7815 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7816 for (i = 0;i < numtriangles*3;i++)
7817 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7819 // upload buffer data for the copytriangles batch
7820 if (rsurface.batchelement3s)
7821 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7822 else if (rsurface.batchelement3i)
7823 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7827 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7828 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7829 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7830 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7835 // something needs software processing, do it for real...
7836 // we only directly handle separate array data in this case and then
7837 // generate interleaved data if needed...
7838 rsurface.batchgeneratedvertex = true;
7839 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7840 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7841 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7842 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7844 // now copy the vertex data into a combined array and make an index array
7845 // (this is what Quake3 does all the time)
7846 // we also apply any skeletal animation here that would have been done in
7847 // the vertex shader, because most of the dynamic vertex animation cases
7848 // need actual vertex positions and normals
7849 //if (dynamicvertex)
7851 rsurface.batchvertex3f = NULL;
7852 rsurface.batchvertex3f_vertexbuffer = NULL;
7853 rsurface.batchvertex3f_bufferoffset = 0;
7854 rsurface.batchsvector3f = NULL;
7855 rsurface.batchsvector3f_vertexbuffer = NULL;
7856 rsurface.batchsvector3f_bufferoffset = 0;
7857 rsurface.batchtvector3f = NULL;
7858 rsurface.batchtvector3f_vertexbuffer = NULL;
7859 rsurface.batchtvector3f_bufferoffset = 0;
7860 rsurface.batchnormal3f = NULL;
7861 rsurface.batchnormal3f_vertexbuffer = NULL;
7862 rsurface.batchnormal3f_bufferoffset = 0;
7863 rsurface.batchlightmapcolor4f = NULL;
7864 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7865 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7866 rsurface.batchtexcoordtexture2f = NULL;
7867 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7868 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7869 rsurface.batchtexcoordlightmap2f = NULL;
7870 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7871 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7872 rsurface.batchskeletalindex4ub = NULL;
7873 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7874 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7875 rsurface.batchskeletalweight4ub = NULL;
7876 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7877 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7878 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7879 rsurface.batchelement3i_indexbuffer = NULL;
7880 rsurface.batchelement3i_bufferoffset = 0;
7881 rsurface.batchelement3s = NULL;
7882 rsurface.batchelement3s_indexbuffer = NULL;
7883 rsurface.batchelement3s_bufferoffset = 0;
7884 rsurface.batchskeletaltransform3x4buffer = NULL;
7885 rsurface.batchskeletaltransform3x4offset = 0;
7886 rsurface.batchskeletaltransform3x4size = 0;
7887 // we'll only be setting up certain arrays as needed
7888 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7889 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7890 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7891 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7892 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7894 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7895 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7897 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7898 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7899 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7900 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7901 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7902 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7903 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7905 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7906 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7910 for (i = 0;i < texturenumsurfaces;i++)
7912 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7913 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7914 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7915 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7916 // copy only the data requested
7917 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7919 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7921 if (rsurface.batchvertex3f)
7922 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7924 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7926 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7928 if (rsurface.modelnormal3f)
7929 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7931 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7933 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7935 if (rsurface.modelsvector3f)
7937 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7938 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7942 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7943 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7946 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7948 if (rsurface.modellightmapcolor4f)
7949 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7951 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7953 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7955 if (rsurface.modeltexcoordtexture2f)
7956 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7958 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7960 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7962 if (rsurface.modeltexcoordlightmap2f)
7963 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7965 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7967 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7969 if (rsurface.modelskeletalindex4ub)
7971 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7972 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7976 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7977 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7978 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7979 for (j = 0;j < surfacenumvertices;j++)
7984 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7985 numvertices += surfacenumvertices;
7986 numtriangles += surfacenumtriangles;
7989 // generate a 16bit index array as well if possible
7990 // (in general, dynamic batches fit)
7991 if (numvertices <= 65536)
7993 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7994 for (i = 0;i < numtriangles*3;i++)
7995 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7998 // since we've copied everything, the batch now starts at 0
7999 rsurface.batchfirstvertex = 0;
8000 rsurface.batchnumvertices = batchnumvertices;
8001 rsurface.batchfirsttriangle = 0;
8002 rsurface.batchnumtriangles = batchnumtriangles;
8005 // apply skeletal animation that would have been done in the vertex shader
8006 if (rsurface.batchskeletaltransform3x4)
8008 const unsigned char *si;
8009 const unsigned char *sw;
8011 const float *b = rsurface.batchskeletaltransform3x4;
8012 float *vp, *vs, *vt, *vn;
8014 float m[3][4], n[3][4];
8015 float tp[3], ts[3], tt[3], tn[3];
8016 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8017 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8018 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8019 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8020 si = rsurface.batchskeletalindex4ub;
8021 sw = rsurface.batchskeletalweight4ub;
8022 vp = rsurface.batchvertex3f;
8023 vs = rsurface.batchsvector3f;
8024 vt = rsurface.batchtvector3f;
8025 vn = rsurface.batchnormal3f;
8026 memset(m[0], 0, sizeof(m));
8027 memset(n[0], 0, sizeof(n));
8028 for (i = 0;i < batchnumvertices;i++)
8030 t[0] = b + si[0]*12;
8033 // common case - only one matrix
8047 else if (sw[2] + sw[3])
8050 t[1] = b + si[1]*12;
8051 t[2] = b + si[2]*12;
8052 t[3] = b + si[3]*12;
8053 w[0] = sw[0] * (1.0f / 255.0f);
8054 w[1] = sw[1] * (1.0f / 255.0f);
8055 w[2] = sw[2] * (1.0f / 255.0f);
8056 w[3] = sw[3] * (1.0f / 255.0f);
8057 // blend the matrices
8058 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8059 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8060 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8061 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8062 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8063 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8064 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8065 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8066 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8067 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8068 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8069 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8074 t[1] = b + si[1]*12;
8075 w[0] = sw[0] * (1.0f / 255.0f);
8076 w[1] = sw[1] * (1.0f / 255.0f);
8077 // blend the matrices
8078 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8079 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8080 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8081 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8082 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8083 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8084 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8085 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8086 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8087 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8088 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8089 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8093 // modify the vertex
8095 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8096 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8097 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8101 // the normal transformation matrix is a set of cross products...
8102 CrossProduct(m[1], m[2], n[0]);
8103 CrossProduct(m[2], m[0], n[1]);
8104 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8106 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8107 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8108 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8109 VectorNormalize(vn);
8114 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8115 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8116 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8117 VectorNormalize(vs);
8120 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8121 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8122 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8123 VectorNormalize(vt);
8128 rsurface.batchskeletaltransform3x4 = NULL;
8129 rsurface.batchskeletalnumtransforms = 0;
8132 // q1bsp surfaces rendered in vertex color mode have to have colors
8133 // calculated based on lightstyles
8134 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8136 // generate color arrays for the surfaces in this list
8141 const unsigned char *lm;
8142 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8143 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8144 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8146 for (i = 0;i < texturenumsurfaces;i++)
8148 surface = texturesurfacelist[i];
8149 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8150 surfacenumvertices = surface->num_vertices;
8151 if (surface->lightmapinfo->samples)
8153 for (j = 0;j < surfacenumvertices;j++)
8155 lm = surface->lightmapinfo->samples + offsets[j];
8156 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8157 VectorScale(lm, scale, c);
8158 if (surface->lightmapinfo->styles[1] != 255)
8160 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8162 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8163 VectorMA(c, scale, lm, c);
8164 if (surface->lightmapinfo->styles[2] != 255)
8167 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8168 VectorMA(c, scale, lm, c);
8169 if (surface->lightmapinfo->styles[3] != 255)
8172 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8173 VectorMA(c, scale, lm, c);
8180 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);
8186 for (j = 0;j < surfacenumvertices;j++)
8188 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8195 // if vertices are deformed (sprite flares and things in maps, possibly
8196 // water waves, bulges and other deformations), modify the copied vertices
8198 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8201 switch (deform->deform)
8204 case Q3DEFORM_PROJECTIONSHADOW:
8205 case Q3DEFORM_TEXT0:
8206 case Q3DEFORM_TEXT1:
8207 case Q3DEFORM_TEXT2:
8208 case Q3DEFORM_TEXT3:
8209 case Q3DEFORM_TEXT4:
8210 case Q3DEFORM_TEXT5:
8211 case Q3DEFORM_TEXT6:
8212 case Q3DEFORM_TEXT7:
8215 case Q3DEFORM_AUTOSPRITE:
8216 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8217 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8218 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8219 VectorNormalize(newforward);
8220 VectorNormalize(newright);
8221 VectorNormalize(newup);
8222 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8223 // rsurface.batchvertex3f_vertexbuffer = NULL;
8224 // rsurface.batchvertex3f_bufferoffset = 0;
8225 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8226 // rsurface.batchsvector3f_vertexbuffer = NULL;
8227 // rsurface.batchsvector3f_bufferoffset = 0;
8228 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8229 // rsurface.batchtvector3f_vertexbuffer = NULL;
8230 // rsurface.batchtvector3f_bufferoffset = 0;
8231 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8232 // rsurface.batchnormal3f_vertexbuffer = NULL;
8233 // rsurface.batchnormal3f_bufferoffset = 0;
8234 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8235 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8236 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8237 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8238 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);
8239 // a single autosprite surface can contain multiple sprites...
8240 for (j = 0;j < batchnumvertices - 3;j += 4)
8242 VectorClear(center);
8243 for (i = 0;i < 4;i++)
8244 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8245 VectorScale(center, 0.25f, center);
8246 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8247 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8248 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8249 for (i = 0;i < 4;i++)
8251 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8252 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8255 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8256 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8257 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);
8259 case Q3DEFORM_AUTOSPRITE2:
8260 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8261 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8262 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8263 VectorNormalize(newforward);
8264 VectorNormalize(newright);
8265 VectorNormalize(newup);
8266 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8267 // rsurface.batchvertex3f_vertexbuffer = NULL;
8268 // rsurface.batchvertex3f_bufferoffset = 0;
8270 const float *v1, *v2;
8280 memset(shortest, 0, sizeof(shortest));
8281 // a single autosprite surface can contain multiple sprites...
8282 for (j = 0;j < batchnumvertices - 3;j += 4)
8284 VectorClear(center);
8285 for (i = 0;i < 4;i++)
8286 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8287 VectorScale(center, 0.25f, center);
8288 // find the two shortest edges, then use them to define the
8289 // axis vectors for rotating around the central axis
8290 for (i = 0;i < 6;i++)
8292 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8293 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8294 l = VectorDistance2(v1, v2);
8295 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8297 l += (1.0f / 1024.0f);
8298 if (shortest[0].length2 > l || i == 0)
8300 shortest[1] = shortest[0];
8301 shortest[0].length2 = l;
8302 shortest[0].v1 = v1;
8303 shortest[0].v2 = v2;
8305 else if (shortest[1].length2 > l || i == 1)
8307 shortest[1].length2 = l;
8308 shortest[1].v1 = v1;
8309 shortest[1].v2 = v2;
8312 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8313 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8314 // this calculates the right vector from the shortest edge
8315 // and the up vector from the edge midpoints
8316 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8317 VectorNormalize(right);
8318 VectorSubtract(end, start, up);
8319 VectorNormalize(up);
8320 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8321 VectorSubtract(rsurface.localvieworigin, center, forward);
8322 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8323 VectorNegate(forward, forward);
8324 VectorReflect(forward, 0, up, forward);
8325 VectorNormalize(forward);
8326 CrossProduct(up, forward, newright);
8327 VectorNormalize(newright);
8328 // rotate the quad around the up axis vector, this is made
8329 // especially easy by the fact we know the quad is flat,
8330 // so we only have to subtract the center position and
8331 // measure distance along the right vector, and then
8332 // multiply that by the newright vector and add back the
8334 // we also need to subtract the old position to undo the
8335 // displacement from the center, which we do with a
8336 // DotProduct, the subtraction/addition of center is also
8337 // optimized into DotProducts here
8338 l = DotProduct(right, center);
8339 for (i = 0;i < 4;i++)
8341 v1 = rsurface.batchvertex3f + 3*(j+i);
8342 f = DotProduct(right, v1) - l;
8343 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8347 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8349 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8350 // rsurface.batchnormal3f_vertexbuffer = NULL;
8351 // rsurface.batchnormal3f_bufferoffset = 0;
8352 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8354 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8356 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8357 // rsurface.batchsvector3f_vertexbuffer = NULL;
8358 // rsurface.batchsvector3f_bufferoffset = 0;
8359 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8360 // rsurface.batchtvector3f_vertexbuffer = NULL;
8361 // rsurface.batchtvector3f_bufferoffset = 0;
8362 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);
8365 case Q3DEFORM_NORMAL:
8366 // deform the normals to make reflections wavey
8367 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8368 rsurface.batchnormal3f_vertexbuffer = NULL;
8369 rsurface.batchnormal3f_bufferoffset = 0;
8370 for (j = 0;j < batchnumvertices;j++)
8373 float *normal = rsurface.batchnormal3f + 3*j;
8374 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8375 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8376 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8377 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8378 VectorNormalize(normal);
8380 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8382 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8383 // rsurface.batchsvector3f_vertexbuffer = NULL;
8384 // rsurface.batchsvector3f_bufferoffset = 0;
8385 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8386 // rsurface.batchtvector3f_vertexbuffer = NULL;
8387 // rsurface.batchtvector3f_bufferoffset = 0;
8388 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);
8392 // deform vertex array to make wavey water and flags and such
8393 waveparms[0] = deform->waveparms[0];
8394 waveparms[1] = deform->waveparms[1];
8395 waveparms[2] = deform->waveparms[2];
8396 waveparms[3] = deform->waveparms[3];
8397 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8398 break; // if wavefunc is a nop, don't make a dynamic vertex array
8399 // this is how a divisor of vertex influence on deformation
8400 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8401 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8402 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8403 // rsurface.batchvertex3f_vertexbuffer = NULL;
8404 // rsurface.batchvertex3f_bufferoffset = 0;
8405 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8406 // rsurface.batchnormal3f_vertexbuffer = NULL;
8407 // rsurface.batchnormal3f_bufferoffset = 0;
8408 for (j = 0;j < batchnumvertices;j++)
8410 // if the wavefunc depends on time, evaluate it per-vertex
8413 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8414 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8416 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8418 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8419 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8420 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8422 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8423 // rsurface.batchsvector3f_vertexbuffer = NULL;
8424 // rsurface.batchsvector3f_bufferoffset = 0;
8425 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8426 // rsurface.batchtvector3f_vertexbuffer = NULL;
8427 // rsurface.batchtvector3f_bufferoffset = 0;
8428 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);
8431 case Q3DEFORM_BULGE:
8432 // deform vertex array to make the surface have moving bulges
8433 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8434 // rsurface.batchvertex3f_vertexbuffer = NULL;
8435 // rsurface.batchvertex3f_bufferoffset = 0;
8436 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8437 // rsurface.batchnormal3f_vertexbuffer = NULL;
8438 // rsurface.batchnormal3f_bufferoffset = 0;
8439 for (j = 0;j < batchnumvertices;j++)
8441 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8442 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8444 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8445 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8446 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8448 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8449 // rsurface.batchsvector3f_vertexbuffer = NULL;
8450 // rsurface.batchsvector3f_bufferoffset = 0;
8451 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8452 // rsurface.batchtvector3f_vertexbuffer = NULL;
8453 // rsurface.batchtvector3f_bufferoffset = 0;
8454 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);
8458 // deform vertex array
8459 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8460 break; // if wavefunc is a nop, don't make a dynamic vertex array
8461 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8462 VectorScale(deform->parms, scale, waveparms);
8463 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8464 // rsurface.batchvertex3f_vertexbuffer = NULL;
8465 // rsurface.batchvertex3f_bufferoffset = 0;
8466 for (j = 0;j < batchnumvertices;j++)
8467 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8472 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8474 // generate texcoords based on the chosen texcoord source
8475 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8478 case Q3TCGEN_TEXTURE:
8480 case Q3TCGEN_LIGHTMAP:
8481 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8482 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8483 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8484 if (rsurface.batchtexcoordlightmap2f)
8485 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8487 case Q3TCGEN_VECTOR:
8488 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8489 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8490 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8491 for (j = 0;j < batchnumvertices;j++)
8493 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8494 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8497 case Q3TCGEN_ENVIRONMENT:
8498 // make environment reflections using a spheremap
8499 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8500 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8501 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8502 for (j = 0;j < batchnumvertices;j++)
8504 // identical to Q3A's method, but executed in worldspace so
8505 // carried models can be shiny too
8507 float viewer[3], d, reflected[3], worldreflected[3];
8509 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8510 // VectorNormalize(viewer);
8512 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8514 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8515 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8516 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8517 // note: this is proportinal to viewer, so we can normalize later
8519 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8520 VectorNormalize(worldreflected);
8522 // note: this sphere map only uses world x and z!
8523 // so positive and negative y will LOOK THE SAME.
8524 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8525 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8529 // the only tcmod that needs software vertex processing is turbulent, so
8530 // check for it here and apply the changes if needed
8531 // and we only support that as the first one
8532 // (handling a mixture of turbulent and other tcmods would be problematic
8533 // without punting it entirely to a software path)
8534 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8536 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8537 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8538 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8539 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8540 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8541 for (j = 0;j < batchnumvertices;j++)
8543 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);
8544 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8549 // upload buffer data for the dynamic batch
8550 if (rsurface.batchvertex3f)
8551 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
8552 if (rsurface.batchsvector3f)
8553 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
8554 if (rsurface.batchtvector3f)
8555 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
8556 if (rsurface.batchnormal3f)
8557 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
8558 if (rsurface.batchlightmapcolor4f)
8559 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
8560 if (rsurface.batchtexcoordtexture2f)
8561 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
8562 if (rsurface.batchtexcoordlightmap2f)
8563 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
8564 if (rsurface.batchskeletalindex4ub)
8565 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
8566 if (rsurface.batchskeletalweight4ub)
8567 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
8568 if (rsurface.batchelement3s)
8569 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
8570 else if (rsurface.batchelement3i)
8571 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
8574 void RSurf_DrawBatch(void)
8576 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8577 // through the pipeline, killing it earlier in the pipeline would have
8578 // per-surface overhead rather than per-batch overhead, so it's best to
8579 // reject it here, before it hits glDraw.
8580 if (rsurface.batchnumtriangles == 0)
8583 // batch debugging code
8584 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8590 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8591 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8594 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8596 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8598 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8599 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);
8606 if (rsurface.batchmultidraw)
8608 // issue multiple draws rather than copying index data
8609 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8610 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8611 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8612 for (i = 0;i < numsurfaces;)
8614 // combine consecutive surfaces as one draw
8615 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8616 if (surfacelist[j] != surfacelist[k] + 1)
8618 firstvertex = surfacelist[i]->num_firstvertex;
8619 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8620 firsttriangle = surfacelist[i]->num_firsttriangle;
8621 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8622 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);
8628 // there is only one consecutive run of index data (may have been combined)
8629 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);
8633 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8635 // pick the closest matching water plane
8636 int planeindex, vertexindex, bestplaneindex = -1;
8640 r_waterstate_waterplane_t *p;
8641 qboolean prepared = false;
8643 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8645 if(p->camera_entity != rsurface.texture->camera_entity)
8650 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8652 if(rsurface.batchnumvertices == 0)
8655 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8657 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8658 d += fabs(PlaneDiff(vert, &p->plane));
8660 if (bestd > d || bestplaneindex < 0)
8663 bestplaneindex = planeindex;
8666 return bestplaneindex;
8667 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8668 // this situation though, as it might be better to render single larger
8669 // batches with useless stuff (backface culled for example) than to
8670 // render multiple smaller batches
8673 void RSurf_SetupDepthAndCulling(void)
8675 // submodels are biased to avoid z-fighting with world surfaces that they
8676 // may be exactly overlapping (avoids z-fighting artifacts on certain
8677 // doors and things in Quake maps)
8678 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8679 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8680 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8681 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8684 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8687 // transparent sky would be ridiculous
8688 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8690 R_SetupShader_Generic_NoTexture(false, false);
8691 skyrenderlater = true;
8692 RSurf_SetupDepthAndCulling();
8695 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8696 if (r_sky_scissor.integer)
8698 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8699 for (i = 0; i < texturenumsurfaces; i++)
8701 const msurface_t *surf = texturesurfacelist[i];
8704 float mins[3], maxs[3];
8706 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8708 Matrix4x4_Transform(&rsurface.matrix, v, p);
8711 if (mins[0] > p[0]) mins[0] = p[0];
8712 if (mins[1] > p[1]) mins[1] = p[1];
8713 if (mins[2] > p[2]) mins[2] = p[2];
8714 if (maxs[0] < p[0]) maxs[0] = p[0];
8715 if (maxs[1] < p[1]) maxs[1] = p[1];
8716 if (maxs[2] < p[2]) maxs[2] = p[2];
8720 VectorCopy(p, mins);
8721 VectorCopy(p, maxs);
8724 if (!R_ScissorForBBox(mins, maxs, scissor))
8728 if (skyscissor[0] > scissor[0])
8730 skyscissor[2] += skyscissor[0] - scissor[0];
8731 skyscissor[0] = scissor[0];
8733 if (skyscissor[1] > scissor[1])
8735 skyscissor[3] += skyscissor[1] - scissor[1];
8736 skyscissor[1] = scissor[1];
8738 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8739 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8740 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8741 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8744 Vector4Copy(scissor, skyscissor);
8749 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8750 // skymasking on them, and Quake3 never did sky masking (unlike
8751 // software Quake and software Quake2), so disable the sky masking
8752 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8753 // and skymasking also looks very bad when noclipping outside the
8754 // level, so don't use it then either.
8755 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)
8757 R_Mesh_ResetTextureState();
8758 if (skyrendermasked)
8760 R_SetupShader_DepthOrShadow(false, false, false);
8761 // depth-only (masking)
8762 GL_ColorMask(0, 0, 0, 0);
8763 // just to make sure that braindead drivers don't draw
8764 // anything despite that colormask...
8765 GL_BlendFunc(GL_ZERO, GL_ONE);
8766 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8767 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8771 R_SetupShader_Generic_NoTexture(false, false);
8773 GL_BlendFunc(GL_ONE, GL_ZERO);
8774 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8775 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8776 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8779 if (skyrendermasked)
8780 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8782 R_Mesh_ResetTextureState();
8783 GL_Color(1, 1, 1, 1);
8786 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8787 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8788 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8790 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8794 // render screenspace normalmap to texture
8796 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8801 // bind lightmap texture
8803 // water/refraction/reflection/camera surfaces have to be handled specially
8804 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8806 int start, end, startplaneindex;
8807 for (start = 0;start < texturenumsurfaces;start = end)
8809 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8810 if(startplaneindex < 0)
8812 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8813 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8817 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8819 // now that we have a batch using the same planeindex, render it
8820 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8822 // render water or distortion background
8824 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8826 // blend surface on top
8827 GL_DepthMask(false);
8828 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8831 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8833 // render surface with reflection texture as input
8834 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8835 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8842 // render surface batch normally
8843 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8844 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
8848 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8852 int texturesurfaceindex;
8854 const msurface_t *surface;
8855 float surfacecolor4f[4];
8857 // R_Mesh_ResetTextureState();
8858 R_SetupShader_Generic_NoTexture(false, false);
8860 GL_BlendFunc(GL_ONE, GL_ZERO);
8861 GL_DepthMask(writedepth);
8863 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8865 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8867 surface = texturesurfacelist[texturesurfaceindex];
8868 k = (int)(((size_t)surface) / sizeof(msurface_t));
8869 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8870 for (j = 0;j < surface->num_vertices;j++)
8872 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8876 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8880 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8883 RSurf_SetupDepthAndCulling();
8884 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8886 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8889 switch (vid.renderpath)
8891 case RENDERPATH_GL20:
8892 case RENDERPATH_GLES2:
8893 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8899 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8902 int texturenumsurfaces, endsurface;
8904 const msurface_t *surface;
8905 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8907 RSurf_ActiveModelEntity(ent, true, true, false);
8909 if (r_transparentdepthmasking.integer)
8911 qboolean setup = false;
8912 for (i = 0;i < numsurfaces;i = j)
8915 surface = rsurface.modelsurfaces + surfacelist[i];
8916 texture = surface->texture;
8917 rsurface.texture = R_GetCurrentTexture(texture);
8918 rsurface.lightmaptexture = NULL;
8919 rsurface.deluxemaptexture = NULL;
8920 rsurface.uselightmaptexture = false;
8921 // scan ahead until we find a different texture
8922 endsurface = min(i + 1024, numsurfaces);
8923 texturenumsurfaces = 0;
8924 texturesurfacelist[texturenumsurfaces++] = surface;
8925 for (;j < endsurface;j++)
8927 surface = rsurface.modelsurfaces + surfacelist[j];
8928 if (texture != surface->texture)
8930 texturesurfacelist[texturenumsurfaces++] = surface;
8932 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8934 // render the range of surfaces as depth
8938 GL_ColorMask(0,0,0,0);
8941 GL_BlendFunc(GL_ONE, GL_ZERO);
8943 // R_Mesh_ResetTextureState();
8945 RSurf_SetupDepthAndCulling();
8946 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8947 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8948 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8952 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8955 for (i = 0;i < numsurfaces;i = j)
8958 surface = rsurface.modelsurfaces + surfacelist[i];
8959 texture = surface->texture;
8960 rsurface.texture = R_GetCurrentTexture(texture);
8961 // scan ahead until we find a different texture
8962 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8963 texturenumsurfaces = 0;
8964 texturesurfacelist[texturenumsurfaces++] = surface;
8965 if(FAKELIGHT_ENABLED)
8967 rsurface.lightmaptexture = NULL;
8968 rsurface.deluxemaptexture = NULL;
8969 rsurface.uselightmaptexture = false;
8970 for (;j < endsurface;j++)
8972 surface = rsurface.modelsurfaces + surfacelist[j];
8973 if (texture != surface->texture)
8975 texturesurfacelist[texturenumsurfaces++] = surface;
8980 rsurface.lightmaptexture = surface->lightmaptexture;
8981 rsurface.deluxemaptexture = surface->deluxemaptexture;
8982 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8983 for (;j < endsurface;j++)
8985 surface = rsurface.modelsurfaces + surfacelist[j];
8986 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8988 texturesurfacelist[texturenumsurfaces++] = surface;
8991 // render the range of surfaces
8992 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
8994 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8997 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8999 // transparent surfaces get pushed off into the transparent queue
9000 int surfacelistindex;
9001 const msurface_t *surface;
9002 vec3_t tempcenter, center;
9003 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9005 surface = texturesurfacelist[surfacelistindex];
9006 if (r_transparent_sortsurfacesbynearest.integer)
9008 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9009 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9010 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9014 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9015 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9016 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9018 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9019 if (rsurface.entity->transparent_offset) // transparent offset
9021 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9022 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9023 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9025 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);
9029 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9031 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9033 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9035 RSurf_SetupDepthAndCulling();
9036 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9037 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9038 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9042 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
9046 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9049 if (!rsurface.texture->currentnumlayers)
9051 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9052 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9054 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9056 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9057 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9058 else if (!rsurface.texture->currentnumlayers)
9060 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9062 // in the deferred case, transparent surfaces were queued during prepass
9063 if (!r_shadow_usingdeferredprepass)
9064 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9068 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9069 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9074 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
9078 R_FrameData_SetMark();
9079 // break the surface list down into batches by texture and use of lightmapping
9080 for (i = 0;i < numsurfaces;i = j)
9083 // texture is the base texture pointer, rsurface.texture is the
9084 // current frame/skin the texture is directing us to use (for example
9085 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9086 // use skin 1 instead)
9087 texture = surfacelist[i]->texture;
9088 rsurface.texture = R_GetCurrentTexture(texture);
9089 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9091 // if this texture is not the kind we want, skip ahead to the next one
9092 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9096 if(FAKELIGHT_ENABLED || depthonly || prepass)
9098 rsurface.lightmaptexture = NULL;
9099 rsurface.deluxemaptexture = NULL;
9100 rsurface.uselightmaptexture = false;
9101 // simply scan ahead until we find a different texture or lightmap state
9102 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9107 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9108 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9109 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9110 // simply scan ahead until we find a different texture or lightmap state
9111 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9114 // render the range of surfaces
9115 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
9117 R_FrameData_ReturnToMark();
9120 float locboxvertex3f[6*4*3] =
9122 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9123 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9124 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9125 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9126 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9127 1,0,0, 0,0,0, 0,1,0, 1,1,0
9130 unsigned short locboxelements[6*2*3] =
9140 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9143 cl_locnode_t *loc = (cl_locnode_t *)ent;
9145 float vertex3f[6*4*3];
9147 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9148 GL_DepthMask(false);
9149 GL_DepthRange(0, 1);
9150 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9152 GL_CullFace(GL_NONE);
9153 R_EntityMatrix(&identitymatrix);
9155 // R_Mesh_ResetTextureState();
9158 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9159 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9160 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9161 surfacelist[0] < 0 ? 0.5f : 0.125f);
9163 if (VectorCompare(loc->mins, loc->maxs))
9165 VectorSet(size, 2, 2, 2);
9166 VectorMA(loc->mins, -0.5f, size, mins);
9170 VectorCopy(loc->mins, mins);
9171 VectorSubtract(loc->maxs, loc->mins, size);
9174 for (i = 0;i < 6*4*3;)
9175 for (j = 0;j < 3;j++, i++)
9176 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9178 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9179 R_SetupShader_Generic_NoTexture(false, false);
9180 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9183 void R_DrawLocs(void)
9186 cl_locnode_t *loc, *nearestloc;
9188 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9189 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9191 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9192 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9196 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9198 if (decalsystem->decals)
9199 Mem_Free(decalsystem->decals);
9200 memset(decalsystem, 0, sizeof(*decalsystem));
9203 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)
9209 // expand or initialize the system
9210 if (decalsystem->maxdecals <= decalsystem->numdecals)
9212 decalsystem_t old = *decalsystem;
9213 qboolean useshortelements;
9214 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9215 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9216 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)));
9217 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9218 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9219 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9220 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9221 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9222 if (decalsystem->numdecals)
9223 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9225 Mem_Free(old.decals);
9226 for (i = 0;i < decalsystem->maxdecals*3;i++)
9227 decalsystem->element3i[i] = i;
9228 if (useshortelements)
9229 for (i = 0;i < decalsystem->maxdecals*3;i++)
9230 decalsystem->element3s[i] = i;
9233 // grab a decal and search for another free slot for the next one
9234 decals = decalsystem->decals;
9235 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9236 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9238 decalsystem->freedecal = i;
9239 if (decalsystem->numdecals <= i)
9240 decalsystem->numdecals = i + 1;
9242 // initialize the decal
9244 decal->triangleindex = triangleindex;
9245 decal->surfaceindex = surfaceindex;
9246 decal->decalsequence = decalsequence;
9247 decal->color4f[0][0] = c0[0];
9248 decal->color4f[0][1] = c0[1];
9249 decal->color4f[0][2] = c0[2];
9250 decal->color4f[0][3] = 1;
9251 decal->color4f[1][0] = c1[0];
9252 decal->color4f[1][1] = c1[1];
9253 decal->color4f[1][2] = c1[2];
9254 decal->color4f[1][3] = 1;
9255 decal->color4f[2][0] = c2[0];
9256 decal->color4f[2][1] = c2[1];
9257 decal->color4f[2][2] = c2[2];
9258 decal->color4f[2][3] = 1;
9259 decal->vertex3f[0][0] = v0[0];
9260 decal->vertex3f[0][1] = v0[1];
9261 decal->vertex3f[0][2] = v0[2];
9262 decal->vertex3f[1][0] = v1[0];
9263 decal->vertex3f[1][1] = v1[1];
9264 decal->vertex3f[1][2] = v1[2];
9265 decal->vertex3f[2][0] = v2[0];
9266 decal->vertex3f[2][1] = v2[1];
9267 decal->vertex3f[2][2] = v2[2];
9268 decal->texcoord2f[0][0] = t0[0];
9269 decal->texcoord2f[0][1] = t0[1];
9270 decal->texcoord2f[1][0] = t1[0];
9271 decal->texcoord2f[1][1] = t1[1];
9272 decal->texcoord2f[2][0] = t2[0];
9273 decal->texcoord2f[2][1] = t2[1];
9274 TriangleNormal(v0, v1, v2, decal->plane);
9275 VectorNormalize(decal->plane);
9276 decal->plane[3] = DotProduct(v0, decal->plane);
9279 extern cvar_t cl_decals_bias;
9280 extern cvar_t cl_decals_models;
9281 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9282 // baseparms, parms, temps
9283 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)
9288 const float *vertex3f;
9289 const float *normal3f;
9291 float points[2][9][3];
9298 e = rsurface.modelelement3i + 3*triangleindex;
9300 vertex3f = rsurface.modelvertex3f;
9301 normal3f = rsurface.modelnormal3f;
9305 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9307 index = 3*e[cornerindex];
9308 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9313 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9315 index = 3*e[cornerindex];
9316 VectorCopy(vertex3f + index, v[cornerindex]);
9321 //TriangleNormal(v[0], v[1], v[2], normal);
9322 //if (DotProduct(normal, localnormal) < 0.0f)
9324 // clip by each of the box planes formed from the projection matrix
9325 // if anything survives, we emit the decal
9326 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]);
9329 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]);
9332 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]);
9335 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]);
9338 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]);
9341 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]);
9344 // some part of the triangle survived, so we have to accept it...
9347 // dynamic always uses the original triangle
9349 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9351 index = 3*e[cornerindex];
9352 VectorCopy(vertex3f + index, v[cornerindex]);
9355 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9357 // convert vertex positions to texcoords
9358 Matrix4x4_Transform(projection, v[cornerindex], temp);
9359 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9360 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9361 // calculate distance fade from the projection origin
9362 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9363 f = bound(0.0f, f, 1.0f);
9364 c[cornerindex][0] = r * f;
9365 c[cornerindex][1] = g * f;
9366 c[cornerindex][2] = b * f;
9367 c[cornerindex][3] = 1.0f;
9368 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9371 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);
9373 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9374 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);
9376 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)
9378 matrix4x4_t projection;
9379 decalsystem_t *decalsystem;
9382 const msurface_t *surface;
9383 const msurface_t *surfaces;
9384 const int *surfacelist;
9385 const texture_t *texture;
9388 int surfacelistindex;
9391 float localorigin[3];
9392 float localnormal[3];
9400 int bih_triangles_count;
9401 int bih_triangles[256];
9402 int bih_surfaces[256];
9404 decalsystem = &ent->decalsystem;
9406 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9408 R_DecalSystem_Reset(&ent->decalsystem);
9412 if (!model->brush.data_leafs && !cl_decals_models.integer)
9414 if (decalsystem->model)
9415 R_DecalSystem_Reset(decalsystem);
9419 if (decalsystem->model != model)
9420 R_DecalSystem_Reset(decalsystem);
9421 decalsystem->model = model;
9423 RSurf_ActiveModelEntity(ent, true, false, false);
9425 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9426 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9427 VectorNormalize(localnormal);
9428 localsize = worldsize*rsurface.inversematrixscale;
9429 localmins[0] = localorigin[0] - localsize;
9430 localmins[1] = localorigin[1] - localsize;
9431 localmins[2] = localorigin[2] - localsize;
9432 localmaxs[0] = localorigin[0] + localsize;
9433 localmaxs[1] = localorigin[1] + localsize;
9434 localmaxs[2] = localorigin[2] + localsize;
9436 //VectorCopy(localnormal, planes[4]);
9437 //VectorVectors(planes[4], planes[2], planes[0]);
9438 AnglesFromVectors(angles, localnormal, NULL, false);
9439 AngleVectors(angles, planes[0], planes[2], planes[4]);
9440 VectorNegate(planes[0], planes[1]);
9441 VectorNegate(planes[2], planes[3]);
9442 VectorNegate(planes[4], planes[5]);
9443 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9444 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9445 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9446 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9447 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9448 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9453 matrix4x4_t forwardprojection;
9454 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9455 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9460 float projectionvector[4][3];
9461 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9462 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9463 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9464 projectionvector[0][0] = planes[0][0] * ilocalsize;
9465 projectionvector[0][1] = planes[1][0] * ilocalsize;
9466 projectionvector[0][2] = planes[2][0] * ilocalsize;
9467 projectionvector[1][0] = planes[0][1] * ilocalsize;
9468 projectionvector[1][1] = planes[1][1] * ilocalsize;
9469 projectionvector[1][2] = planes[2][1] * ilocalsize;
9470 projectionvector[2][0] = planes[0][2] * ilocalsize;
9471 projectionvector[2][1] = planes[1][2] * ilocalsize;
9472 projectionvector[2][2] = planes[2][2] * ilocalsize;
9473 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9474 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9475 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9476 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9480 dynamic = model->surfmesh.isanimated;
9481 numsurfacelist = model->nummodelsurfaces;
9482 surfacelist = model->sortedmodelsurfaces;
9483 surfaces = model->data_surfaces;
9486 bih_triangles_count = -1;
9489 if(model->render_bih.numleafs)
9490 bih = &model->render_bih;
9491 else if(model->collision_bih.numleafs)
9492 bih = &model->collision_bih;
9495 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9496 if(bih_triangles_count == 0)
9498 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9500 if(bih_triangles_count > 0)
9502 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9504 surfaceindex = bih_surfaces[triangleindex];
9505 surface = surfaces + surfaceindex;
9506 texture = surface->texture;
9507 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9509 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9511 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9516 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9518 surfaceindex = surfacelist[surfacelistindex];
9519 surface = surfaces + surfaceindex;
9520 // check cull box first because it rejects more than any other check
9521 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9523 // skip transparent surfaces
9524 texture = surface->texture;
9525 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9527 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9529 numtriangles = surface->num_triangles;
9530 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9531 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9536 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9537 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)
9539 int renderentityindex;
9542 entity_render_t *ent;
9544 if (!cl_decals_newsystem.integer)
9547 worldmins[0] = worldorigin[0] - worldsize;
9548 worldmins[1] = worldorigin[1] - worldsize;
9549 worldmins[2] = worldorigin[2] - worldsize;
9550 worldmaxs[0] = worldorigin[0] + worldsize;
9551 worldmaxs[1] = worldorigin[1] + worldsize;
9552 worldmaxs[2] = worldorigin[2] + worldsize;
9554 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9556 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9558 ent = r_refdef.scene.entities[renderentityindex];
9559 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9562 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9566 typedef struct r_decalsystem_splatqueue_s
9573 unsigned int decalsequence;
9575 r_decalsystem_splatqueue_t;
9577 int r_decalsystem_numqueued = 0;
9578 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9580 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)
9582 r_decalsystem_splatqueue_t *queue;
9584 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9587 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9588 VectorCopy(worldorigin, queue->worldorigin);
9589 VectorCopy(worldnormal, queue->worldnormal);
9590 Vector4Set(queue->color, r, g, b, a);
9591 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9592 queue->worldsize = worldsize;
9593 queue->decalsequence = cl.decalsequence++;
9596 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9599 r_decalsystem_splatqueue_t *queue;
9601 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9602 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);
9603 r_decalsystem_numqueued = 0;
9606 extern cvar_t cl_decals_max;
9607 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9610 decalsystem_t *decalsystem = &ent->decalsystem;
9612 unsigned int killsequence;
9617 if (!decalsystem->numdecals)
9620 if (r_showsurfaces.integer)
9623 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9625 R_DecalSystem_Reset(decalsystem);
9629 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9630 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9632 if (decalsystem->lastupdatetime)
9633 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9636 decalsystem->lastupdatetime = r_refdef.scene.time;
9637 numdecals = decalsystem->numdecals;
9639 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9641 if (decal->color4f[0][3])
9643 decal->lived += frametime;
9644 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9646 memset(decal, 0, sizeof(*decal));
9647 if (decalsystem->freedecal > i)
9648 decalsystem->freedecal = i;
9652 decal = decalsystem->decals;
9653 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9656 // collapse the array by shuffling the tail decals into the gaps
9659 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9660 decalsystem->freedecal++;
9661 if (decalsystem->freedecal == numdecals)
9663 decal[decalsystem->freedecal] = decal[--numdecals];
9666 decalsystem->numdecals = numdecals;
9670 // if there are no decals left, reset decalsystem
9671 R_DecalSystem_Reset(decalsystem);
9675 extern skinframe_t *decalskinframe;
9676 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9679 decalsystem_t *decalsystem = &ent->decalsystem;
9688 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9691 numdecals = decalsystem->numdecals;
9695 if (r_showsurfaces.integer)
9698 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9700 R_DecalSystem_Reset(decalsystem);
9704 // if the model is static it doesn't matter what value we give for
9705 // wantnormals and wanttangents, so this logic uses only rules applicable
9706 // to a model, knowing that they are meaningless otherwise
9707 RSurf_ActiveModelEntity(ent, false, false, false);
9709 decalsystem->lastupdatetime = r_refdef.scene.time;
9711 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9713 // update vertex positions for animated models
9714 v3f = decalsystem->vertex3f;
9715 c4f = decalsystem->color4f;
9716 t2f = decalsystem->texcoord2f;
9717 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9719 if (!decal->color4f[0][3])
9722 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9726 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9729 // update color values for fading decals
9730 if (decal->lived >= cl_decals_time.value)
9731 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9735 c4f[ 0] = decal->color4f[0][0] * alpha;
9736 c4f[ 1] = decal->color4f[0][1] * alpha;
9737 c4f[ 2] = decal->color4f[0][2] * alpha;
9739 c4f[ 4] = decal->color4f[1][0] * alpha;
9740 c4f[ 5] = decal->color4f[1][1] * alpha;
9741 c4f[ 6] = decal->color4f[1][2] * alpha;
9743 c4f[ 8] = decal->color4f[2][0] * alpha;
9744 c4f[ 9] = decal->color4f[2][1] * alpha;
9745 c4f[10] = decal->color4f[2][2] * alpha;
9748 t2f[0] = decal->texcoord2f[0][0];
9749 t2f[1] = decal->texcoord2f[0][1];
9750 t2f[2] = decal->texcoord2f[1][0];
9751 t2f[3] = decal->texcoord2f[1][1];
9752 t2f[4] = decal->texcoord2f[2][0];
9753 t2f[5] = decal->texcoord2f[2][1];
9755 // update vertex positions for animated models
9756 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9758 e = rsurface.modelelement3i + 3*decal->triangleindex;
9759 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9760 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9761 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9765 VectorCopy(decal->vertex3f[0], v3f);
9766 VectorCopy(decal->vertex3f[1], v3f + 3);
9767 VectorCopy(decal->vertex3f[2], v3f + 6);
9770 if (r_refdef.fogenabled)
9772 alpha = RSurf_FogVertex(v3f);
9773 VectorScale(c4f, alpha, c4f);
9774 alpha = RSurf_FogVertex(v3f + 3);
9775 VectorScale(c4f + 4, alpha, c4f + 4);
9776 alpha = RSurf_FogVertex(v3f + 6);
9777 VectorScale(c4f + 8, alpha, c4f + 8);
9788 r_refdef.stats[r_stat_drawndecals] += numtris;
9790 // now render the decals all at once
9791 // (this assumes they all use one particle font texture!)
9792 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);
9793 // R_Mesh_ResetTextureState();
9794 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9795 GL_DepthMask(false);
9796 GL_DepthRange(0, 1);
9797 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9799 GL_CullFace(GL_NONE);
9800 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9801 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9802 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9806 static void R_DrawModelDecals(void)
9810 // fade faster when there are too many decals
9811 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9812 for (i = 0;i < r_refdef.scene.numentities;i++)
9813 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9815 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9816 for (i = 0;i < r_refdef.scene.numentities;i++)
9817 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9818 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9820 R_DecalSystem_ApplySplatEntitiesQueue();
9822 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9823 for (i = 0;i < r_refdef.scene.numentities;i++)
9824 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9826 r_refdef.stats[r_stat_totaldecals] += numdecals;
9828 if (r_showsurfaces.integer)
9831 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9833 for (i = 0;i < r_refdef.scene.numentities;i++)
9835 if (!r_refdef.viewcache.entityvisible[i])
9837 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9838 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9842 extern cvar_t mod_collision_bih;
9843 static void R_DrawDebugModel(void)
9845 entity_render_t *ent = rsurface.entity;
9846 int i, j, flagsmask;
9847 const msurface_t *surface;
9848 dp_model_t *model = ent->model;
9850 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9853 if (r_showoverdraw.value > 0)
9855 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9856 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9857 R_SetupShader_Generic_NoTexture(false, false);
9858 GL_DepthTest(false);
9859 GL_DepthMask(false);
9860 GL_DepthRange(0, 1);
9861 GL_BlendFunc(GL_ONE, GL_ONE);
9862 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9864 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9866 rsurface.texture = R_GetCurrentTexture(surface->texture);
9867 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9869 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9870 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9871 if (!rsurface.texture->currentlayers->depthmask)
9872 GL_Color(c, 0, 0, 1.0f);
9873 else if (ent == r_refdef.scene.worldentity)
9874 GL_Color(c, c, c, 1.0f);
9876 GL_Color(0, c, 0, 1.0f);
9877 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9881 rsurface.texture = NULL;
9884 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9886 // R_Mesh_ResetTextureState();
9887 R_SetupShader_Generic_NoTexture(false, false);
9888 GL_DepthRange(0, 1);
9889 GL_DepthTest(!r_showdisabledepthtest.integer);
9890 GL_DepthMask(false);
9891 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9893 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9897 qboolean cullbox = false;
9898 const q3mbrush_t *brush;
9899 const bih_t *bih = &model->collision_bih;
9900 const bih_leaf_t *bihleaf;
9901 float vertex3f[3][3];
9902 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9903 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9905 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9907 switch (bihleaf->type)
9910 brush = model->brush.data_brushes + bihleaf->itemindex;
9911 if (brush->colbrushf && brush->colbrushf->numtriangles)
9913 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);
9914 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9915 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9918 case BIH_COLLISIONTRIANGLE:
9919 triangleindex = bihleaf->itemindex;
9920 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9921 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9922 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
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(3, vertex3f[0], NULL, NULL);
9925 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9927 case BIH_RENDERTRIANGLE:
9928 triangleindex = bihleaf->itemindex;
9929 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9930 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9931 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9932 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9933 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9934 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9940 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9943 if (r_showtris.value > 0 && qglPolygonMode)
9945 if (r_showdisabledepthtest.integer)
9947 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9948 GL_DepthMask(false);
9952 GL_BlendFunc(GL_ONE, GL_ZERO);
9955 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9956 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9958 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9960 rsurface.texture = R_GetCurrentTexture(surface->texture);
9961 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9963 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9964 if (!rsurface.texture->currentlayers->depthmask)
9965 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9966 else if (ent == r_refdef.scene.worldentity)
9967 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9969 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9970 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9974 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9975 rsurface.texture = NULL;
9979 // FIXME! implement r_shownormals with just triangles
9980 if (r_shownormals.value != 0 && qglBegin)
9984 if (r_showdisabledepthtest.integer)
9986 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9987 GL_DepthMask(false);
9991 GL_BlendFunc(GL_ONE, GL_ZERO);
9994 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9996 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9998 rsurface.texture = R_GetCurrentTexture(surface->texture);
9999 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10001 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10002 qglBegin(GL_LINES);
10003 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10005 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10007 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10008 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10009 qglVertex3f(v[0], v[1], v[2]);
10010 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10011 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10012 qglVertex3f(v[0], v[1], v[2]);
10015 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10017 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10019 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10020 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10021 qglVertex3f(v[0], v[1], v[2]);
10022 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10023 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10024 qglVertex3f(v[0], v[1], v[2]);
10027 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10029 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10031 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10032 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10033 qglVertex3f(v[0], v[1], v[2]);
10034 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10035 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10036 qglVertex3f(v[0], v[1], v[2]);
10039 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10041 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10043 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10044 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10045 qglVertex3f(v[0], v[1], v[2]);
10046 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10047 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10048 qglVertex3f(v[0], v[1], v[2]);
10055 rsurface.texture = NULL;
10061 int r_maxsurfacelist = 0;
10062 const msurface_t **r_surfacelist = NULL;
10063 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
10065 int i, j, endj, flagsmask;
10066 dp_model_t *model = ent->model;
10067 msurface_t *surfaces;
10068 unsigned char *update;
10069 int numsurfacelist = 0;
10073 if (r_maxsurfacelist < model->num_surfaces)
10075 r_maxsurfacelist = model->num_surfaces;
10077 Mem_Free((msurface_t **)r_surfacelist);
10078 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10081 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10082 RSurf_ActiveModelEntity(ent, false, false, false);
10084 RSurf_ActiveModelEntity(ent, true, true, true);
10085 else if (depthonly)
10086 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10088 RSurf_ActiveModelEntity(ent, true, true, false);
10090 surfaces = model->data_surfaces;
10091 update = model->brushq1.lightmapupdateflags;
10093 // update light styles
10094 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10096 model_brush_lightstyleinfo_t *style;
10097 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10099 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10101 int *list = style->surfacelist;
10102 style->value = r_refdef.scene.lightstylevalue[style->style];
10103 for (j = 0;j < style->numsurfaces;j++)
10104 update[list[j]] = true;
10109 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10113 R_DrawDebugModel();
10114 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10118 rsurface.lightmaptexture = NULL;
10119 rsurface.deluxemaptexture = NULL;
10120 rsurface.uselightmaptexture = false;
10121 rsurface.texture = NULL;
10122 rsurface.rtlight = NULL;
10123 numsurfacelist = 0;
10124 // add visible surfaces to draw list
10125 if (ent == r_refdef.scene.worldentity)
10127 // for the world entity, check surfacevisible
10128 for (i = 0;i < model->nummodelsurfaces;i++)
10130 j = model->sortedmodelsurfaces[i];
10131 if (r_refdef.viewcache.world_surfacevisible[j])
10132 r_surfacelist[numsurfacelist++] = surfaces + j;
10137 // add all surfaces
10138 for (i = 0; i < model->nummodelsurfaces; i++)
10139 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10141 // don't do anything if there were no surfaces
10142 if (!numsurfacelist)
10144 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10147 // update lightmaps if needed
10151 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10156 R_BuildLightMap(ent, surfaces + j);
10161 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
10163 // add to stats if desired
10164 if (r_speeds.integer && !skysurfaces && !depthonly)
10166 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10167 for (j = 0;j < numsurfacelist;j++)
10168 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10171 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10174 void R_DebugLine(vec3_t start, vec3_t end)
10176 dp_model_t *mod = CL_Mesh_UI();
10178 int e0, e1, e2, e3;
10179 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10180 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10181 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10184 // transform to screen coords first
10185 Vector4Set(w[0], start[0], start[1], start[2], 1);
10186 Vector4Set(w[1], end[0], end[1], end[2], 1);
10187 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10188 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10189 x1 = s[0][0] * vid_conwidth.value / vid.width;
10190 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10191 x2 = s[1][0] * vid_conwidth.value / vid.width;
10192 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10193 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10195 // add the line to the UI mesh for drawing later
10197 // width is measured in real pixels
10198 if (fabs(x2 - x1) > fabs(y2 - y1))
10201 offsety = 0.5f * width * vid_conheight.value / vid.height;
10205 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10208 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true);
10209 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10210 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10211 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10212 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10213 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10214 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10219 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10222 static texture_t texture;
10223 static msurface_t surface;
10224 const msurface_t *surfacelist = &surface;
10226 // fake enough texture and surface state to render this geometry
10228 texture.update_lastrenderframe = -1; // regenerate this texture
10229 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10230 texture.basealpha = 1.0f;
10231 texture.currentskinframe = skinframe;
10232 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10233 texture.offsetmapping = OFFSETMAPPING_OFF;
10234 texture.offsetscale = 1;
10235 texture.specularscalemod = 1;
10236 texture.specularpowermod = 1;
10237 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10238 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10239 // JUST GREP FOR "specularscalemod = 1".
10241 for (q = 0; q < 3; q++)
10243 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10244 texture.render_modellight_lightdir[q] = q == 2;
10245 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10246 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10247 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10248 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10249 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10250 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10251 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10252 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10254 texture.currentalpha = 1.0f;
10256 surface.texture = &texture;
10257 surface.num_triangles = numtriangles;
10258 surface.num_firsttriangle = firsttriangle;
10259 surface.num_vertices = numvertices;
10260 surface.num_firstvertex = firstvertex;
10263 rsurface.texture = R_GetCurrentTexture(surface.texture);
10264 rsurface.lightmaptexture = NULL;
10265 rsurface.deluxemaptexture = NULL;
10266 rsurface.uselightmaptexture = false;
10267 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10270 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)
10272 static msurface_t surface;
10273 const msurface_t *surfacelist = &surface;
10275 // fake enough texture and surface state to render this geometry
10276 surface.texture = texture;
10277 surface.num_triangles = numtriangles;
10278 surface.num_firsttriangle = firsttriangle;
10279 surface.num_vertices = numvertices;
10280 surface.num_firstvertex = firstvertex;
10283 rsurface.texture = R_GetCurrentTexture(surface.texture);
10284 rsurface.lightmaptexture = NULL;
10285 rsurface.deluxemaptexture = NULL;
10286 rsurface.uselightmaptexture = false;
10287 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);