2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_CLIENT | CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
208 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
210 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
211 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
213 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
214 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
215 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
216 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
217 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
218 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
220 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
221 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
222 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
223 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
224 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
225 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
227 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
228 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
229 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
231 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
233 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
235 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
237 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
239 cvar_t r_batch_multidraw = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
240 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
241 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
242 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
244 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
245 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
247 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
249 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
250 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
252 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
255 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
258 extern cvar_t v_glslgamma_2d;
260 extern qboolean v_flipped_state;
262 r_framebufferstate_t r_fb;
264 /// shadow volume bsp struct with automatically growing nodes buffer
267 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
269 rtexture_t *r_texture_blanknormalmap;
270 rtexture_t *r_texture_white;
271 rtexture_t *r_texture_grey128;
272 rtexture_t *r_texture_black;
273 rtexture_t *r_texture_notexture;
274 rtexture_t *r_texture_whitecube;
275 rtexture_t *r_texture_normalizationcube;
276 rtexture_t *r_texture_fogattenuation;
277 rtexture_t *r_texture_fogheighttexture;
278 rtexture_t *r_texture_gammaramps;
279 unsigned int r_texture_gammaramps_serial;
280 //rtexture_t *r_texture_fogintensity;
281 rtexture_t *r_texture_reflectcube;
283 // TODO: hash lookups?
284 typedef struct cubemapinfo_s
291 int r_texture_numcubemaps;
292 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
294 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
295 unsigned int r_numqueries;
296 unsigned int r_maxqueries;
298 typedef struct r_qwskincache_s
300 char name[MAX_QPATH];
301 skinframe_t *skinframe;
305 static r_qwskincache_t *r_qwskincache;
306 static int r_qwskincache_size;
308 /// vertex coordinates for a quad that covers the screen exactly
309 extern const float r_screenvertex3f[12];
310 const float r_screenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set(&cvars_all, "gl_fogenable", "0");
351 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
352 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
353 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
354 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 255; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstrings[] =
618 #include "shader_glsl.h"
622 //=======================================================================================================================================================
624 typedef struct shaderpermutationinfo_s
629 shaderpermutationinfo_t;
631 typedef struct shadermodeinfo_s
633 const char *sourcebasename;
634 const char *extension;
635 const char **builtinshaderstrings;
644 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
645 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
647 {"#define USEDIFFUSE\n", " diffuse"},
648 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
649 {"#define USEVIEWTINT\n", " viewtint"},
650 {"#define USECOLORMAPPING\n", " colormapping"},
651 {"#define USESATURATION\n", " saturation"},
652 {"#define USEFOGINSIDE\n", " foginside"},
653 {"#define USEFOGOUTSIDE\n", " fogoutside"},
654 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
655 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
656 {"#define USEGAMMARAMPS\n", " gammaramps"},
657 {"#define USECUBEFILTER\n", " cubefilter"},
658 {"#define USEGLOW\n", " glow"},
659 {"#define USEBLOOM\n", " bloom"},
660 {"#define USESPECULAR\n", " specular"},
661 {"#define USEPOSTPROCESSING\n", " postprocessing"},
662 {"#define USEREFLECTION\n", " reflection"},
663 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
664 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
665 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
666 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
667 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
668 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
669 {"#define USEALPHAKILL\n", " alphakill"},
670 {"#define USEREFLECTCUBE\n", " reflectcube"},
671 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
672 {"#define USEBOUNCEGRID\n", " bouncegrid"},
673 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
674 {"#define USETRIPPY\n", " trippy"},
675 {"#define USEDEPTHRGB\n", " depthrgb"},
676 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
677 {"#define USESKELETAL\n", " skeletal"},
678 {"#define USEOCCLUDE\n", " occlude"}
681 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
682 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
684 // SHADERLANGUAGE_GLSL
686 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
687 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
693 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
694 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
705 struct r_glsl_permutation_s;
706 typedef struct r_glsl_permutation_s
709 struct r_glsl_permutation_s *hashnext;
711 dpuint64 permutation;
713 /// indicates if we have tried compiling this permutation already
715 /// 0 if compilation failed
717 // texture units assigned to each detected uniform
718 int tex_Texture_First;
719 int tex_Texture_Second;
720 int tex_Texture_GammaRamps;
721 int tex_Texture_Normal;
722 int tex_Texture_Color;
723 int tex_Texture_Gloss;
724 int tex_Texture_Glow;
725 int tex_Texture_SecondaryNormal;
726 int tex_Texture_SecondaryColor;
727 int tex_Texture_SecondaryGloss;
728 int tex_Texture_SecondaryGlow;
729 int tex_Texture_Pants;
730 int tex_Texture_Shirt;
731 int tex_Texture_FogHeightTexture;
732 int tex_Texture_FogMask;
733 int tex_Texture_Lightmap;
734 int tex_Texture_Deluxemap;
735 int tex_Texture_Attenuation;
736 int tex_Texture_Cube;
737 int tex_Texture_Refraction;
738 int tex_Texture_Reflection;
739 int tex_Texture_ShadowMap2D;
740 int tex_Texture_CubeProjection;
741 int tex_Texture_ScreenNormalMap;
742 int tex_Texture_ScreenDiffuse;
743 int tex_Texture_ScreenSpecular;
744 int tex_Texture_ReflectMask;
745 int tex_Texture_ReflectCube;
746 int tex_Texture_BounceGrid;
747 /// locations of detected uniforms in program object, or -1 if not found
748 int loc_Texture_First;
749 int loc_Texture_Second;
750 int loc_Texture_GammaRamps;
751 int loc_Texture_Normal;
752 int loc_Texture_Color;
753 int loc_Texture_Gloss;
754 int loc_Texture_Glow;
755 int loc_Texture_SecondaryNormal;
756 int loc_Texture_SecondaryColor;
757 int loc_Texture_SecondaryGloss;
758 int loc_Texture_SecondaryGlow;
759 int loc_Texture_Pants;
760 int loc_Texture_Shirt;
761 int loc_Texture_FogHeightTexture;
762 int loc_Texture_FogMask;
763 int loc_Texture_Lightmap;
764 int loc_Texture_Deluxemap;
765 int loc_Texture_Attenuation;
766 int loc_Texture_Cube;
767 int loc_Texture_Refraction;
768 int loc_Texture_Reflection;
769 int loc_Texture_ShadowMap2D;
770 int loc_Texture_CubeProjection;
771 int loc_Texture_ScreenNormalMap;
772 int loc_Texture_ScreenDiffuse;
773 int loc_Texture_ScreenSpecular;
774 int loc_Texture_ReflectMask;
775 int loc_Texture_ReflectCube;
776 int loc_Texture_BounceGrid;
778 int loc_BloomBlur_Parameters;
780 int loc_Color_Ambient;
781 int loc_Color_Diffuse;
782 int loc_Color_Specular;
786 int loc_DeferredColor_Ambient;
787 int loc_DeferredColor_Diffuse;
788 int loc_DeferredColor_Specular;
789 int loc_DeferredMod_Diffuse;
790 int loc_DeferredMod_Specular;
791 int loc_DistortScaleRefractReflect;
794 int loc_FogHeightFade;
796 int loc_FogPlaneViewDist;
797 int loc_FogRangeRecip;
800 int loc_LightPosition;
801 int loc_OffsetMapping_ScaleSteps;
802 int loc_OffsetMapping_LodDistance;
803 int loc_OffsetMapping_Bias;
805 int loc_ReflectColor;
806 int loc_ReflectFactor;
807 int loc_ReflectOffset;
808 int loc_RefractColor;
810 int loc_ScreenCenterRefractReflect;
811 int loc_ScreenScaleRefractReflect;
812 int loc_ScreenToDepth;
813 int loc_ShadowMap_Parameters;
814 int loc_ShadowMap_TextureScale;
815 int loc_SpecularPower;
816 int loc_Skeletal_Transform12;
822 int loc_ViewTintColor;
824 int loc_ModelToLight;
826 int loc_BackgroundTexMatrix;
827 int loc_ModelViewProjectionMatrix;
828 int loc_ModelViewMatrix;
829 int loc_PixelToScreenTexCoord;
830 int loc_ModelToReflectCube;
831 int loc_ShadowMapMatrix;
832 int loc_BloomColorSubtract;
833 int loc_NormalmapScrollBlend;
834 int loc_BounceGridMatrix;
835 int loc_BounceGridIntensity;
836 /// uniform block bindings
837 int ubibind_Skeletal_Transform12_UniformBlock;
838 /// uniform block indices
839 int ubiloc_Skeletal_Transform12_UniformBlock;
841 r_glsl_permutation_t;
843 #define SHADERPERMUTATION_HASHSIZE 256
846 // non-degradable "lightweight" shader parameters to keep the permutations simpler
847 // these can NOT degrade! only use for simple stuff
850 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
851 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
852 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
853 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
854 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
855 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
856 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
857 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
858 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
859 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
860 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
861 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
862 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
863 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
865 #define SHADERSTATICPARMS_COUNT 14
867 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
868 static int shaderstaticparms_count = 0;
870 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
871 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
873 extern qboolean r_shadow_shadowmapsampler;
874 extern int r_shadow_shadowmappcf;
875 qboolean R_CompileShader_CheckStaticParms(void)
877 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
878 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
879 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
882 if (r_glsl_saturation_redcompensate.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
884 if (r_glsl_vertextextureblend_usebothalphas.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
886 if (r_shadow_glossexact.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
888 if (r_glsl_postprocess.integer)
890 if (r_glsl_postprocess_uservec1_enable.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
892 if (r_glsl_postprocess_uservec2_enable.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
894 if (r_glsl_postprocess_uservec3_enable.integer)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
896 if (r_glsl_postprocess_uservec4_enable.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
901 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
904 if (r_shadow_shadowmapsampler)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
906 if (r_shadow_shadowmappcf > 1)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
908 else if (r_shadow_shadowmappcf)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
910 if (r_celshading.integer)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
912 if (r_celoutlines.integer)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
915 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
918 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
919 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
920 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
922 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
923 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
925 shaderstaticparms_count = 0;
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
944 /// information about each possible shader permutation
945 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
946 /// currently selected permutation
947 r_glsl_permutation_t *r_glsl_permutation;
948 /// storage for permutations linked in the hash table
949 memexpandablearray_t r_glsl_permutationarray;
951 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
953 //unsigned int hashdepth = 0;
954 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
955 r_glsl_permutation_t *p;
956 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
958 if (p->mode == mode && p->permutation == permutation)
960 //if (hashdepth > 10)
961 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
966 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
968 p->permutation = permutation;
969 p->hashnext = r_glsl_permutationhash[mode][hashindex];
970 r_glsl_permutationhash[mode][hashindex] = p;
971 //if (hashdepth > 10)
972 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
976 static char *R_ShaderStrCat(const char **strings)
979 const char **p = strings;
982 for (p = strings;(t = *p);p++)
985 s = string = (char *)Mem_Alloc(r_main_mempool, len);
987 for (p = strings;(t = *p);p++)
997 static char *R_ShaderStrCat(const char **strings);
998 static void R_InitShaderModeInfo(void)
1001 shadermodeinfo_t *modeinfo;
1002 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1003 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1005 for (i = 0; i < SHADERMODE_COUNT; i++)
1007 char filename[MAX_QPATH];
1008 modeinfo = &shadermodeinfo[language][i];
1009 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1010 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1011 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1012 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1017 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1020 // if the mode has no filename we have to return the builtin string
1021 if (builtinonly || !modeinfo->filename)
1022 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1023 // note that FS_LoadFile appends a 0 byte to make it a valid string
1024 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1027 if (printfromdisknotice)
1028 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1029 return shaderstring;
1031 // fall back to builtinstring
1032 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1035 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1040 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1042 char permutationname[256];
1043 int vertstrings_count = 0;
1044 int geomstrings_count = 0;
1045 int fragstrings_count = 0;
1046 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1047 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1048 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1055 permutationname[0] = 0;
1056 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1058 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1060 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1061 if(vid.support.glshaderversion >= 140)
1063 vertstrings_list[vertstrings_count++] = "#version 140\n";
1064 geomstrings_list[geomstrings_count++] = "#version 140\n";
1065 fragstrings_list[fragstrings_count++] = "#version 140\n";
1066 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1067 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1068 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1070 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1071 else if(vid.support.glshaderversion >= 130)
1073 vertstrings_list[vertstrings_count++] = "#version 130\n";
1074 geomstrings_list[geomstrings_count++] = "#version 130\n";
1075 fragstrings_list[fragstrings_count++] = "#version 130\n";
1076 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1077 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1078 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1080 // if we can do #version 120, we should (this adds the invariant keyword)
1081 else if(vid.support.glshaderversion >= 120)
1083 vertstrings_list[vertstrings_count++] = "#version 120\n";
1084 geomstrings_list[geomstrings_count++] = "#version 120\n";
1085 fragstrings_list[fragstrings_count++] = "#version 120\n";
1086 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1087 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1088 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1090 // GLES also adds several things from GLSL120
1091 switch(vid.renderpath)
1093 case RENDERPATH_GLES2:
1094 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1095 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1096 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1102 // the first pretext is which type of shader to compile as
1103 // (later these will all be bound together as a program object)
1104 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1105 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1106 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1108 // the second pretext is the mode (for example a light source)
1109 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1110 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1111 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1112 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1114 // now add all the permutation pretexts
1115 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1117 if (permutation & (1ll<<i))
1119 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1120 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1121 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1122 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1126 // keep line numbers correct
1127 vertstrings_list[vertstrings_count++] = "\n";
1128 geomstrings_list[geomstrings_count++] = "\n";
1129 fragstrings_list[fragstrings_count++] = "\n";
1134 R_CompileShader_AddStaticParms(mode, permutation);
1135 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1136 vertstrings_count += shaderstaticparms_count;
1137 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1138 geomstrings_count += shaderstaticparms_count;
1139 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1140 fragstrings_count += shaderstaticparms_count;
1142 // now append the shader text itself
1143 vertstrings_list[vertstrings_count++] = sourcestring;
1144 geomstrings_list[geomstrings_count++] = sourcestring;
1145 fragstrings_list[fragstrings_count++] = sourcestring;
1147 // we don't currently use geometry shaders for anything, so just empty the list
1148 geomstrings_count = 0;
1150 // compile the shader program
1151 if (vertstrings_count + geomstrings_count + fragstrings_count)
1152 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1156 qglUseProgram(p->program);CHECKGLERROR
1157 // look up all the uniform variable names we care about, so we don't
1158 // have to look them up every time we set them
1163 GLint activeuniformindex = 0;
1164 GLint numactiveuniforms = 0;
1165 char uniformname[128];
1166 GLsizei uniformnamelength = 0;
1167 GLint uniformsize = 0;
1168 GLenum uniformtype = 0;
1169 memset(uniformname, 0, sizeof(uniformname));
1170 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1171 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1172 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1174 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1175 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1180 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1181 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1182 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1183 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1184 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1185 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1186 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1187 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1188 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1189 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1190 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1191 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1192 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1193 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1194 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1195 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1196 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1197 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1198 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1199 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1200 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1201 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1202 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1203 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1204 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1205 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1206 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1207 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1208 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1209 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1210 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1211 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1212 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1213 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1214 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1215 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1216 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1217 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1218 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1219 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1220 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1221 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1222 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1223 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1224 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1225 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1226 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1227 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1228 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1229 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1230 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1231 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1232 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1233 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1234 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1235 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1236 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1237 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1238 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1239 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1240 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1241 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1242 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1243 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1244 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1245 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1246 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1247 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1248 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1249 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1250 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1251 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1252 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1253 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1254 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1255 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1256 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1257 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1258 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1259 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1260 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1261 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1262 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1263 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1264 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1265 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1266 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1267 // initialize the samplers to refer to the texture units we use
1268 p->tex_Texture_First = -1;
1269 p->tex_Texture_Second = -1;
1270 p->tex_Texture_GammaRamps = -1;
1271 p->tex_Texture_Normal = -1;
1272 p->tex_Texture_Color = -1;
1273 p->tex_Texture_Gloss = -1;
1274 p->tex_Texture_Glow = -1;
1275 p->tex_Texture_SecondaryNormal = -1;
1276 p->tex_Texture_SecondaryColor = -1;
1277 p->tex_Texture_SecondaryGloss = -1;
1278 p->tex_Texture_SecondaryGlow = -1;
1279 p->tex_Texture_Pants = -1;
1280 p->tex_Texture_Shirt = -1;
1281 p->tex_Texture_FogHeightTexture = -1;
1282 p->tex_Texture_FogMask = -1;
1283 p->tex_Texture_Lightmap = -1;
1284 p->tex_Texture_Deluxemap = -1;
1285 p->tex_Texture_Attenuation = -1;
1286 p->tex_Texture_Cube = -1;
1287 p->tex_Texture_Refraction = -1;
1288 p->tex_Texture_Reflection = -1;
1289 p->tex_Texture_ShadowMap2D = -1;
1290 p->tex_Texture_CubeProjection = -1;
1291 p->tex_Texture_ScreenNormalMap = -1;
1292 p->tex_Texture_ScreenDiffuse = -1;
1293 p->tex_Texture_ScreenSpecular = -1;
1294 p->tex_Texture_ReflectMask = -1;
1295 p->tex_Texture_ReflectCube = -1;
1296 p->tex_Texture_BounceGrid = -1;
1297 // bind the texture samplers in use
1299 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1300 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1301 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1302 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1303 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1304 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1305 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1306 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1307 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1308 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1309 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1310 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1311 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1312 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1313 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1314 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1315 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1316 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1317 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1318 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1319 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1320 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1321 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1322 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1323 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1324 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1325 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1326 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1327 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1328 // get the uniform block indices so we can bind them
1329 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1330 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1331 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1333 // clear the uniform block bindings
1334 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1335 // bind the uniform blocks in use
1337 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1338 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1340 // we're done compiling and setting up the shader, at least until it is used
1342 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1345 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1349 Mem_Free(sourcestring);
1352 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1354 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1355 if (r_glsl_permutation != perm)
1357 r_glsl_permutation = perm;
1358 if (!r_glsl_permutation->program)
1360 if (!r_glsl_permutation->compiled)
1362 Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
1363 R_GLSL_CompilePermutation(perm, mode, permutation);
1365 if (!r_glsl_permutation->program)
1367 // remove features until we find a valid permutation
1369 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1371 // reduce i more quickly whenever it would not remove any bits
1372 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1373 if (!(permutation & j))
1376 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1377 if (!r_glsl_permutation->compiled)
1378 R_GLSL_CompilePermutation(perm, mode, permutation);
1379 if (r_glsl_permutation->program)
1382 if (i >= SHADERPERMUTATION_COUNT)
1384 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1385 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1386 qglUseProgram(0);CHECKGLERROR
1387 return; // no bit left to clear, entire mode is broken
1392 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1394 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1395 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1396 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1400 void R_GLSL_Restart_f(cmd_state_t *cmd)
1402 unsigned int i, limit;
1403 switch(vid.renderpath)
1405 case RENDERPATH_GL32:
1406 case RENDERPATH_GLES2:
1408 r_glsl_permutation_t *p;
1409 r_glsl_permutation = NULL;
1410 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1411 for (i = 0;i < limit;i++)
1413 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1415 GL_Backend_FreeProgram(p->program);
1416 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1419 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1425 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1427 int i, language, mode, dupe;
1429 shadermodeinfo_t *modeinfo;
1432 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1434 modeinfo = shadermodeinfo[language];
1435 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1437 // don't dump the same file multiple times (most or all shaders come from the same file)
1438 for (dupe = mode - 1;dupe >= 0;dupe--)
1439 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1443 text = modeinfo[mode].builtinstring;
1446 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1449 FS_Print(file, "/* The engine may define the following macros:\n");
1450 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1451 for (i = 0;i < SHADERMODE_COUNT;i++)
1452 FS_Print(file, modeinfo[i].pretext);
1453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1454 FS_Print(file, shaderpermutationinfo[i].pretext);
1455 FS_Print(file, "*/\n");
1456 FS_Print(file, text);
1458 Con_Printf("%s written\n", modeinfo[mode].filename);
1461 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1466 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1468 dpuint64 permutation = 0;
1469 if (r_trippy.integer && !notrippy)
1470 permutation |= SHADERPERMUTATION_TRIPPY;
1471 permutation |= SHADERPERMUTATION_VIEWTINT;
1473 permutation |= SHADERPERMUTATION_DIFFUSE;
1474 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1475 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1476 if (suppresstexalpha)
1477 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1478 if (vid.allowalphatocoverage)
1479 GL_AlphaToCoverage(false);
1480 switch (vid.renderpath)
1482 case RENDERPATH_GL32:
1483 case RENDERPATH_GLES2:
1484 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1485 if (r_glsl_permutation->tex_Texture_First >= 0)
1486 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1487 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1488 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1493 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1495 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1498 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1500 dpuint64 permutation = 0;
1501 if (r_trippy.integer && !notrippy)
1502 permutation |= SHADERPERMUTATION_TRIPPY;
1504 permutation |= SHADERPERMUTATION_DEPTHRGB;
1506 permutation |= SHADERPERMUTATION_SKELETAL;
1508 if (vid.allowalphatocoverage)
1509 GL_AlphaToCoverage(false);
1510 switch (vid.renderpath)
1512 case RENDERPATH_GL32:
1513 case RENDERPATH_GLES2:
1514 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1515 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1516 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1522 #define BLENDFUNC_ALLOWS_COLORMOD 1
1523 #define BLENDFUNC_ALLOWS_FOG 2
1524 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1525 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1526 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1527 static int R_BlendFuncFlags(int src, int dst)
1531 // a blendfunc allows colormod if:
1532 // a) it can never keep the destination pixel invariant, or
1533 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1534 // this is to prevent unintended side effects from colormod
1536 // a blendfunc allows fog if:
1537 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1538 // this is to prevent unintended side effects from fog
1540 // these checks are the output of fogeval.pl
1542 r |= BLENDFUNC_ALLOWS_COLORMOD;
1543 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1544 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1545 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1546 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1547 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1548 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1549 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1550 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1551 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1552 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1553 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1554 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1555 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1556 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1557 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1559 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1560 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1561 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1562 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1563 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1568 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1570 // select a permutation of the lighting shader appropriate to this
1571 // combination of texture, entity, light source, and fogging, only use the
1572 // minimum features necessary to avoid wasting rendering time in the
1573 // fragment shader on features that are not being used
1574 dpuint64 permutation = 0;
1575 unsigned int mode = 0;
1577 texture_t *t = rsurface.texture;
1579 matrix4x4_t tempmatrix;
1580 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1581 if (r_trippy.integer && !notrippy)
1582 permutation |= SHADERPERMUTATION_TRIPPY;
1583 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1584 permutation |= SHADERPERMUTATION_ALPHAKILL;
1585 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1586 permutation |= SHADERPERMUTATION_OCCLUDE;
1587 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1588 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1589 if (rsurfacepass == RSURFPASS_BACKGROUND)
1591 // distorted background
1592 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1594 mode = SHADERMODE_WATER;
1595 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1596 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1597 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1599 // this is the right thing to do for wateralpha
1600 GL_BlendFunc(GL_ONE, GL_ZERO);
1601 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1605 // this is the right thing to do for entity alpha
1606 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1607 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1610 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1612 mode = SHADERMODE_REFRACTION;
1613 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1614 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1615 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1616 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620 mode = SHADERMODE_GENERIC;
1621 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1622 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1623 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1625 if (vid.allowalphatocoverage)
1626 GL_AlphaToCoverage(false);
1628 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1630 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1632 switch(t->offsetmapping)
1634 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1635 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1636 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1637 case OFFSETMAPPING_OFF: break;
1640 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1641 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1642 // normalmap (deferred prepass), may use alpha test on diffuse
1643 mode = SHADERMODE_DEFERREDGEOMETRY;
1644 GL_BlendFunc(GL_ONE, GL_ZERO);
1645 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1646 if (vid.allowalphatocoverage)
1647 GL_AlphaToCoverage(false);
1649 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1651 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1653 switch(t->offsetmapping)
1655 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1656 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1657 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1658 case OFFSETMAPPING_OFF: break;
1661 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1662 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1663 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1664 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1666 mode = SHADERMODE_LIGHTSOURCE;
1667 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1668 permutation |= SHADERPERMUTATION_CUBEFILTER;
1669 if (VectorLength2(rtlightdiffuse) > 0)
1670 permutation |= SHADERPERMUTATION_DIFFUSE;
1671 if (VectorLength2(rtlightspecular) > 0)
1672 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1673 if (r_refdef.fogenabled)
1674 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1675 if (t->colormapping)
1676 permutation |= SHADERPERMUTATION_COLORMAPPING;
1677 if (r_shadow_usingshadowmap2d)
1679 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1680 if(r_shadow_shadowmapvsdct)
1681 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1683 if (r_shadow_shadowmap2ddepthbuffer)
1684 permutation |= SHADERPERMUTATION_DEPTHRGB;
1686 if (t->reflectmasktexture)
1687 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1688 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1689 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1690 if (vid.allowalphatocoverage)
1691 GL_AlphaToCoverage(false);
1693 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1695 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1697 switch(t->offsetmapping)
1699 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1700 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1701 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1702 case OFFSETMAPPING_OFF: break;
1705 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1706 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1707 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1708 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1709 // directional model lighting
1710 mode = SHADERMODE_LIGHTDIRECTION;
1711 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1712 permutation |= SHADERPERMUTATION_GLOW;
1713 if (VectorLength2(t->render_modellight_diffuse))
1714 permutation |= SHADERPERMUTATION_DIFFUSE;
1715 if (VectorLength2(t->render_modellight_specular) > 0)
1716 permutation |= SHADERPERMUTATION_SPECULAR;
1717 if (r_refdef.fogenabled)
1718 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1719 if (t->colormapping)
1720 permutation |= SHADERPERMUTATION_COLORMAPPING;
1721 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1723 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1724 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1726 if (r_shadow_shadowmap2ddepthbuffer)
1727 permutation |= SHADERPERMUTATION_DEPTHRGB;
1729 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1730 permutation |= SHADERPERMUTATION_REFLECTION;
1731 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1732 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1733 if (t->reflectmasktexture)
1734 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1735 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1737 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1738 if (r_shadow_bouncegrid_state.directional)
1739 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1741 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1742 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1743 // when using alphatocoverage, we don't need alphakill
1744 if (vid.allowalphatocoverage)
1746 if (r_transparent_alphatocoverage.integer)
1748 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1749 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1752 GL_AlphaToCoverage(false);
1757 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1759 switch(t->offsetmapping)
1761 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1762 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1763 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1764 case OFFSETMAPPING_OFF: break;
1767 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1768 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1769 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1770 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1772 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1773 permutation |= SHADERPERMUTATION_GLOW;
1774 if (r_refdef.fogenabled)
1775 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1776 if (t->colormapping)
1777 permutation |= SHADERPERMUTATION_COLORMAPPING;
1778 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1780 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1781 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1783 if (r_shadow_shadowmap2ddepthbuffer)
1784 permutation |= SHADERPERMUTATION_DEPTHRGB;
1786 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1787 permutation |= SHADERPERMUTATION_REFLECTION;
1788 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1789 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1790 if (t->reflectmasktexture)
1791 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1792 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1794 // deluxemapping (light direction texture)
1795 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1796 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1798 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1799 permutation |= SHADERPERMUTATION_DIFFUSE;
1800 if (VectorLength2(t->render_lightmap_specular) > 0)
1801 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1803 else if (r_glsl_deluxemapping.integer >= 2)
1805 // fake deluxemapping (uniform light direction in tangentspace)
1806 if (rsurface.uselightmaptexture)
1807 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1809 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1810 permutation |= SHADERPERMUTATION_DIFFUSE;
1811 if (VectorLength2(t->render_lightmap_specular) > 0)
1812 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1814 else if (rsurface.uselightmaptexture)
1816 // ordinary lightmapping (q1bsp, q3bsp)
1817 mode = SHADERMODE_LIGHTMAP;
1821 // ordinary vertex coloring (q3bsp)
1822 mode = SHADERMODE_VERTEXCOLOR;
1824 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1826 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1827 if (r_shadow_bouncegrid_state.directional)
1828 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1830 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1831 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1832 // when using alphatocoverage, we don't need alphakill
1833 if (vid.allowalphatocoverage)
1835 if (r_transparent_alphatocoverage.integer)
1837 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1838 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1841 GL_AlphaToCoverage(false);
1844 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1845 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1846 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1847 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1848 switch(vid.renderpath)
1850 case RENDERPATH_GL32:
1851 case RENDERPATH_GLES2:
1852 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1853 RSurf_UploadBuffersForBatch();
1854 // this has to be after RSurf_PrepareVerticesForBatch
1855 if (rsurface.batchskeletaltransform3x4buffer)
1856 permutation |= SHADERPERMUTATION_SKELETAL;
1857 R_SetupShader_SetPermutationGLSL(mode, permutation);
1858 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1859 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1861 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1862 if (mode == SHADERMODE_LIGHTSOURCE)
1864 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1865 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1866 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1867 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1868 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1869 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1871 // additive passes are only darkened by fog, not tinted
1872 if (r_glsl_permutation->loc_FogColor >= 0)
1873 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1874 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1878 if (mode == SHADERMODE_FLATCOLOR)
1880 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1882 else if (mode == SHADERMODE_LIGHTDIRECTION)
1884 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1885 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1886 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1887 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1888 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1889 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1890 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1894 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1895 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1896 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1897 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1898 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1900 // additive passes are only darkened by fog, not tinted
1901 if (r_glsl_permutation->loc_FogColor >= 0)
1903 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1904 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1906 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1908 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1909 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1910 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1911 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1912 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1913 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1914 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1915 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1916 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1918 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1919 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1920 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1921 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1923 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1924 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1928 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1929 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1932 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1933 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1934 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1935 if (r_glsl_permutation->loc_Color_Pants >= 0)
1937 if (t->pantstexture)
1938 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1940 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1942 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1944 if (t->shirttexture)
1945 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1947 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1949 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
1950 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1951 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1952 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1953 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1954 r_glsl_offsetmapping_scale.value*t->offsetscale,
1955 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1956 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1957 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1959 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
1960 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1961 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
1962 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1963 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
1964 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1966 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
1967 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
1968 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
1969 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
1970 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
1971 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
1972 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
1973 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
1974 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
1975 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
1976 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
1977 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
1978 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
1979 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
1980 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
1981 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
1982 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
1983 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
1984 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
1985 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
1986 if (rsurfacepass == RSURFPASS_BACKGROUND)
1988 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
1989 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
1990 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
1994 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
1996 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
1997 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
1998 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
1999 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2001 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2002 if (rsurface.rtlight)
2004 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2005 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2008 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2014 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2016 // select a permutation of the lighting shader appropriate to this
2017 // combination of texture, entity, light source, and fogging, only use the
2018 // minimum features necessary to avoid wasting rendering time in the
2019 // fragment shader on features that are not being used
2020 dpuint64 permutation = 0;
2021 unsigned int mode = 0;
2022 const float *lightcolorbase = rtlight->currentcolor;
2023 float ambientscale = rtlight->ambientscale;
2024 float diffusescale = rtlight->diffusescale;
2025 float specularscale = rtlight->specularscale;
2026 // this is the location of the light in view space
2027 vec3_t viewlightorigin;
2028 // this transforms from view space (camera) to light space (cubemap)
2029 matrix4x4_t viewtolight;
2030 matrix4x4_t lighttoview;
2031 float viewtolight16f[16];
2033 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2034 if (rtlight->currentcubemap != r_texture_whitecube)
2035 permutation |= SHADERPERMUTATION_CUBEFILTER;
2036 if (diffusescale > 0)
2037 permutation |= SHADERPERMUTATION_DIFFUSE;
2038 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2039 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2040 if (r_shadow_usingshadowmap2d)
2042 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2043 if (r_shadow_shadowmapvsdct)
2044 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2046 if (r_shadow_shadowmap2ddepthbuffer)
2047 permutation |= SHADERPERMUTATION_DEPTHRGB;
2049 if (vid.allowalphatocoverage)
2050 GL_AlphaToCoverage(false);
2051 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2052 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2053 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2054 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2055 switch(vid.renderpath)
2057 case RENDERPATH_GL32:
2058 case RENDERPATH_GLES2:
2059 R_SetupShader_SetPermutationGLSL(mode, permutation);
2060 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2061 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2062 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2063 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2064 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2065 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2066 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2067 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2068 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2069 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2071 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2072 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2073 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2074 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2075 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2080 #define SKINFRAME_HASH 1024
2084 unsigned int loadsequence; // incremented each level change
2085 memexpandablearray_t array;
2086 skinframe_t *hash[SKINFRAME_HASH];
2089 r_skinframe_t r_skinframe;
2091 void R_SkinFrame_PrepareForPurge(void)
2093 r_skinframe.loadsequence++;
2094 // wrap it without hitting zero
2095 if (r_skinframe.loadsequence >= 200)
2096 r_skinframe.loadsequence = 1;
2099 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2103 // mark the skinframe as used for the purging code
2104 skinframe->loadsequence = r_skinframe.loadsequence;
2107 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2111 if (s->merged == s->base)
2113 R_PurgeTexture(s->stain); s->stain = NULL;
2114 R_PurgeTexture(s->merged); s->merged = NULL;
2115 R_PurgeTexture(s->base); s->base = NULL;
2116 R_PurgeTexture(s->pants); s->pants = NULL;
2117 R_PurgeTexture(s->shirt); s->shirt = NULL;
2118 R_PurgeTexture(s->nmap); s->nmap = NULL;
2119 R_PurgeTexture(s->gloss); s->gloss = NULL;
2120 R_PurgeTexture(s->glow); s->glow = NULL;
2121 R_PurgeTexture(s->fog); s->fog = NULL;
2122 R_PurgeTexture(s->reflect); s->reflect = NULL;
2123 s->loadsequence = 0;
2126 void R_SkinFrame_Purge(void)
2130 for (i = 0;i < SKINFRAME_HASH;i++)
2132 for (s = r_skinframe.hash[i];s;s = s->next)
2134 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2135 R_SkinFrame_PurgeSkinFrame(s);
2140 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2142 char basename[MAX_QPATH];
2144 Image_StripImageExtension(name, basename, sizeof(basename));
2146 if( last == NULL ) {
2148 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2149 item = r_skinframe.hash[hashindex];
2154 // linearly search through the hash bucket
2155 for( ; item ; item = item->next ) {
2156 if( !strcmp( item->basename, basename ) ) {
2163 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2166 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2168 char basename[MAX_QPATH];
2170 Image_StripImageExtension(name, basename, sizeof(basename));
2172 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2173 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2174 if (!strcmp(item->basename, basename) &&
2175 item->textureflags == compareflags &&
2176 item->comparewidth == comparewidth &&
2177 item->compareheight == compareheight &&
2178 item->comparecrc == comparecrc)
2185 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2186 memset(item, 0, sizeof(*item));
2187 strlcpy(item->basename, basename, sizeof(item->basename));
2188 item->textureflags = compareflags;
2189 item->comparewidth = comparewidth;
2190 item->compareheight = compareheight;
2191 item->comparecrc = comparecrc;
2192 item->next = r_skinframe.hash[hashindex];
2193 r_skinframe.hash[hashindex] = item;
2195 else if (textureflags & TEXF_FORCE_RELOAD)
2196 R_SkinFrame_PurgeSkinFrame(item);
2198 R_SkinFrame_MarkUsed(item);
2202 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2204 unsigned long long avgcolor[5], wsum; \
2212 for(pix = 0; pix < cnt; ++pix) \
2215 for(comp = 0; comp < 3; ++comp) \
2217 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2220 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2222 for(comp = 0; comp < 3; ++comp) \
2223 avgcolor[comp] += getpixel * w; \
2226 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2227 avgcolor[4] += getpixel; \
2229 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2231 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2232 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2233 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2234 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2237 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2239 skinframe_t *skinframe;
2241 if (cls.state == ca_dedicated)
2244 // return an existing skinframe if already loaded
2245 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2246 if (skinframe && skinframe->base)
2249 // if the skinframe doesn't exist this will create it
2250 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2253 extern cvar_t gl_picmip;
2254 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2257 unsigned char *pixels;
2258 unsigned char *bumppixels;
2259 unsigned char *basepixels = NULL;
2260 int basepixels_width = 0;
2261 int basepixels_height = 0;
2262 rtexture_t *ddsbase = NULL;
2263 qboolean ddshasalpha = false;
2264 float ddsavgcolor[4];
2265 char basename[MAX_QPATH];
2266 int miplevel = R_PicmipForFlags(textureflags);
2267 int savemiplevel = miplevel;
2271 if (cls.state == ca_dedicated)
2274 Image_StripImageExtension(name, basename, sizeof(basename));
2276 // check for DDS texture file first
2277 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2279 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2280 if (basepixels == NULL && fallbacknotexture)
2281 basepixels = Image_GenerateNoTexture();
2282 if (basepixels == NULL)
2286 // FIXME handle miplevel
2288 if (developer_loading.integer)
2289 Con_Printf("loading skin \"%s\"\n", name);
2291 // we've got some pixels to store, so really allocate this new texture now
2293 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2294 textureflags &= ~TEXF_FORCE_RELOAD;
2295 skinframe->stain = NULL;
2296 skinframe->merged = NULL;
2297 skinframe->base = NULL;
2298 skinframe->pants = NULL;
2299 skinframe->shirt = NULL;
2300 skinframe->nmap = NULL;
2301 skinframe->gloss = NULL;
2302 skinframe->glow = NULL;
2303 skinframe->fog = NULL;
2304 skinframe->reflect = NULL;
2305 skinframe->hasalpha = false;
2306 // we could store the q2animname here too
2310 skinframe->base = ddsbase;
2311 skinframe->hasalpha = ddshasalpha;
2312 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2313 if (r_loadfog && skinframe->hasalpha)
2314 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2315 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2319 basepixels_width = image_width;
2320 basepixels_height = image_height;
2321 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2322 if (textureflags & TEXF_ALPHA)
2324 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2326 if (basepixels[j] < 255)
2328 skinframe->hasalpha = true;
2332 if (r_loadfog && skinframe->hasalpha)
2334 // has transparent pixels
2335 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2336 for (j = 0;j < image_width * image_height * 4;j += 4)
2341 pixels[j+3] = basepixels[j+3];
2343 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2347 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2349 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2350 if (r_savedds && skinframe->base)
2351 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2352 if (r_savedds && skinframe->fog)
2353 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2359 mymiplevel = savemiplevel;
2360 if (r_loadnormalmap)
2361 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2362 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2364 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2365 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2366 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2367 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2370 // _norm is the name used by tenebrae and has been adopted as standard
2371 if (r_loadnormalmap && skinframe->nmap == NULL)
2373 mymiplevel = savemiplevel;
2374 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2376 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2380 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2382 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2383 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2384 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2386 Mem_Free(bumppixels);
2388 else if (r_shadow_bumpscale_basetexture.value > 0)
2390 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2391 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2392 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2396 if (r_savedds && skinframe->nmap)
2397 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2401 // _luma is supported only for tenebrae compatibility
2402 // _glow is the preferred name
2403 mymiplevel = savemiplevel;
2404 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2406 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2408 if (r_savedds && skinframe->glow)
2409 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2411 Mem_Free(pixels);pixels = NULL;
2414 mymiplevel = savemiplevel;
2415 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2417 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2419 if (r_savedds && skinframe->gloss)
2420 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2426 mymiplevel = savemiplevel;
2427 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2429 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2431 if (r_savedds && skinframe->pants)
2432 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2438 mymiplevel = savemiplevel;
2439 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2441 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2443 if (r_savedds && skinframe->shirt)
2444 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2450 mymiplevel = savemiplevel;
2451 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2453 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2455 if (r_savedds && skinframe->reflect)
2456 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2463 Mem_Free(basepixels);
2468 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2471 skinframe_t *skinframe;
2474 if (cls.state == ca_dedicated)
2477 // if already loaded just return it, otherwise make a new skinframe
2478 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2479 if (skinframe->base)
2481 textureflags &= ~TEXF_FORCE_RELOAD;
2483 skinframe->stain = NULL;
2484 skinframe->merged = NULL;
2485 skinframe->base = NULL;
2486 skinframe->pants = NULL;
2487 skinframe->shirt = NULL;
2488 skinframe->nmap = NULL;
2489 skinframe->gloss = NULL;
2490 skinframe->glow = NULL;
2491 skinframe->fog = NULL;
2492 skinframe->reflect = NULL;
2493 skinframe->hasalpha = false;
2495 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2499 if (developer_loading.integer)
2500 Con_Printf("loading 32bit skin \"%s\"\n", name);
2502 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2504 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2505 unsigned char *b = a + width * height * 4;
2506 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2507 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2510 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2511 if (textureflags & TEXF_ALPHA)
2513 for (i = 3;i < width * height * 4;i += 4)
2515 if (skindata[i] < 255)
2517 skinframe->hasalpha = true;
2521 if (r_loadfog && skinframe->hasalpha)
2523 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2524 memcpy(fogpixels, skindata, width * height * 4);
2525 for (i = 0;i < width * height * 4;i += 4)
2526 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2527 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2528 Mem_Free(fogpixels);
2532 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2533 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2538 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2542 skinframe_t *skinframe;
2544 if (cls.state == ca_dedicated)
2547 // if already loaded just return it, otherwise make a new skinframe
2548 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2549 if (skinframe->base)
2551 //textureflags &= ~TEXF_FORCE_RELOAD;
2553 skinframe->stain = NULL;
2554 skinframe->merged = NULL;
2555 skinframe->base = NULL;
2556 skinframe->pants = NULL;
2557 skinframe->shirt = NULL;
2558 skinframe->nmap = NULL;
2559 skinframe->gloss = NULL;
2560 skinframe->glow = NULL;
2561 skinframe->fog = NULL;
2562 skinframe->reflect = NULL;
2563 skinframe->hasalpha = false;
2565 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2569 if (developer_loading.integer)
2570 Con_Printf("loading quake skin \"%s\"\n", name);
2572 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2573 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2574 memcpy(skinframe->qpixels, skindata, width*height);
2575 skinframe->qwidth = width;
2576 skinframe->qheight = height;
2579 for (i = 0;i < width * height;i++)
2580 featuresmask |= palette_featureflags[skindata[i]];
2582 skinframe->hasalpha = false;
2585 skinframe->hasalpha = true;
2586 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2587 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2588 skinframe->qgeneratemerged = true;
2589 skinframe->qgeneratebase = skinframe->qhascolormapping;
2590 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2592 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2593 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2598 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2602 unsigned char *skindata;
2605 if (!skinframe->qpixels)
2608 if (!skinframe->qhascolormapping)
2609 colormapped = false;
2613 if (!skinframe->qgeneratebase)
2618 if (!skinframe->qgeneratemerged)
2622 width = skinframe->qwidth;
2623 height = skinframe->qheight;
2624 skindata = skinframe->qpixels;
2626 if (skinframe->qgeneratenmap)
2628 unsigned char *a, *b;
2629 skinframe->qgeneratenmap = false;
2630 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2631 b = a + width * height * 4;
2632 // use either a custom palette or the quake palette
2633 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2634 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2635 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2639 if (skinframe->qgenerateglow)
2641 skinframe->qgenerateglow = false;
2642 if (skinframe->hasalpha) // fence textures
2643 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2645 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2650 skinframe->qgeneratebase = false;
2651 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2652 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2653 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2657 skinframe->qgeneratemerged = false;
2658 if (skinframe->hasalpha) // fence textures
2659 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2661 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2664 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2666 Mem_Free(skinframe->qpixels);
2667 skinframe->qpixels = NULL;
2671 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2674 skinframe_t *skinframe;
2677 if (cls.state == ca_dedicated)
2680 // if already loaded just return it, otherwise make a new skinframe
2681 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2682 if (skinframe->base)
2684 textureflags &= ~TEXF_FORCE_RELOAD;
2686 skinframe->stain = NULL;
2687 skinframe->merged = NULL;
2688 skinframe->base = NULL;
2689 skinframe->pants = NULL;
2690 skinframe->shirt = NULL;
2691 skinframe->nmap = NULL;
2692 skinframe->gloss = NULL;
2693 skinframe->glow = NULL;
2694 skinframe->fog = NULL;
2695 skinframe->reflect = NULL;
2696 skinframe->hasalpha = false;
2698 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2702 if (developer_loading.integer)
2703 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2705 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2706 if ((textureflags & TEXF_ALPHA) && alphapalette)
2708 for (i = 0;i < width * height;i++)
2710 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2712 skinframe->hasalpha = true;
2716 if (r_loadfog && skinframe->hasalpha)
2717 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2720 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2721 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2726 skinframe_t *R_SkinFrame_LoadMissing(void)
2728 skinframe_t *skinframe;
2730 if (cls.state == ca_dedicated)
2733 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2734 skinframe->stain = NULL;
2735 skinframe->merged = NULL;
2736 skinframe->base = NULL;
2737 skinframe->pants = NULL;
2738 skinframe->shirt = NULL;
2739 skinframe->nmap = NULL;
2740 skinframe->gloss = NULL;
2741 skinframe->glow = NULL;
2742 skinframe->fog = NULL;
2743 skinframe->reflect = NULL;
2744 skinframe->hasalpha = false;
2746 skinframe->avgcolor[0] = rand() / RAND_MAX;
2747 skinframe->avgcolor[1] = rand() / RAND_MAX;
2748 skinframe->avgcolor[2] = rand() / RAND_MAX;
2749 skinframe->avgcolor[3] = 1;
2754 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2757 static unsigned char pix[16][16][4];
2759 if (cls.state == ca_dedicated)
2762 // this makes a light grey/dark grey checkerboard texture
2765 for (y = 0; y < 16; y++)
2767 for (x = 0; x < 16; x++)
2769 if ((y < 8) ^ (x < 8))
2787 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2790 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2792 skinframe_t *skinframe;
2793 if (cls.state == ca_dedicated)
2795 // if already loaded just return it, otherwise make a new skinframe
2796 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2797 if (skinframe->base)
2799 textureflags &= ~TEXF_FORCE_RELOAD;
2800 skinframe->stain = NULL;
2801 skinframe->merged = NULL;
2802 skinframe->base = NULL;
2803 skinframe->pants = NULL;
2804 skinframe->shirt = NULL;
2805 skinframe->nmap = NULL;
2806 skinframe->gloss = NULL;
2807 skinframe->glow = NULL;
2808 skinframe->fog = NULL;
2809 skinframe->reflect = NULL;
2810 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2811 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2814 if (developer_loading.integer)
2815 Con_Printf("loading 32bit skin \"%s\"\n", name);
2816 skinframe->base = skinframe->merged = tex;
2817 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2821 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2822 typedef struct suffixinfo_s
2825 qboolean flipx, flipy, flipdiagonal;
2828 static suffixinfo_t suffix[3][6] =
2831 {"px", false, false, false},
2832 {"nx", false, false, false},
2833 {"py", false, false, false},
2834 {"ny", false, false, false},
2835 {"pz", false, false, false},
2836 {"nz", false, false, false}
2839 {"posx", false, false, false},
2840 {"negx", false, false, false},
2841 {"posy", false, false, false},
2842 {"negy", false, false, false},
2843 {"posz", false, false, false},
2844 {"negz", false, false, false}
2847 {"rt", true, false, true},
2848 {"lf", false, true, true},
2849 {"ft", true, true, false},
2850 {"bk", false, false, false},
2851 {"up", true, false, true},
2852 {"dn", true, false, true}
2856 static int componentorder[4] = {0, 1, 2, 3};
2858 static rtexture_t *R_LoadCubemap(const char *basename)
2860 int i, j, cubemapsize;
2861 unsigned char *cubemappixels, *image_buffer;
2862 rtexture_t *cubemaptexture;
2864 // must start 0 so the first loadimagepixels has no requested width/height
2866 cubemappixels = NULL;
2867 cubemaptexture = NULL;
2868 // keep trying different suffix groups (posx, px, rt) until one loads
2869 for (j = 0;j < 3 && !cubemappixels;j++)
2871 // load the 6 images in the suffix group
2872 for (i = 0;i < 6;i++)
2874 // generate an image name based on the base and and suffix
2875 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2877 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2879 // an image loaded, make sure width and height are equal
2880 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2882 // if this is the first image to load successfully, allocate the cubemap memory
2883 if (!cubemappixels && image_width >= 1)
2885 cubemapsize = image_width;
2886 // note this clears to black, so unavailable sides are black
2887 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2889 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2891 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2894 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2896 Mem_Free(image_buffer);
2900 // if a cubemap loaded, upload it
2903 if (developer_loading.integer)
2904 Con_Printf("loading cubemap \"%s\"\n", basename);
2906 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
2907 Mem_Free(cubemappixels);
2911 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2912 if (developer_loading.integer)
2914 Con_Printf("(tried tried images ");
2915 for (j = 0;j < 3;j++)
2916 for (i = 0;i < 6;i++)
2917 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2918 Con_Print(" and was unable to find any of them).\n");
2921 return cubemaptexture;
2924 rtexture_t *R_GetCubemap(const char *basename)
2927 for (i = 0;i < r_texture_numcubemaps;i++)
2928 if (r_texture_cubemaps[i] != NULL)
2929 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2930 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2931 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2932 return r_texture_whitecube;
2933 r_texture_numcubemaps++;
2934 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2935 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2936 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2937 return r_texture_cubemaps[i]->texture;
2940 static void R_Main_FreeViewCache(void)
2942 if (r_refdef.viewcache.entityvisible)
2943 Mem_Free(r_refdef.viewcache.entityvisible);
2944 if (r_refdef.viewcache.world_pvsbits)
2945 Mem_Free(r_refdef.viewcache.world_pvsbits);
2946 if (r_refdef.viewcache.world_leafvisible)
2947 Mem_Free(r_refdef.viewcache.world_leafvisible);
2948 if (r_refdef.viewcache.world_surfacevisible)
2949 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2950 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2953 static void R_Main_ResizeViewCache(void)
2955 int numentities = r_refdef.scene.numentities;
2956 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2957 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2958 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2959 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2960 if (r_refdef.viewcache.maxentities < numentities)
2962 r_refdef.viewcache.maxentities = numentities;
2963 if (r_refdef.viewcache.entityvisible)
2964 Mem_Free(r_refdef.viewcache.entityvisible);
2965 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2967 if (r_refdef.viewcache.world_numclusters != numclusters)
2969 r_refdef.viewcache.world_numclusters = numclusters;
2970 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2971 if (r_refdef.viewcache.world_pvsbits)
2972 Mem_Free(r_refdef.viewcache.world_pvsbits);
2973 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2975 if (r_refdef.viewcache.world_numleafs != numleafs)
2977 r_refdef.viewcache.world_numleafs = numleafs;
2978 if (r_refdef.viewcache.world_leafvisible)
2979 Mem_Free(r_refdef.viewcache.world_leafvisible);
2980 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2982 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2984 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2985 if (r_refdef.viewcache.world_surfacevisible)
2986 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2987 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2991 extern rtexture_t *loadingscreentexture;
2992 static void gl_main_start(void)
2994 loadingscreentexture = NULL;
2995 r_texture_blanknormalmap = NULL;
2996 r_texture_white = NULL;
2997 r_texture_grey128 = NULL;
2998 r_texture_black = NULL;
2999 r_texture_whitecube = NULL;
3000 r_texture_normalizationcube = NULL;
3001 r_texture_fogattenuation = NULL;
3002 r_texture_fogheighttexture = NULL;
3003 r_texture_gammaramps = NULL;
3004 r_texture_numcubemaps = 0;
3005 r_uniformbufferalignment = 32;
3007 r_loaddds = r_texture_dds_load.integer != 0;
3008 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3010 switch(vid.renderpath)
3012 case RENDERPATH_GL32:
3013 case RENDERPATH_GLES2:
3014 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3015 Cvar_SetValueQuick(&gl_combine, 1);
3016 Cvar_SetValueQuick(&r_glsl, 1);
3017 r_loadnormalmap = true;
3020 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3021 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3027 R_FrameData_Reset();
3028 R_BufferData_Reset();
3032 memset(r_queries, 0, sizeof(r_queries));
3034 r_qwskincache = NULL;
3035 r_qwskincache_size = 0;
3037 // due to caching of texture_t references, the collision cache must be reset
3038 Collision_Cache_Reset(true);
3040 // set up r_skinframe loading system for textures
3041 memset(&r_skinframe, 0, sizeof(r_skinframe));
3042 r_skinframe.loadsequence = 1;
3043 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3045 r_main_texturepool = R_AllocTexturePool();
3046 R_BuildBlankTextures();
3049 R_BuildNormalizationCube();
3050 r_texture_fogattenuation = NULL;
3051 r_texture_fogheighttexture = NULL;
3052 r_texture_gammaramps = NULL;
3053 //r_texture_fogintensity = NULL;
3054 memset(&r_fb, 0, sizeof(r_fb));
3055 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3056 r_glsl_permutation = NULL;
3057 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3058 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3059 memset(&r_svbsp, 0, sizeof (r_svbsp));
3061 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3062 r_texture_numcubemaps = 0;
3064 r_refdef.fogmasktable_density = 0;
3067 // For Steelstorm Android
3068 // FIXME CACHE the program and reload
3069 // FIXME see possible combinations for SS:BR android
3070 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3071 R_SetupShader_SetPermutationGLSL(0, 12);
3072 R_SetupShader_SetPermutationGLSL(0, 13);
3073 R_SetupShader_SetPermutationGLSL(0, 8388621);
3074 R_SetupShader_SetPermutationGLSL(3, 0);
3075 R_SetupShader_SetPermutationGLSL(3, 2048);
3076 R_SetupShader_SetPermutationGLSL(5, 0);
3077 R_SetupShader_SetPermutationGLSL(5, 2);
3078 R_SetupShader_SetPermutationGLSL(5, 2048);
3079 R_SetupShader_SetPermutationGLSL(5, 8388608);
3080 R_SetupShader_SetPermutationGLSL(11, 1);
3081 R_SetupShader_SetPermutationGLSL(11, 2049);
3082 R_SetupShader_SetPermutationGLSL(11, 8193);
3083 R_SetupShader_SetPermutationGLSL(11, 10241);
3084 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3088 static void gl_main_shutdown(void)
3090 R_RenderTarget_FreeUnused(true);
3091 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3093 R_FrameData_Reset();
3094 R_BufferData_Reset();
3096 R_Main_FreeViewCache();
3098 switch(vid.renderpath)
3100 case RENDERPATH_GL32:
3101 case RENDERPATH_GLES2:
3102 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3104 qglDeleteQueries(r_maxqueries, r_queries);
3111 memset(r_queries, 0, sizeof(r_queries));
3113 r_qwskincache = NULL;
3114 r_qwskincache_size = 0;
3116 // clear out the r_skinframe state
3117 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3118 memset(&r_skinframe, 0, sizeof(r_skinframe));
3121 Mem_Free(r_svbsp.nodes);
3122 memset(&r_svbsp, 0, sizeof (r_svbsp));
3123 R_FreeTexturePool(&r_main_texturepool);
3124 loadingscreentexture = NULL;
3125 r_texture_blanknormalmap = NULL;
3126 r_texture_white = NULL;
3127 r_texture_grey128 = NULL;
3128 r_texture_black = NULL;
3129 r_texture_whitecube = NULL;
3130 r_texture_normalizationcube = NULL;
3131 r_texture_fogattenuation = NULL;
3132 r_texture_fogheighttexture = NULL;
3133 r_texture_gammaramps = NULL;
3134 r_texture_numcubemaps = 0;
3135 //r_texture_fogintensity = NULL;
3136 memset(&r_fb, 0, sizeof(r_fb));
3137 R_GLSL_Restart_f(&cmd_client);
3139 r_glsl_permutation = NULL;
3140 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3141 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3144 static void gl_main_newmap(void)
3146 // FIXME: move this code to client
3147 char *entities, entname[MAX_QPATH];
3149 Mem_Free(r_qwskincache);
3150 r_qwskincache = NULL;
3151 r_qwskincache_size = 0;
3154 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3155 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3157 CL_ParseEntityLump(entities);
3161 if (cl.worldmodel->brush.entities)
3162 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3164 R_Main_FreeViewCache();
3166 R_FrameData_Reset();
3167 R_BufferData_Reset();
3170 void GL_Main_Init(void)
3173 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3174 R_InitShaderModeInfo();
3176 Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3177 Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3178 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3179 if (gamemode == GAME_NEHAHRA)
3181 Cvar_RegisterVariable (&gl_fogenable);
3182 Cvar_RegisterVariable (&gl_fogdensity);
3183 Cvar_RegisterVariable (&gl_fogred);
3184 Cvar_RegisterVariable (&gl_foggreen);
3185 Cvar_RegisterVariable (&gl_fogblue);
3186 Cvar_RegisterVariable (&gl_fogstart);
3187 Cvar_RegisterVariable (&gl_fogend);
3188 Cvar_RegisterVariable (&gl_skyclip);
3190 Cvar_RegisterVariable(&r_motionblur);
3191 Cvar_RegisterVariable(&r_damageblur);
3192 Cvar_RegisterVariable(&r_motionblur_averaging);
3193 Cvar_RegisterVariable(&r_motionblur_randomize);
3194 Cvar_RegisterVariable(&r_motionblur_minblur);
3195 Cvar_RegisterVariable(&r_motionblur_maxblur);
3196 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3197 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3198 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3199 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3200 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3201 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3202 Cvar_RegisterVariable(&r_depthfirst);
3203 Cvar_RegisterVariable(&r_useinfinitefarclip);
3204 Cvar_RegisterVariable(&r_farclip_base);
3205 Cvar_RegisterVariable(&r_farclip_world);
3206 Cvar_RegisterVariable(&r_nearclip);
3207 Cvar_RegisterVariable(&r_deformvertexes);
3208 Cvar_RegisterVariable(&r_transparent);
3209 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3210 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3211 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3212 Cvar_RegisterVariable(&r_showoverdraw);
3213 Cvar_RegisterVariable(&r_showbboxes);
3214 Cvar_RegisterVariable(&r_showbboxes_client);
3215 Cvar_RegisterVariable(&r_showsurfaces);
3216 Cvar_RegisterVariable(&r_showtris);
3217 Cvar_RegisterVariable(&r_shownormals);
3218 Cvar_RegisterVariable(&r_showlighting);
3219 Cvar_RegisterVariable(&r_showcollisionbrushes);
3220 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3221 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3222 Cvar_RegisterVariable(&r_showdisabledepthtest);
3223 Cvar_RegisterVariable(&r_showspriteedges);
3224 Cvar_RegisterVariable(&r_showparticleedges);
3225 Cvar_RegisterVariable(&r_drawportals);
3226 Cvar_RegisterVariable(&r_drawentities);
3227 Cvar_RegisterVariable(&r_draw2d);
3228 Cvar_RegisterVariable(&r_drawworld);
3229 Cvar_RegisterVariable(&r_cullentities_trace);
3230 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3231 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3232 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3233 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3234 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3235 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3236 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3237 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3238 Cvar_RegisterVariable(&r_sortentities);
3239 Cvar_RegisterVariable(&r_drawviewmodel);
3240 Cvar_RegisterVariable(&r_drawexteriormodel);
3241 Cvar_RegisterVariable(&r_speeds);
3242 Cvar_RegisterVariable(&r_fullbrights);
3243 Cvar_RegisterVariable(&r_wateralpha);
3244 Cvar_RegisterVariable(&r_dynamic);
3245 Cvar_RegisterVariable(&r_fullbright_directed);
3246 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3247 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3248 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3249 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3250 Cvar_RegisterVariable(&r_fullbright);
3251 Cvar_RegisterVariable(&r_shadows);
3252 Cvar_RegisterVariable(&r_shadows_darken);
3253 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3254 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3255 Cvar_RegisterVariable(&r_shadows_throwdistance);
3256 Cvar_RegisterVariable(&r_shadows_throwdirection);
3257 Cvar_RegisterVariable(&r_shadows_focus);
3258 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3259 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3260 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3261 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3262 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3263 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3264 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3265 Cvar_RegisterVariable(&r_fog_exp2);
3266 Cvar_RegisterVariable(&r_fog_clear);
3267 Cvar_RegisterVariable(&r_drawfog);
3268 Cvar_RegisterVariable(&r_transparentdepthmasking);
3269 Cvar_RegisterVariable(&r_transparent_sortmindist);
3270 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3271 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3272 Cvar_RegisterVariable(&r_texture_dds_load);
3273 Cvar_RegisterVariable(&r_texture_dds_save);
3274 Cvar_RegisterVariable(&r_textureunits);
3275 Cvar_RegisterVariable(&gl_combine);
3276 Cvar_RegisterVariable(&r_usedepthtextures);
3277 Cvar_RegisterVariable(&r_viewfbo);
3278 Cvar_RegisterVariable(&r_rendertarget_debug);
3279 Cvar_RegisterVariable(&r_viewscale);
3280 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3281 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3282 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3283 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3284 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3285 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3286 Cvar_RegisterVariable(&r_glsl);
3287 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3288 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3289 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3290 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3291 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3292 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3293 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3294 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3295 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3296 Cvar_RegisterVariable(&r_glsl_postprocess);
3297 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3298 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3299 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3300 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3301 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3302 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3303 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3304 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3305 Cvar_RegisterVariable(&r_celshading);
3306 Cvar_RegisterVariable(&r_celoutlines);
3308 Cvar_RegisterVariable(&r_water);
3309 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3310 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3311 Cvar_RegisterVariable(&r_water_clippingplanebias);
3312 Cvar_RegisterVariable(&r_water_refractdistort);
3313 Cvar_RegisterVariable(&r_water_reflectdistort);
3314 Cvar_RegisterVariable(&r_water_scissormode);
3315 Cvar_RegisterVariable(&r_water_lowquality);
3316 Cvar_RegisterVariable(&r_water_hideplayer);
3318 Cvar_RegisterVariable(&r_lerpsprites);
3319 Cvar_RegisterVariable(&r_lerpmodels);
3320 Cvar_RegisterVariable(&r_lerplightstyles);
3321 Cvar_RegisterVariable(&r_waterscroll);
3322 Cvar_RegisterVariable(&r_bloom);
3323 Cvar_RegisterVariable(&r_colorfringe);
3324 Cvar_RegisterVariable(&r_bloom_colorscale);
3325 Cvar_RegisterVariable(&r_bloom_brighten);
3326 Cvar_RegisterVariable(&r_bloom_blur);
3327 Cvar_RegisterVariable(&r_bloom_resolution);
3328 Cvar_RegisterVariable(&r_bloom_colorexponent);
3329 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3330 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3331 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3332 Cvar_RegisterVariable(&r_hdr_glowintensity);
3333 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3334 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3335 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3336 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3337 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3338 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3339 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3340 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3341 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3342 Cvar_RegisterVariable(&developer_texturelogging);
3343 Cvar_RegisterVariable(&gl_lightmaps);
3344 Cvar_RegisterVariable(&r_test);
3345 Cvar_RegisterVariable(&r_batch_multidraw);
3346 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3347 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3348 Cvar_RegisterVariable(&r_glsl_skeletal);
3349 Cvar_RegisterVariable(&r_glsl_saturation);
3350 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3351 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3352 Cvar_RegisterVariable(&r_framedatasize);
3353 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3354 Cvar_RegisterVariable(&r_buffermegs[i]);
3355 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3356 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3357 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3358 #ifdef DP_MOBILETOUCH
3359 // GLES devices have terrible depth precision in general, so...
3360 Cvar_SetValueQuick(&r_nearclip, 4);
3361 Cvar_SetValueQuick(&r_farclip_base, 4096);
3362 Cvar_SetValueQuick(&r_farclip_world, 0);
3363 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3365 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3368 void Render_Init(void)
3381 R_LightningBeams_Init();
3385 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3389 if (r_trippy.integer)
3391 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3393 p = r_refdef.view.frustum + i;
3398 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3402 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3406 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3410 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3414 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3418 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3422 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3426 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3434 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3438 if (r_trippy.integer)
3440 for (i = 0;i < numplanes;i++)
3447 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3451 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3455 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3459 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3463 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3467 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3471 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3475 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3483 //==================================================================================
3485 // LadyHavoc: this stores temporary data used within the same frame
3487 typedef struct r_framedata_mem_s
3489 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3490 size_t size; // how much usable space
3491 size_t current; // how much space in use
3492 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3493 size_t wantedsize; // how much space was allocated
3494 unsigned char *data; // start of real data (16byte aligned)
3498 static r_framedata_mem_t *r_framedata_mem;
3500 void R_FrameData_Reset(void)
3502 while (r_framedata_mem)
3504 r_framedata_mem_t *next = r_framedata_mem->purge;
3505 Mem_Free(r_framedata_mem);
3506 r_framedata_mem = next;
3510 static void R_FrameData_Resize(qboolean mustgrow)
3513 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3514 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3515 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3517 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3518 newmem->wantedsize = wantedsize;
3519 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3520 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3521 newmem->current = 0;
3523 newmem->purge = r_framedata_mem;
3524 r_framedata_mem = newmem;
3528 void R_FrameData_NewFrame(void)
3530 R_FrameData_Resize(false);
3531 if (!r_framedata_mem)
3533 // if we ran out of space on the last frame, free the old memory now
3534 while (r_framedata_mem->purge)
3536 // repeatedly remove the second item in the list, leaving only head
3537 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3538 Mem_Free(r_framedata_mem->purge);
3539 r_framedata_mem->purge = next;
3541 // reset the current mem pointer
3542 r_framedata_mem->current = 0;
3543 r_framedata_mem->mark = 0;
3546 void *R_FrameData_Alloc(size_t size)
3551 // align to 16 byte boundary - the data pointer is already aligned, so we
3552 // only need to ensure the size of every allocation is also aligned
3553 size = (size + 15) & ~15;
3555 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3557 // emergency - we ran out of space, allocate more memory
3558 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3559 newvalue = r_framedatasize.value * 2.0f;
3560 // 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
3561 if (sizeof(size_t) >= 8)
3562 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3564 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3565 // this might not be a growing it, but we'll allocate another buffer every time
3566 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3567 R_FrameData_Resize(true);
3570 data = r_framedata_mem->data + r_framedata_mem->current;
3571 r_framedata_mem->current += size;
3573 // count the usage for stats
3574 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3575 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3577 return (void *)data;
3580 void *R_FrameData_Store(size_t size, void *data)
3582 void *d = R_FrameData_Alloc(size);
3584 memcpy(d, data, size);
3588 void R_FrameData_SetMark(void)
3590 if (!r_framedata_mem)
3592 r_framedata_mem->mark = r_framedata_mem->current;
3595 void R_FrameData_ReturnToMark(void)
3597 if (!r_framedata_mem)
3599 r_framedata_mem->current = r_framedata_mem->mark;
3602 //==================================================================================
3604 // avoid reusing the same buffer objects on consecutive frames
3605 #define R_BUFFERDATA_CYCLE 3
3607 typedef struct r_bufferdata_buffer_s
3609 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3610 size_t size; // how much usable space
3611 size_t current; // how much space in use
3612 r_meshbuffer_t *buffer; // the buffer itself
3614 r_bufferdata_buffer_t;
3616 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3617 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3619 /// frees all dynamic buffers
3620 void R_BufferData_Reset(void)
3623 r_bufferdata_buffer_t **p, *mem;
3624 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3626 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3629 p = &r_bufferdata_buffer[cycle][type];
3635 R_Mesh_DestroyMeshBuffer(mem->buffer);
3642 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3643 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3645 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3647 float newvalue = r_buffermegs[type].value;
3649 // increase the cvar if we have to (but only if we already have a mem)
3650 if (mustgrow && mem)
3652 newvalue = bound(0.25f, newvalue, 256.0f);
3653 while (newvalue * 1024*1024 < minsize)
3656 // clamp the cvar to valid range
3657 newvalue = bound(0.25f, newvalue, 256.0f);
3658 if (r_buffermegs[type].value != newvalue)
3659 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3661 // calculate size in bytes
3662 size = (size_t)(newvalue * 1024*1024);
3663 size = bound(131072, size, 256*1024*1024);
3665 // allocate a new buffer if the size is different (purge old one later)
3666 // or if we were told we must grow the buffer
3667 if (!mem || mem->size != size || mustgrow)
3669 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3672 if (type == R_BUFFERDATA_VERTEX)
3673 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3674 else if (type == R_BUFFERDATA_INDEX16)
3675 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3676 else if (type == R_BUFFERDATA_INDEX32)
3677 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3678 else if (type == R_BUFFERDATA_UNIFORM)
3679 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3680 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3681 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3685 void R_BufferData_NewFrame(void)
3688 r_bufferdata_buffer_t **p, *mem;
3689 // cycle to the next frame's buffers
3690 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3691 // if we ran out of space on the last time we used these buffers, free the old memory now
3692 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3694 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3696 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3697 // free all but the head buffer, this is how we recycle obsolete
3698 // buffers after they are no longer in use
3699 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3705 R_Mesh_DestroyMeshBuffer(mem->buffer);
3708 // reset the current offset
3709 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3714 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3716 r_bufferdata_buffer_t *mem;
3720 *returnbufferoffset = 0;
3722 // align size to a byte boundary appropriate for the buffer type, this
3723 // makes all allocations have aligned start offsets
3724 if (type == R_BUFFERDATA_UNIFORM)
3725 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3727 padsize = (datasize + 15) & ~15;
3729 // if we ran out of space in this buffer we must allocate a new one
3730 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)
3731 R_BufferData_Resize(type, true, padsize);
3733 // if the resize did not give us enough memory, fail
3734 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)
3735 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3737 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3738 offset = (int)mem->current;
3739 mem->current += padsize;
3741 // upload the data to the buffer at the chosen offset
3743 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3744 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3746 // count the usage for stats
3747 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3748 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3750 // return the buffer offset
3751 *returnbufferoffset = offset;
3756 //==================================================================================
3758 // LadyHavoc: animcache originally written by Echon, rewritten since then
3761 * Animation cache prevents re-generating mesh data for an animated model
3762 * multiple times in one frame for lighting, shadowing, reflections, etc.
3765 void R_AnimCache_Free(void)
3769 void R_AnimCache_ClearCache(void)
3772 entity_render_t *ent;
3774 for (i = 0;i < r_refdef.scene.numentities;i++)
3776 ent = r_refdef.scene.entities[i];
3777 ent->animcache_vertex3f = NULL;
3778 ent->animcache_vertex3f_vertexbuffer = NULL;
3779 ent->animcache_vertex3f_bufferoffset = 0;
3780 ent->animcache_normal3f = NULL;
3781 ent->animcache_normal3f_vertexbuffer = NULL;
3782 ent->animcache_normal3f_bufferoffset = 0;
3783 ent->animcache_svector3f = NULL;
3784 ent->animcache_svector3f_vertexbuffer = NULL;
3785 ent->animcache_svector3f_bufferoffset = 0;
3786 ent->animcache_tvector3f = NULL;
3787 ent->animcache_tvector3f_vertexbuffer = NULL;
3788 ent->animcache_tvector3f_bufferoffset = 0;
3789 ent->animcache_skeletaltransform3x4 = NULL;
3790 ent->animcache_skeletaltransform3x4buffer = NULL;
3791 ent->animcache_skeletaltransform3x4offset = 0;
3792 ent->animcache_skeletaltransform3x4size = 0;
3796 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3798 dp_model_t *model = ent->model;
3801 // see if this ent is worth caching
3802 if (!model || !model->Draw || !model->AnimateVertices)
3804 // nothing to cache if it contains no animations and has no skeleton
3805 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3807 // see if it is already cached for gpuskeletal
3808 if (ent->animcache_skeletaltransform3x4)
3810 // see if it is already cached as a mesh
3811 if (ent->animcache_vertex3f)
3813 // check if we need to add normals or tangents
3814 if (ent->animcache_normal3f)
3815 wantnormals = false;
3816 if (ent->animcache_svector3f)
3817 wanttangents = false;
3818 if (!wantnormals && !wanttangents)
3822 // check which kind of cache we need to generate
3823 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3825 // cache the skeleton so the vertex shader can use it
3826 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3827 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3828 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3829 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3830 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3831 // note: this can fail if the buffer is at the grow limit
3832 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3833 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3835 else if (ent->animcache_vertex3f)
3837 // mesh was already cached but we may need to add normals/tangents
3838 // (this only happens with multiple views, reflections, cameras, etc)
3839 if (wantnormals || wanttangents)
3841 numvertices = model->surfmesh.num_vertices;
3843 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3846 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3847 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3849 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3850 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3851 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3852 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3857 // generate mesh cache
3858 numvertices = model->surfmesh.num_vertices;
3859 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3861 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3864 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3865 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3867 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3868 if (wantnormals || wanttangents)
3870 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3871 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3872 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3874 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3875 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3876 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3881 void R_AnimCache_CacheVisibleEntities(void)
3885 // TODO: thread this
3886 // NOTE: R_PrepareRTLights() also caches entities
3888 for (i = 0;i < r_refdef.scene.numentities;i++)
3889 if (r_refdef.viewcache.entityvisible[i])
3890 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3893 //==================================================================================
3895 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)
3898 vec3_t eyemins, eyemaxs;
3899 vec3_t boxmins, boxmaxs;
3900 vec3_t padmins, padmaxs;
3903 dp_model_t *model = r_refdef.scene.worldmodel;
3904 static vec3_t positions[] = {
3905 { 0.5f, 0.5f, 0.5f },
3906 { 0.0f, 0.0f, 0.0f },
3907 { 0.0f, 0.0f, 1.0f },
3908 { 0.0f, 1.0f, 0.0f },
3909 { 0.0f, 1.0f, 1.0f },
3910 { 1.0f, 0.0f, 0.0f },
3911 { 1.0f, 0.0f, 1.0f },
3912 { 1.0f, 1.0f, 0.0f },
3913 { 1.0f, 1.0f, 1.0f },
3916 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3920 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3921 if (!r_refdef.view.usevieworiginculling)
3924 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3927 // expand the eye box a little
3928 eyemins[0] = eye[0] - eyejitter;
3929 eyemaxs[0] = eye[0] + eyejitter;
3930 eyemins[1] = eye[1] - eyejitter;
3931 eyemaxs[1] = eye[1] + eyejitter;
3932 eyemins[2] = eye[2] - eyejitter;
3933 eyemaxs[2] = eye[2] + eyejitter;
3934 // expand the box a little
3935 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3936 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3937 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3938 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3939 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3940 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3941 // make an even larger box for the acceptable area
3942 padmins[0] = boxmins[0] - pad;
3943 padmaxs[0] = boxmaxs[0] + pad;
3944 padmins[1] = boxmins[1] - pad;
3945 padmaxs[1] = boxmaxs[1] + pad;
3946 padmins[2] = boxmins[2] - pad;
3947 padmaxs[2] = boxmaxs[2] + pad;
3949 // return true if eye overlaps enlarged box
3950 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3953 // try specific positions in the box first - note that these can be cached
3954 if (r_cullentities_trace_entityocclusion.integer)
3956 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3958 VectorCopy(eye, start);
3959 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3960 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3961 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3962 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3963 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3964 // not picky - if the trace ended anywhere in the box we're good
3965 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3969 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3972 // try various random positions
3973 for (i = 0; i < numsamples; i++)
3975 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3976 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3977 if (r_cullentities_trace_entityocclusion.integer)
3979 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3980 // not picky - if the trace ended anywhere in the box we're good
3981 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3984 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3992 static void R_View_UpdateEntityVisible (void)
3997 entity_render_t *ent;
3999 if (r_refdef.envmap || r_fb.water.hideplayer)
4000 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4001 else if (chase_active.integer || r_fb.water.renderingscene)
4002 renderimask = RENDER_VIEWMODEL;
4004 renderimask = RENDER_EXTERIORMODEL;
4005 if (!r_drawviewmodel.integer)
4006 renderimask |= RENDER_VIEWMODEL;
4007 if (!r_drawexteriormodel.integer)
4008 renderimask |= RENDER_EXTERIORMODEL;
4009 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4010 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4012 // worldmodel can check visibility
4013 for (i = 0;i < r_refdef.scene.numentities;i++)
4015 ent = r_refdef.scene.entities[i];
4016 if (!(ent->flags & renderimask))
4017 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)))
4018 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))
4019 r_refdef.viewcache.entityvisible[i] = true;
4024 // no worldmodel or it can't check visibility
4025 for (i = 0;i < r_refdef.scene.numentities;i++)
4027 ent = r_refdef.scene.entities[i];
4028 if (!(ent->flags & renderimask))
4029 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)))
4030 r_refdef.viewcache.entityvisible[i] = true;
4033 if (r_cullentities_trace.integer)
4035 for (i = 0;i < r_refdef.scene.numentities;i++)
4037 if (!r_refdef.viewcache.entityvisible[i])
4039 ent = r_refdef.scene.entities[i];
4040 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4042 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4043 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))
4044 ent->last_trace_visibility = realtime;
4045 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4046 r_refdef.viewcache.entityvisible[i] = 0;
4052 /// only used if skyrendermasked, and normally returns false
4053 static int R_DrawBrushModelsSky (void)
4056 entity_render_t *ent;
4059 for (i = 0;i < r_refdef.scene.numentities;i++)
4061 if (!r_refdef.viewcache.entityvisible[i])
4063 ent = r_refdef.scene.entities[i];
4064 if (!ent->model || !ent->model->DrawSky)
4066 ent->model->DrawSky(ent);
4072 static void R_DrawNoModel(entity_render_t *ent);
4073 static void R_DrawModels(void)
4076 entity_render_t *ent;
4078 for (i = 0;i < r_refdef.scene.numentities;i++)
4080 if (!r_refdef.viewcache.entityvisible[i])
4082 ent = r_refdef.scene.entities[i];
4083 r_refdef.stats[r_stat_entities]++;
4085 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4088 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4089 Con_Printf("R_DrawModels\n");
4090 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]);
4091 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);
4092 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);
4095 if (ent->model && ent->model->Draw != NULL)
4096 ent->model->Draw(ent);
4102 static void R_DrawModelsDepth(void)
4105 entity_render_t *ent;
4107 for (i = 0;i < r_refdef.scene.numentities;i++)
4109 if (!r_refdef.viewcache.entityvisible[i])
4111 ent = r_refdef.scene.entities[i];
4112 if (ent->model && ent->model->DrawDepth != NULL)
4113 ent->model->DrawDepth(ent);
4117 static void R_DrawModelsDebug(void)
4120 entity_render_t *ent;
4122 for (i = 0;i < r_refdef.scene.numentities;i++)
4124 if (!r_refdef.viewcache.entityvisible[i])
4126 ent = r_refdef.scene.entities[i];
4127 if (ent->model && ent->model->DrawDebug != NULL)
4128 ent->model->DrawDebug(ent);
4132 static void R_DrawModelsAddWaterPlanes(void)
4135 entity_render_t *ent;
4137 for (i = 0;i < r_refdef.scene.numentities;i++)
4139 if (!r_refdef.viewcache.entityvisible[i])
4141 ent = r_refdef.scene.entities[i];
4142 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4143 ent->model->DrawAddWaterPlanes(ent);
4147 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}};
4149 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4151 if (r_hdr_irisadaptation.integer)
4156 vec3_t diffusenormal;
4158 vec_t brightness = 0.0f;
4163 VectorCopy(r_refdef.view.forward, forward);
4164 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4166 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4167 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4168 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4169 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4170 d = DotProduct(forward, diffusenormal);
4171 brightness += VectorLength(ambient);
4173 brightness += d * VectorLength(diffuse);
4175 brightness *= 1.0f / c;
4176 brightness += 0.00001f; // make sure it's never zero
4177 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4178 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4179 current = r_hdr_irisadaptation_value.value;
4181 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4182 else if (current > goal)
4183 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4184 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4185 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4187 else if (r_hdr_irisadaptation_value.value != 1.0f)
4188 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4191 static void R_View_SetFrustum(const int *scissor)
4194 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4195 vec3_t forward, left, up, origin, v;
4199 // flipped x coordinates (because x points left here)
4200 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4201 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4202 // non-flipped y coordinates
4203 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4204 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4207 // we can't trust r_refdef.view.forward and friends in reflected scenes
4208 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4211 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4212 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4213 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4214 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4215 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4216 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4217 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4218 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4219 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4220 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4221 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4222 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4226 zNear = r_refdef.nearclip;
4227 nudge = 1.0 - 1.0 / (1<<23);
4228 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4229 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4230 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4231 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4232 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4233 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4234 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4235 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4241 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4242 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4243 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4244 r_refdef.view.frustum[0].dist = m[15] - m[12];
4246 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4247 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4248 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4249 r_refdef.view.frustum[1].dist = m[15] + m[12];
4251 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4252 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4253 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4254 r_refdef.view.frustum[2].dist = m[15] - m[13];
4256 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4257 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4258 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4259 r_refdef.view.frustum[3].dist = m[15] + m[13];
4261 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4262 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4263 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4264 r_refdef.view.frustum[4].dist = m[15] - m[14];
4266 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4267 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4268 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4269 r_refdef.view.frustum[5].dist = m[15] + m[14];
4272 if (r_refdef.view.useperspective)
4274 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4275 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]);
4276 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]);
4277 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]);
4278 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]);
4280 // then the normals from the corners relative to origin
4281 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4282 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4283 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4284 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4286 // in a NORMAL view, forward cross left == up
4287 // in a REFLECTED view, forward cross left == down
4288 // so our cross products above need to be adjusted for a left handed coordinate system
4289 CrossProduct(forward, left, v);
4290 if(DotProduct(v, up) < 0)
4292 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4293 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4294 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4295 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4298 // Leaving those out was a mistake, those were in the old code, and they
4299 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4300 // I couldn't reproduce it after adding those normalizations. --blub
4301 VectorNormalize(r_refdef.view.frustum[0].normal);
4302 VectorNormalize(r_refdef.view.frustum[1].normal);
4303 VectorNormalize(r_refdef.view.frustum[2].normal);
4304 VectorNormalize(r_refdef.view.frustum[3].normal);
4306 // make the corners absolute
4307 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4308 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4309 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4310 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4313 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4315 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4316 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4317 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4318 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4319 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4323 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4324 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4325 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4326 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4327 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4328 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4329 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4330 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4331 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4332 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4334 r_refdef.view.numfrustumplanes = 5;
4336 if (r_refdef.view.useclipplane)
4338 r_refdef.view.numfrustumplanes = 6;
4339 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4342 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4343 PlaneClassify(r_refdef.view.frustum + i);
4345 // LadyHavoc: note to all quake engine coders, Quake had a special case
4346 // for 90 degrees which assumed a square view (wrong), so I removed it,
4347 // Quake2 has it disabled as well.
4349 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4350 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4351 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4352 //PlaneClassify(&frustum[0]);
4354 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4355 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4356 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4357 //PlaneClassify(&frustum[1]);
4359 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4360 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4361 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4362 //PlaneClassify(&frustum[2]);
4364 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4365 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4366 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4367 //PlaneClassify(&frustum[3]);
4370 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4371 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4372 //PlaneClassify(&frustum[4]);
4375 static void R_View_UpdateWithScissor(const int *myscissor)
4377 R_Main_ResizeViewCache();
4378 R_View_SetFrustum(myscissor);
4379 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4380 R_View_UpdateEntityVisible();
4383 static void R_View_Update(void)
4385 R_Main_ResizeViewCache();
4386 R_View_SetFrustum(NULL);
4387 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4388 R_View_UpdateEntityVisible();
4391 float viewscalefpsadjusted = 1.0f;
4393 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4395 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4396 scale = bound(0.03125f, scale, 1.0f);
4397 *outwidth = (int)ceil(width * scale);
4398 *outheight = (int)ceil(height * scale);
4401 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4403 const float *customclipplane = NULL;
4405 int /*rtwidth,*/ rtheight;
4406 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4408 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4409 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4410 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4411 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4412 dist = r_refdef.view.clipplane.dist;
4413 plane[0] = r_refdef.view.clipplane.normal[0];
4414 plane[1] = r_refdef.view.clipplane.normal[1];
4415 plane[2] = r_refdef.view.clipplane.normal[2];
4417 customclipplane = plane;
4420 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4421 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4423 if (!r_refdef.view.useperspective)
4424 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);
4425 else if (vid.stencil && r_useinfinitefarclip.integer)
4426 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);
4428 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);
4429 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4430 R_SetViewport(&r_refdef.view.viewport);
4433 void R_EntityMatrix(const matrix4x4_t *matrix)
4435 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4437 gl_modelmatrixchanged = false;
4438 gl_modelmatrix = *matrix;
4439 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4440 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4441 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4442 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4444 switch(vid.renderpath)
4446 case RENDERPATH_GL32:
4447 case RENDERPATH_GLES2:
4448 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4449 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4455 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4457 r_viewport_t viewport;
4461 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4462 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4463 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4464 R_SetViewport(&viewport);
4465 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4466 GL_Color(1, 1, 1, 1);
4467 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4468 GL_BlendFunc(GL_ONE, GL_ZERO);
4469 GL_ScissorTest(false);
4470 GL_DepthMask(false);
4471 GL_DepthRange(0, 1);
4472 GL_DepthTest(false);
4473 GL_DepthFunc(GL_LEQUAL);
4474 R_EntityMatrix(&identitymatrix);
4475 R_Mesh_ResetTextureState();
4476 GL_PolygonOffset(0, 0);
4477 switch(vid.renderpath)
4479 case RENDERPATH_GL32:
4480 case RENDERPATH_GLES2:
4481 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4484 GL_CullFace(GL_NONE);
4489 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4491 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4494 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4496 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4497 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4498 GL_Color(1, 1, 1, 1);
4499 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4500 GL_BlendFunc(GL_ONE, GL_ZERO);
4501 GL_ScissorTest(true);
4503 GL_DepthRange(0, 1);
4505 GL_DepthFunc(GL_LEQUAL);
4506 R_EntityMatrix(&identitymatrix);
4507 R_Mesh_ResetTextureState();
4508 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4509 switch(vid.renderpath)
4511 case RENDERPATH_GL32:
4512 case RENDERPATH_GLES2:
4513 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4516 GL_CullFace(r_refdef.view.cullface_back);
4521 R_RenderView_UpdateViewVectors
4524 void R_RenderView_UpdateViewVectors(void)
4526 // break apart the view matrix into vectors for various purposes
4527 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4528 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4529 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4530 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4531 // make an inverted copy of the view matrix for tracking sprites
4532 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4535 void R_RenderTarget_FreeUnused(qboolean force)
4537 unsigned int i, j, end;
4538 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4539 for (i = 0; i < end; i++)
4541 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4542 // free resources for rendertargets that have not been used for a while
4543 // (note: this check is run after the frame render, so any targets used
4544 // this frame will not be affected even at low framerates)
4545 if (r && (realtime - r->lastusetime > 0.2 || force))
4548 R_Mesh_DestroyFramebufferObject(r->fbo);
4549 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4550 if (r->colortexture[j])
4551 R_FreeTexture(r->colortexture[j]);
4552 if (r->depthtexture)
4553 R_FreeTexture(r->depthtexture);
4554 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4559 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4561 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4565 y2 = (th - y - h) * ih;
4576 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)
4578 unsigned int i, j, end;
4579 r_rendertarget_t *r = NULL;
4581 // first try to reuse an existing slot if possible
4582 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4583 for (i = 0; i < end; i++)
4585 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4586 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)
4591 // no unused exact match found, so we have to make one in the first unused slot
4592 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4593 r->texturewidth = texturewidth;
4594 r->textureheight = textureheight;
4595 r->colortextype[0] = colortextype0;
4596 r->colortextype[1] = colortextype1;
4597 r->colortextype[2] = colortextype2;
4598 r->colortextype[3] = colortextype3;
4599 r->depthtextype = depthtextype;
4600 r->depthisrenderbuffer = depthisrenderbuffer;
4601 for (j = 0; j < 4; j++)
4602 if (r->colortextype[j])
4603 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);
4604 if (r->depthtextype)
4606 if (r->depthisrenderbuffer)
4607 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);
4609 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);
4611 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4613 r_refdef.stats[r_stat_rendertargets_used]++;
4614 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4615 r->lastusetime = realtime;
4616 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4620 static void R_Water_StartFrame(void)
4622 int waterwidth, waterheight;
4624 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4627 // set waterwidth and waterheight to the water resolution that will be
4628 // used (often less than the screen resolution for faster rendering)
4629 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4630 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4631 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4633 if (!r_water.integer || r_showsurfaces.integer)
4634 waterwidth = waterheight = 0;
4636 // set up variables that will be used in shader setup
4637 r_fb.water.waterwidth = waterwidth;
4638 r_fb.water.waterheight = waterheight;
4639 r_fb.water.texturewidth = waterwidth;
4640 r_fb.water.textureheight = waterheight;
4641 r_fb.water.camerawidth = waterwidth;
4642 r_fb.water.cameraheight = waterheight;
4643 r_fb.water.screenscale[0] = 0.5f;
4644 r_fb.water.screenscale[1] = 0.5f;
4645 r_fb.water.screencenter[0] = 0.5f;
4646 r_fb.water.screencenter[1] = 0.5f;
4647 r_fb.water.enabled = waterwidth != 0;
4649 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4650 r_fb.water.numwaterplanes = 0;
4653 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4655 int planeindex, bestplaneindex, vertexindex;
4656 vec3_t mins, maxs, normal, center, v, n;
4657 vec_t planescore, bestplanescore;
4659 r_waterstate_waterplane_t *p;
4660 texture_t *t = R_GetCurrentTexture(surface->texture);
4662 rsurface.texture = t;
4663 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4664 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4665 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4667 // average the vertex normals, find the surface bounds (after deformvertexes)
4668 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4669 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4670 VectorCopy(n, normal);
4671 VectorCopy(v, mins);
4672 VectorCopy(v, maxs);
4673 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4675 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4676 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4677 VectorAdd(normal, n, normal);
4678 mins[0] = min(mins[0], v[0]);
4679 mins[1] = min(mins[1], v[1]);
4680 mins[2] = min(mins[2], v[2]);
4681 maxs[0] = max(maxs[0], v[0]);
4682 maxs[1] = max(maxs[1], v[1]);
4683 maxs[2] = max(maxs[2], v[2]);
4685 VectorNormalize(normal);
4686 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4688 VectorCopy(normal, plane.normal);
4689 VectorNormalize(plane.normal);
4690 plane.dist = DotProduct(center, plane.normal);
4691 PlaneClassify(&plane);
4692 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4694 // skip backfaces (except if nocullface is set)
4695 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4697 VectorNegate(plane.normal, plane.normal);
4699 PlaneClassify(&plane);
4703 // find a matching plane if there is one
4704 bestplaneindex = -1;
4705 bestplanescore = 1048576.0f;
4706 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4708 if(p->camera_entity == t->camera_entity)
4710 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4711 if (bestplaneindex < 0 || bestplanescore > planescore)
4713 bestplaneindex = planeindex;
4714 bestplanescore = planescore;
4718 planeindex = bestplaneindex;
4720 // if this surface does not fit any known plane rendered this frame, add one
4721 if (planeindex < 0 || bestplanescore > 0.001f)
4723 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4725 // store the new plane
4726 planeindex = r_fb.water.numwaterplanes++;
4727 p = r_fb.water.waterplanes + planeindex;
4729 // clear materialflags and pvs
4730 p->materialflags = 0;
4731 p->pvsvalid = false;
4732 p->camera_entity = t->camera_entity;
4733 VectorCopy(mins, p->mins);
4734 VectorCopy(maxs, p->maxs);
4738 // We're totally screwed.
4744 // merge mins/maxs when we're adding this surface to the plane
4745 p = r_fb.water.waterplanes + planeindex;
4746 p->mins[0] = min(p->mins[0], mins[0]);
4747 p->mins[1] = min(p->mins[1], mins[1]);
4748 p->mins[2] = min(p->mins[2], mins[2]);
4749 p->maxs[0] = max(p->maxs[0], maxs[0]);
4750 p->maxs[1] = max(p->maxs[1], maxs[1]);
4751 p->maxs[2] = max(p->maxs[2], maxs[2]);
4753 // merge this surface's materialflags into the waterplane
4754 p->materialflags |= t->currentmaterialflags;
4755 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4757 // merge this surface's PVS into the waterplane
4758 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4759 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4761 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4767 extern cvar_t r_drawparticles;
4768 extern cvar_t r_drawdecals;
4770 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4773 r_refdef_view_t originalview;
4774 r_refdef_view_t myview;
4775 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;
4776 r_waterstate_waterplane_t *p;
4778 r_rendertarget_t *rt;
4780 originalview = r_refdef.view;
4782 // lowquality hack, temporarily shut down some cvars and restore afterwards
4783 qualityreduction = r_water_lowquality.integer;
4784 if (qualityreduction > 0)
4786 if (qualityreduction >= 1)
4788 old_r_shadows = r_shadows.integer;
4789 old_r_worldrtlight = r_shadow_realtime_world.integer;
4790 old_r_dlight = r_shadow_realtime_dlight.integer;
4791 Cvar_SetValueQuick(&r_shadows, 0);
4792 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4793 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4795 if (qualityreduction >= 2)
4797 old_r_dynamic = r_dynamic.integer;
4798 old_r_particles = r_drawparticles.integer;
4799 old_r_decals = r_drawdecals.integer;
4800 Cvar_SetValueQuick(&r_dynamic, 0);
4801 Cvar_SetValueQuick(&r_drawparticles, 0);
4802 Cvar_SetValueQuick(&r_drawdecals, 0);
4806 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4808 p->rt_reflection = NULL;
4809 p->rt_refraction = NULL;
4810 p->rt_camera = NULL;
4814 r_refdef.view = originalview;
4815 r_refdef.view.showdebug = false;
4816 r_refdef.view.width = r_fb.water.waterwidth;
4817 r_refdef.view.height = r_fb.water.waterheight;
4818 r_refdef.view.useclipplane = true;
4819 myview = r_refdef.view;
4820 r_fb.water.renderingscene = true;
4821 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4823 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4826 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4828 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);
4829 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4831 r_refdef.view = myview;
4832 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4833 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4834 if(r_water_scissormode.integer)
4836 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4837 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4839 p->rt_reflection = NULL;
4840 p->rt_refraction = NULL;
4841 p->rt_camera = NULL;
4846 r_refdef.view.clipplane = p->plane;
4847 // reflected view origin may be in solid, so don't cull with it
4848 r_refdef.view.usevieworiginculling = false;
4849 // reverse the cullface settings for this render
4850 r_refdef.view.cullface_front = GL_FRONT;
4851 r_refdef.view.cullface_back = GL_BACK;
4852 // combined pvs (based on what can be seen from each surface center)
4853 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4855 r_refdef.view.usecustompvs = true;
4857 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4859 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4862 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4863 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4864 GL_ScissorTest(false);
4865 R_ClearScreen(r_refdef.fogenabled);
4866 GL_ScissorTest(true);
4867 if(r_water_scissormode.integer & 2)
4868 R_View_UpdateWithScissor(myscissor);
4871 R_AnimCache_CacheVisibleEntities();
4872 if(r_water_scissormode.integer & 1)
4873 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4874 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4876 r_fb.water.hideplayer = false;
4877 p->rt_reflection = rt;
4880 // render the normal view scene and copy into texture
4881 // (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)
4882 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4884 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);
4885 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4887 r_refdef.view = myview;
4888 if(r_water_scissormode.integer)
4890 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4891 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4893 p->rt_reflection = NULL;
4894 p->rt_refraction = NULL;
4895 p->rt_camera = NULL;
4900 // combined pvs (based on what can be seen from each surface center)
4901 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4903 r_refdef.view.usecustompvs = true;
4905 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4907 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4910 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4912 r_refdef.view.clipplane = p->plane;
4913 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4914 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4916 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4918 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4919 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4920 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4921 R_RenderView_UpdateViewVectors();
4922 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4924 r_refdef.view.usecustompvs = true;
4925 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);
4929 PlaneClassify(&r_refdef.view.clipplane);
4931 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4932 GL_ScissorTest(false);
4933 R_ClearScreen(r_refdef.fogenabled);
4934 GL_ScissorTest(true);
4935 if(r_water_scissormode.integer & 2)
4936 R_View_UpdateWithScissor(myscissor);
4939 R_AnimCache_CacheVisibleEntities();
4940 if(r_water_scissormode.integer & 1)
4941 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4942 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4944 r_fb.water.hideplayer = false;
4945 p->rt_refraction = rt;
4947 else if (p->materialflags & MATERIALFLAG_CAMERA)
4949 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);
4950 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4952 r_refdef.view = myview;
4954 r_refdef.view.clipplane = p->plane;
4955 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4956 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4958 r_refdef.view.width = r_fb.water.camerawidth;
4959 r_refdef.view.height = r_fb.water.cameraheight;
4960 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4961 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4962 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4963 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4965 if(p->camera_entity)
4967 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4968 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4971 // note: all of the view is used for displaying... so
4972 // there is no use in scissoring
4974 // reverse the cullface settings for this render
4975 r_refdef.view.cullface_front = GL_FRONT;
4976 r_refdef.view.cullface_back = GL_BACK;
4977 // also reverse the view matrix
4978 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
4979 R_RenderView_UpdateViewVectors();
4980 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4982 r_refdef.view.usecustompvs = true;
4983 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);
4986 // camera needs no clipplane
4987 r_refdef.view.useclipplane = false;
4988 // TODO: is the camera origin always valid? if so we don't need to clear this
4989 r_refdef.view.usevieworiginculling = false;
4991 PlaneClassify(&r_refdef.view.clipplane);
4993 r_fb.water.hideplayer = false;
4995 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4996 GL_ScissorTest(false);
4997 R_ClearScreen(r_refdef.fogenabled);
4998 GL_ScissorTest(true);
5000 R_AnimCache_CacheVisibleEntities();
5001 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5003 r_fb.water.hideplayer = false;
5008 r_fb.water.renderingscene = false;
5009 r_refdef.view = originalview;
5010 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5012 R_AnimCache_CacheVisibleEntities();
5015 r_refdef.view = originalview;
5016 r_fb.water.renderingscene = false;
5017 Cvar_SetValueQuick(&r_water, 0);
5018 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5020 // lowquality hack, restore cvars
5021 if (qualityreduction > 0)
5023 if (qualityreduction >= 1)
5025 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5026 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5027 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5029 if (qualityreduction >= 2)
5031 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5032 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5033 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5038 static void R_Bloom_StartFrame(void)
5040 int screentexturewidth, screentextureheight;
5041 int viewwidth, viewheight;
5042 textype_t textype = TEXTYPE_COLORBUFFER;
5044 // clear the pointers to rendertargets from last frame as they're stale
5045 r_fb.rt_screen = NULL;
5046 r_fb.rt_bloom = NULL;
5048 switch (vid.renderpath)
5050 case RENDERPATH_GL32:
5051 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5052 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5053 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5055 case RENDERPATH_GLES2:
5056 r_fb.usedepthtextures = false;
5060 if (r_viewscale_fpsscaling.integer)
5062 double actualframetime;
5063 double targetframetime;
5065 actualframetime = r_refdef.lastdrawscreentime;
5066 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5067 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5068 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5069 if (r_viewscale_fpsscaling_stepsize.value > 0)
5070 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5071 viewscalefpsadjusted += adjust;
5072 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5075 viewscalefpsadjusted = 1.0f;
5077 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5079 // set bloomwidth and bloomheight to the bloom resolution that will be
5080 // used (often less than the screen resolution for faster rendering)
5081 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5082 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5083 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5084 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5085 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5087 // calculate desired texture sizes
5088 screentexturewidth = viewwidth;
5089 screentextureheight = viewheight;
5091 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))
5093 Cvar_SetValueQuick(&r_bloom, 0);
5094 Cvar_SetValueQuick(&r_motionblur, 0);
5095 Cvar_SetValueQuick(&r_damageblur, 0);
5098 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5099 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5101 if (r_fb.ghosttexture)
5102 R_FreeTexture(r_fb.ghosttexture);
5103 r_fb.ghosttexture = NULL;
5105 r_fb.screentexturewidth = screentexturewidth;
5106 r_fb.screentextureheight = screentextureheight;
5107 r_fb.textype = textype;
5109 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5111 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5112 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);
5113 r_fb.ghosttexture_valid = false;
5117 if (r_bloom.integer)
5119 // bloom texture is a different resolution
5120 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5121 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5122 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5125 r_fb.bloomwidth = r_fb.bloomheight = 0;
5127 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5129 r_refdef.view.clear = true;
5132 static void R_Bloom_MakeTexture(void)
5135 float xoffset, yoffset, r, brighten;
5136 float colorscale = r_bloom_colorscale.value;
5137 r_viewport_t bloomviewport;
5138 r_rendertarget_t *prev, *cur;
5139 textype_t textype = r_fb.rt_screen->colortextype[0];
5141 r_refdef.stats[r_stat_bloom]++;
5143 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5145 // scale down screen texture to the bloom texture size
5147 prev = r_fb.rt_screen;
5148 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5149 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5150 R_SetViewport(&bloomviewport);
5151 GL_CullFace(GL_NONE);
5152 GL_DepthTest(false);
5153 GL_BlendFunc(GL_ONE, GL_ZERO);
5154 GL_Color(colorscale, colorscale, colorscale, 1);
5155 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5156 // TODO: do boxfilter scale-down in shader?
5157 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5158 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5159 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5160 // we now have a properly scaled bloom image
5162 // multiply bloom image by itself as many times as desired to darken it
5163 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5164 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5167 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5168 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5170 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5172 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5173 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5174 GL_Color(1,1,1,1); // no fix factor supported here
5175 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5176 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5177 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5178 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5182 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5183 brighten = r_bloom_brighten.value;
5184 brighten = sqrt(brighten);
5186 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5188 for (dir = 0;dir < 2;dir++)
5191 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5192 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5193 // blend on at multiple vertical offsets to achieve a vertical blur
5194 // TODO: do offset blends using GLSL
5195 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5197 GL_BlendFunc(GL_ONE, GL_ZERO);
5199 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5201 for (x = -range;x <= range;x++)
5203 if (!dir){xoffset = 0;yoffset = x;}
5204 else {xoffset = x;yoffset = 0;}
5205 xoffset /= (float)prev->texturewidth;
5206 yoffset /= (float)prev->textureheight;
5207 // compute a texcoord array with the specified x and y offset
5208 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5209 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5210 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5211 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5212 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5213 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5214 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5215 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5216 // this r value looks like a 'dot' particle, fading sharply to
5217 // black at the edges
5218 // (probably not realistic but looks good enough)
5219 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5220 //r = brighten/(range*2+1);
5221 r = brighten / (range * 2 + 1);
5223 r *= (1 - x*x/(float)((range+1)*(range+1)));
5227 GL_Color(r, r, r, 1);
5229 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5231 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5232 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5234 GL_BlendFunc(GL_ONE, GL_ONE);
5239 // now we have the bloom image, so keep track of it
5240 r_fb.rt_bloom = cur;
5243 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5245 dpuint64 permutation;
5246 float uservecs[4][4];
5247 rtexture_t *viewtexture;
5248 rtexture_t *bloomtexture;
5250 R_EntityMatrix(&identitymatrix);
5252 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5254 // declare variables
5255 float blur_factor, blur_mouseaccel, blur_velocity;
5256 static float blur_average;
5257 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5259 // set a goal for the factoring
5260 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5261 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5262 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5263 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5264 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5265 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5267 // from the goal, pick an averaged value between goal and last value
5268 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5269 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5271 // enforce minimum amount of blur
5272 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5274 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5276 // calculate values into a standard alpha
5277 cl.motionbluralpha = 1 - exp(-
5279 (r_motionblur.value * blur_factor / 80)
5281 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5284 max(0.0001, cl.time - cl.oldtime) // fps independent
5287 // randomization for the blur value to combat persistent ghosting
5288 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5289 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5292 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5293 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5295 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5296 GL_Color(1, 1, 1, cl.motionbluralpha);
5297 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5298 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5299 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5300 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5301 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5304 // updates old view angles for next pass
5305 VectorCopy(cl.viewangles, blur_oldangles);
5307 // copy view into the ghost texture
5308 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5309 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5310 r_fb.ghosttexture_valid = true;
5313 if (r_fb.bloomwidth)
5315 // make the bloom texture
5316 R_Bloom_MakeTexture();
5319 #if _MSC_VER >= 1400
5320 #define sscanf sscanf_s
5322 memset(uservecs, 0, sizeof(uservecs));
5323 if (r_glsl_postprocess_uservec1_enable.integer)
5324 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5325 if (r_glsl_postprocess_uservec2_enable.integer)
5326 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5327 if (r_glsl_postprocess_uservec3_enable.integer)
5328 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5329 if (r_glsl_postprocess_uservec4_enable.integer)
5330 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5332 // render to the screen fbo
5333 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5334 GL_Color(1, 1, 1, 1);
5335 GL_BlendFunc(GL_ONE, GL_ZERO);
5337 viewtexture = r_fb.rt_screen->colortexture[0];
5338 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5340 if (r_rendertarget_debug.integer >= 0)
5342 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5343 if (rt && rt->colortexture[0])
5345 viewtexture = rt->colortexture[0];
5346 bloomtexture = NULL;
5350 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5351 switch(vid.renderpath)
5353 case RENDERPATH_GL32:
5354 case RENDERPATH_GLES2:
5356 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5357 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5358 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5359 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5360 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5361 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5362 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5363 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5364 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5365 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]);
5366 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5367 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]);
5368 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]);
5369 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]);
5370 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]);
5371 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5372 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5373 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);
5374 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5377 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5378 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5381 matrix4x4_t r_waterscrollmatrix;
5383 void R_UpdateFog(void)
5386 if (gamemode == GAME_NEHAHRA)
5388 if (gl_fogenable.integer)
5390 r_refdef.oldgl_fogenable = true;
5391 r_refdef.fog_density = gl_fogdensity.value;
5392 r_refdef.fog_red = gl_fogred.value;
5393 r_refdef.fog_green = gl_foggreen.value;
5394 r_refdef.fog_blue = gl_fogblue.value;
5395 r_refdef.fog_alpha = 1;
5396 r_refdef.fog_start = 0;
5397 r_refdef.fog_end = gl_skyclip.value;
5398 r_refdef.fog_height = 1<<30;
5399 r_refdef.fog_fadedepth = 128;
5401 else if (r_refdef.oldgl_fogenable)
5403 r_refdef.oldgl_fogenable = false;
5404 r_refdef.fog_density = 0;
5405 r_refdef.fog_red = 0;
5406 r_refdef.fog_green = 0;
5407 r_refdef.fog_blue = 0;
5408 r_refdef.fog_alpha = 0;
5409 r_refdef.fog_start = 0;
5410 r_refdef.fog_end = 0;
5411 r_refdef.fog_height = 1<<30;
5412 r_refdef.fog_fadedepth = 128;
5417 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5418 r_refdef.fog_start = max(0, r_refdef.fog_start);
5419 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5421 if (r_refdef.fog_density && r_drawfog.integer)
5423 r_refdef.fogenabled = true;
5424 // this is the point where the fog reaches 0.9986 alpha, which we
5425 // consider a good enough cutoff point for the texture
5426 // (0.9986 * 256 == 255.6)
5427 if (r_fog_exp2.integer)
5428 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5430 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5431 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5432 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5433 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5434 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5435 R_BuildFogHeightTexture();
5436 // fog color was already set
5437 // update the fog texture
5438 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)
5439 R_BuildFogTexture();
5440 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5441 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5444 r_refdef.fogenabled = false;
5447 if (r_refdef.fog_density)
5449 r_refdef.fogcolor[0] = r_refdef.fog_red;
5450 r_refdef.fogcolor[1] = r_refdef.fog_green;
5451 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5453 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5454 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5455 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5456 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5460 VectorCopy(r_refdef.fogcolor, fogvec);
5461 // color.rgb *= ContrastBoost * SceneBrightness;
5462 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5463 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5464 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5465 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5470 void R_UpdateVariables(void)
5474 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5476 r_refdef.farclip = r_farclip_base.value;
5477 if (r_refdef.scene.worldmodel)
5478 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5479 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5481 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5482 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5483 r_refdef.polygonfactor = 0;
5484 r_refdef.polygonoffset = 0;
5486 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5487 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5488 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5489 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5490 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5491 if (r_refdef.scene.worldmodel)
5493 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5495 if (r_showsurfaces.integer)
5497 r_refdef.scene.rtworld = false;
5498 r_refdef.scene.rtworldshadows = false;
5499 r_refdef.scene.rtdlight = false;
5500 r_refdef.scene.rtdlightshadows = false;
5501 r_refdef.scene.lightmapintensity = 0;
5504 r_gpuskeletal = false;
5505 switch(vid.renderpath)
5507 case RENDERPATH_GL32:
5508 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5509 case RENDERPATH_GLES2:
5510 if(!vid_gammatables_trivial)
5512 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5514 // build GLSL gamma texture
5515 #define RAMPWIDTH 256
5516 unsigned short ramp[RAMPWIDTH * 3];
5517 unsigned char rampbgr[RAMPWIDTH][4];
5520 r_texture_gammaramps_serial = vid_gammatables_serial;
5522 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5523 for(i = 0; i < RAMPWIDTH; ++i)
5525 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5526 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5527 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5530 if (r_texture_gammaramps)
5532 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5536 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5542 // remove GLSL gamma texture
5548 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5549 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5555 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5556 if( scenetype != r_currentscenetype ) {
5557 // store the old scenetype
5558 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5559 r_currentscenetype = scenetype;
5560 // move in the new scene
5561 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5570 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5572 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5573 if( scenetype == r_currentscenetype ) {
5574 return &r_refdef.scene;
5576 return &r_scenes_store[ scenetype ];
5580 static int R_SortEntities_Compare(const void *ap, const void *bp)
5582 const entity_render_t *a = *(const entity_render_t **)ap;
5583 const entity_render_t *b = *(const entity_render_t **)bp;
5586 if(a->model < b->model)
5588 if(a->model > b->model)
5592 // TODO possibly calculate the REAL skinnum here first using
5594 if(a->skinnum < b->skinnum)
5596 if(a->skinnum > b->skinnum)
5599 // everything we compared is equal
5602 static void R_SortEntities(void)
5604 // below or equal 2 ents, sorting never gains anything
5605 if(r_refdef.scene.numentities <= 2)
5608 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5616 extern cvar_t r_shadow_bouncegrid;
5617 extern cvar_t v_isometric;
5618 extern void V_MakeViewIsometric(void);
5619 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5621 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5623 rtexture_t *viewdepthtexture = NULL;
5624 rtexture_t *viewcolortexture = NULL;
5625 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5627 // finish any 2D rendering that was queued
5630 if (r_timereport_active)
5631 R_TimeReport("start");
5632 r_textureframe++; // used only by R_GetCurrentTexture
5633 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5635 if(R_CompileShader_CheckStaticParms())
5636 R_GLSL_Restart_f(&cmd_client);
5638 if (!r_drawentities.integer)
5639 r_refdef.scene.numentities = 0;
5640 else if (r_sortentities.integer)
5643 R_AnimCache_ClearCache();
5645 /* adjust for stereo display */
5646 if(R_Stereo_Active())
5648 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);
5649 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5652 if (r_refdef.view.isoverlay)
5654 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5655 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5656 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5657 R_TimeReport("depthclear");
5659 r_refdef.view.showdebug = false;
5661 r_fb.water.enabled = false;
5662 r_fb.water.numwaterplanes = 0;
5664 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5666 r_refdef.view.matrix = originalmatrix;
5672 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5674 r_refdef.view.matrix = originalmatrix;
5678 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5679 if (v_isometric.integer && r_refdef.view.ismain)
5680 V_MakeViewIsometric();
5682 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5684 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5685 // in sRGB fallback, behave similar to true sRGB: convert this
5686 // value from linear to sRGB
5687 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5689 R_RenderView_UpdateViewVectors();
5691 R_Shadow_UpdateWorldLightSelection();
5693 // this will set up r_fb.rt_screen
5694 R_Bloom_StartFrame();
5696 // apply bloom brightness offset
5698 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5700 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5703 viewfbo = r_fb.rt_screen->fbo;
5704 viewdepthtexture = r_fb.rt_screen->depthtexture;
5705 viewcolortexture = r_fb.rt_screen->colortexture[0];
5709 viewheight = height;
5712 R_Water_StartFrame();
5715 if (r_timereport_active)
5716 R_TimeReport("viewsetup");
5718 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5720 // clear the whole fbo every frame - otherwise the driver will consider
5721 // it to be an inter-frame texture and stall in multi-gpu configurations
5723 GL_ScissorTest(false);
5724 R_ClearScreen(r_refdef.fogenabled);
5725 if (r_timereport_active)
5726 R_TimeReport("viewclear");
5728 r_refdef.view.clear = true;
5730 r_refdef.view.showdebug = true;
5733 if (r_timereport_active)
5734 R_TimeReport("visibility");
5736 R_AnimCache_CacheVisibleEntities();
5737 if (r_timereport_active)
5738 R_TimeReport("animcache");
5740 R_Shadow_UpdateBounceGridTexture();
5741 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5743 r_fb.water.numwaterplanes = 0;
5744 if (r_fb.water.enabled)
5745 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5747 // for the actual view render we use scissoring a fair amount, so scissor
5748 // test needs to be on
5750 GL_ScissorTest(true);
5751 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5752 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5753 r_fb.water.numwaterplanes = 0;
5755 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5756 GL_ScissorTest(false);
5758 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5759 if (r_timereport_active)
5760 R_TimeReport("blendview");
5762 r_refdef.view.matrix = originalmatrix;
5766 // go back to 2d rendering
5770 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5772 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5774 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5775 if (r_timereport_active)
5776 R_TimeReport("waterworld");
5779 // don't let sound skip if going slow
5780 if (r_refdef.scene.extraupdate)
5783 R_DrawModelsAddWaterPlanes();
5784 if (r_timereport_active)
5785 R_TimeReport("watermodels");
5787 if (r_fb.water.numwaterplanes)
5789 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5790 if (r_timereport_active)
5791 R_TimeReport("waterscenes");
5795 extern cvar_t cl_locs_show;
5796 static void R_DrawLocs(void);
5797 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5798 static void R_DrawModelDecals(void);
5799 extern qboolean r_shadow_usingdeferredprepass;
5800 extern int r_shadow_shadowmapatlas_modelshadows_size;
5801 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5803 qboolean shadowmapping = false;
5805 if (r_timereport_active)
5806 R_TimeReport("beginscene");
5808 r_refdef.stats[r_stat_renders]++;
5812 // don't let sound skip if going slow
5813 if (r_refdef.scene.extraupdate)
5816 R_MeshQueue_BeginScene();
5820 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);
5822 if (r_timereport_active)
5823 R_TimeReport("skystartframe");
5825 if (cl.csqc_vidvars.drawworld)
5827 // don't let sound skip if going slow
5828 if (r_refdef.scene.extraupdate)
5831 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5833 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5834 if (r_timereport_active)
5835 R_TimeReport("worldsky");
5838 if (R_DrawBrushModelsSky() && r_timereport_active)
5839 R_TimeReport("bmodelsky");
5841 if (skyrendermasked && skyrenderlater)
5843 // we have to force off the water clipping plane while rendering sky
5844 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5846 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5847 if (r_timereport_active)
5848 R_TimeReport("sky");
5852 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5853 r_shadow_viewfbo = viewfbo;
5854 r_shadow_viewdepthtexture = viewdepthtexture;
5855 r_shadow_viewcolortexture = viewcolortexture;
5856 r_shadow_viewx = viewx;
5857 r_shadow_viewy = viewy;
5858 r_shadow_viewwidth = viewwidth;
5859 r_shadow_viewheight = viewheight;
5861 R_Shadow_PrepareModelShadows();
5862 R_Shadow_PrepareLights();
5863 if (r_timereport_active)
5864 R_TimeReport("preparelights");
5866 // render all the shadowmaps that will be used for this view
5867 shadowmapping = R_Shadow_ShadowMappingEnabled();
5868 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5870 R_Shadow_DrawShadowMaps();
5871 if (r_timereport_active)
5872 R_TimeReport("shadowmaps");
5875 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5876 if (r_shadow_usingdeferredprepass)
5877 R_Shadow_DrawPrepass();
5879 // now we begin the forward pass of the view render
5880 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5882 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5883 if (r_timereport_active)
5884 R_TimeReport("worlddepth");
5886 if (r_depthfirst.integer >= 2)
5888 R_DrawModelsDepth();
5889 if (r_timereport_active)
5890 R_TimeReport("modeldepth");
5893 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5895 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5896 if (r_timereport_active)
5897 R_TimeReport("world");
5900 // don't let sound skip if going slow
5901 if (r_refdef.scene.extraupdate)
5905 if (r_timereport_active)
5906 R_TimeReport("models");
5908 // don't let sound skip if going slow
5909 if (r_refdef.scene.extraupdate)
5912 if (!r_shadow_usingdeferredprepass)
5914 R_Shadow_DrawLights();
5915 if (r_timereport_active)
5916 R_TimeReport("rtlights");
5919 // don't let sound skip if going slow
5920 if (r_refdef.scene.extraupdate)
5923 if (cl.csqc_vidvars.drawworld)
5925 R_DrawModelDecals();
5926 if (r_timereport_active)
5927 R_TimeReport("modeldecals");
5930 if (r_timereport_active)
5931 R_TimeReport("particles");
5934 if (r_timereport_active)
5935 R_TimeReport("explosions");
5938 if (r_refdef.view.showdebug)
5940 if (cl_locs_show.integer)
5943 if (r_timereport_active)
5944 R_TimeReport("showlocs");
5947 if (r_drawportals.integer)
5950 if (r_timereport_active)
5951 R_TimeReport("portals");
5954 if (r_showbboxes_client.value > 0)
5956 R_DrawEntityBBoxes(CLVM_prog);
5957 if (r_timereport_active)
5958 R_TimeReport("clbboxes");
5960 if (r_showbboxes.value > 0)
5962 R_DrawEntityBBoxes(SVVM_prog);
5963 if (r_timereport_active)
5964 R_TimeReport("svbboxes");
5968 if (r_transparent.integer)
5970 R_MeshQueue_RenderTransparent();
5971 if (r_timereport_active)
5972 R_TimeReport("drawtrans");
5975 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))
5977 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5978 if (r_timereport_active)
5979 R_TimeReport("worlddebug");
5980 R_DrawModelsDebug();
5981 if (r_timereport_active)
5982 R_TimeReport("modeldebug");
5985 if (cl.csqc_vidvars.drawworld)
5987 R_Shadow_DrawCoronas();
5988 if (r_timereport_active)
5989 R_TimeReport("coronas");
5992 // don't let sound skip if going slow
5993 if (r_refdef.scene.extraupdate)
5997 static const unsigned short bboxelements[36] =
6007 #define BBOXEDGES 13
6008 static const float bboxedges[BBOXEDGES][6] =
6011 { 0, 0, 0, 1, 1, 1 },
6013 { 0, 0, 0, 0, 1, 0 },
6014 { 0, 0, 0, 1, 0, 0 },
6015 { 0, 1, 0, 1, 1, 0 },
6016 { 1, 0, 0, 1, 1, 0 },
6018 { 0, 0, 1, 0, 1, 1 },
6019 { 0, 0, 1, 1, 0, 1 },
6020 { 0, 1, 1, 1, 1, 1 },
6021 { 1, 0, 1, 1, 1, 1 },
6023 { 0, 0, 0, 0, 0, 1 },
6024 { 1, 0, 0, 1, 0, 1 },
6025 { 0, 1, 0, 0, 1, 1 },
6026 { 1, 1, 0, 1, 1, 1 },
6029 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6031 int numvertices = BBOXEDGES * 8;
6032 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6033 int numtriangles = BBOXEDGES * 12;
6034 unsigned short elements[BBOXEDGES * 36];
6036 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6038 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6040 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6041 GL_DepthMask(false);
6042 GL_DepthRange(0, 1);
6043 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6045 for (edge = 0; edge < BBOXEDGES; edge++)
6047 for (i = 0; i < 3; i++)
6049 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6050 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6052 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6053 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6054 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6055 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6056 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6057 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6058 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6059 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6060 for (i = 0; i < 36; i++)
6061 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6063 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6064 if (r_refdef.fogenabled)
6066 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6068 f1 = RSurf_FogVertex(v);
6070 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6071 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6072 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6075 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6076 R_Mesh_ResetTextureState();
6077 R_SetupShader_Generic_NoTexture(false, false);
6078 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6081 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6083 // hacky overloading of the parameters
6084 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6087 prvm_edict_t *edict;
6089 GL_CullFace(GL_NONE);
6090 R_SetupShader_Generic_NoTexture(false, false);
6092 for (i = 0;i < numsurfaces;i++)
6094 edict = PRVM_EDICT_NUM(surfacelist[i]);
6095 switch ((int)PRVM_serveredictfloat(edict, solid))
6097 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6098 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6099 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6100 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6101 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6102 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6103 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6105 if (prog == CLVM_prog)
6106 color[3] *= r_showbboxes_client.value;
6108 color[3] *= r_showbboxes.value;
6109 color[3] = bound(0, color[3], 1);
6110 GL_DepthTest(!r_showdisabledepthtest.integer);
6111 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6115 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6118 prvm_edict_t *edict;
6124 for (i = 0; i < prog->num_edicts; i++)
6126 edict = PRVM_EDICT_NUM(i);
6127 if (edict->priv.server->free)
6129 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6130 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6132 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6134 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6135 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6139 static const int nomodelelement3i[24] =
6151 static const unsigned short nomodelelement3s[24] =
6163 static const float nomodelvertex3f[6*3] =
6173 static const float nomodelcolor4f[6*4] =
6175 0.0f, 0.0f, 0.5f, 1.0f,
6176 0.0f, 0.0f, 0.5f, 1.0f,
6177 0.0f, 0.5f, 0.0f, 1.0f,
6178 0.0f, 0.5f, 0.0f, 1.0f,
6179 0.5f, 0.0f, 0.0f, 1.0f,
6180 0.5f, 0.0f, 0.0f, 1.0f
6183 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6189 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);
6191 // this is only called once per entity so numsurfaces is always 1, and
6192 // surfacelist is always {0}, so this code does not handle batches
6194 if (rsurface.ent_flags & RENDER_ADDITIVE)
6196 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6197 GL_DepthMask(false);
6199 else if (ent->alpha < 1)
6201 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6202 GL_DepthMask(false);
6206 GL_BlendFunc(GL_ONE, GL_ZERO);
6209 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6210 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6211 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6212 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6213 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6214 for (i = 0, c = color4f;i < 6;i++, c += 4)
6216 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6217 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6218 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6221 if (r_refdef.fogenabled)
6223 for (i = 0, c = color4f;i < 6;i++, c += 4)
6225 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6227 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6228 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6229 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6232 // R_Mesh_ResetTextureState();
6233 R_SetupShader_Generic_NoTexture(false, false);
6234 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6235 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6238 void R_DrawNoModel(entity_render_t *ent)
6241 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6242 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6243 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6245 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6248 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6250 vec3_t right1, right2, diff, normal;
6252 VectorSubtract (org2, org1, normal);
6254 // calculate 'right' vector for start
6255 VectorSubtract (r_refdef.view.origin, org1, diff);
6256 CrossProduct (normal, diff, right1);
6257 VectorNormalize (right1);
6259 // calculate 'right' vector for end
6260 VectorSubtract (r_refdef.view.origin, org2, diff);
6261 CrossProduct (normal, diff, right2);
6262 VectorNormalize (right2);
6264 vert[ 0] = org1[0] + width * right1[0];
6265 vert[ 1] = org1[1] + width * right1[1];
6266 vert[ 2] = org1[2] + width * right1[2];
6267 vert[ 3] = org1[0] - width * right1[0];
6268 vert[ 4] = org1[1] - width * right1[1];
6269 vert[ 5] = org1[2] - width * right1[2];
6270 vert[ 6] = org2[0] - width * right2[0];
6271 vert[ 7] = org2[1] - width * right2[1];
6272 vert[ 8] = org2[2] - width * right2[2];
6273 vert[ 9] = org2[0] + width * right2[0];
6274 vert[10] = org2[1] + width * right2[1];
6275 vert[11] = org2[2] + width * right2[2];
6278 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)
6280 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6281 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6282 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6283 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6284 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6285 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6286 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6287 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6288 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6289 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6290 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6291 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6294 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6299 VectorSet(v, x, y, z);
6300 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6301 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6303 if (i == mesh->numvertices)
6305 if (mesh->numvertices < mesh->maxvertices)
6307 VectorCopy(v, vertex3f);
6308 mesh->numvertices++;
6310 return mesh->numvertices;
6316 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6320 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6321 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6322 e = mesh->element3i + mesh->numtriangles * 3;
6323 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6325 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6326 if (mesh->numtriangles < mesh->maxtriangles)
6331 mesh->numtriangles++;
6333 element[1] = element[2];
6337 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6341 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6342 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6343 e = mesh->element3i + mesh->numtriangles * 3;
6344 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6346 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6347 if (mesh->numtriangles < mesh->maxtriangles)
6352 mesh->numtriangles++;
6354 element[1] = element[2];
6358 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6359 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6361 int planenum, planenum2;
6364 mplane_t *plane, *plane2;
6366 double temppoints[2][256*3];
6367 // figure out how large a bounding box we need to properly compute this brush
6369 for (w = 0;w < numplanes;w++)
6370 maxdist = max(maxdist, fabs(planes[w].dist));
6371 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6372 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6373 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6377 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6378 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6380 if (planenum2 == planenum)
6382 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);
6385 if (tempnumpoints < 3)
6387 // generate elements forming a triangle fan for this polygon
6388 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6392 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6394 if(parms[0] == 0 && parms[1] == 0)
6396 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6397 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6402 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6405 index = parms[2] + rsurface.shadertime * parms[3];
6406 index -= floor(index);
6407 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6410 case Q3WAVEFUNC_NONE:
6411 case Q3WAVEFUNC_NOISE:
6412 case Q3WAVEFUNC_COUNT:
6415 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6416 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6417 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6418 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6419 case Q3WAVEFUNC_TRIANGLE:
6421 f = index - floor(index);
6434 f = parms[0] + parms[1] * f;
6435 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6436 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6440 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6447 matrix4x4_t matrix, temp;
6448 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6449 // it's better to have one huge fixup every 9 hours than gradual
6450 // degradation over time which looks consistently bad after many hours.
6452 // tcmod scroll in particular suffers from this degradation which can't be
6453 // effectively worked around even with floor() tricks because we don't
6454 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6455 // a workaround involving floor() would be incorrect anyway...
6456 shadertime = rsurface.shadertime;
6457 if (shadertime >= 32768.0f)
6458 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6459 switch(tcmod->tcmod)
6463 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6464 matrix = r_waterscrollmatrix;
6466 matrix = identitymatrix;
6468 case Q3TCMOD_ENTITYTRANSLATE:
6469 // this is used in Q3 to allow the gamecode to control texcoord
6470 // scrolling on the entity, which is not supported in darkplaces yet.
6471 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6473 case Q3TCMOD_ROTATE:
6474 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6475 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6476 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6479 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6481 case Q3TCMOD_SCROLL:
6482 // this particular tcmod is a "bug for bug" compatible one with regards to
6483 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6484 // specifically did the wrapping and so we must mimic that...
6485 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6486 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6487 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6489 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6490 w = (int) tcmod->parms[0];
6491 h = (int) tcmod->parms[1];
6492 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6494 idx = (int) floor(f * w * h);
6495 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6497 case Q3TCMOD_STRETCH:
6498 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6499 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6501 case Q3TCMOD_TRANSFORM:
6502 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6503 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6504 VectorSet(tcmat + 6, 0 , 0 , 1);
6505 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6506 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6508 case Q3TCMOD_TURBULENT:
6509 // this is handled in the RSurf_PrepareVertices function
6510 matrix = identitymatrix;
6514 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6517 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6519 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6520 char name[MAX_QPATH];
6521 skinframe_t *skinframe;
6522 unsigned char pixels[296*194];
6523 strlcpy(cache->name, skinname, sizeof(cache->name));
6524 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6525 if (developer_loading.integer)
6526 Con_Printf("loading %s\n", name);
6527 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6528 if (!skinframe || !skinframe->base)
6531 fs_offset_t filesize;
6533 f = FS_LoadFile(name, tempmempool, true, &filesize);
6536 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6537 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6541 cache->skinframe = skinframe;
6544 texture_t *R_GetCurrentTexture(texture_t *t)
6547 const entity_render_t *ent = rsurface.entity;
6548 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6549 q3shaderinfo_layer_tcmod_t *tcmod;
6550 float specularscale = 0.0f;
6552 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6553 return t->currentframe;
6554 t->update_lastrenderframe = r_textureframe;
6555 t->update_lastrenderentity = (void *)ent;
6557 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6558 t->camera_entity = ent->entitynumber;
6560 t->camera_entity = 0;
6562 // switch to an alternate material if this is a q1bsp animated material
6564 texture_t *texture = t;
6565 int s = rsurface.ent_skinnum;
6566 if ((unsigned int)s >= (unsigned int)model->numskins)
6568 if (model->skinscenes)
6570 if (model->skinscenes[s].framecount > 1)
6571 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6573 s = model->skinscenes[s].firstframe;
6576 t = t + s * model->num_surfaces;
6579 // use an alternate animation if the entity's frame is not 0,
6580 // and only if the texture has an alternate animation
6581 if (t->animated == 2) // q2bsp
6582 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6583 else if (rsurface.ent_alttextures && t->anim_total[1])
6584 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6586 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6588 texture->currentframe = t;
6591 // update currentskinframe to be a qw skin or animation frame
6592 if (rsurface.ent_qwskin >= 0)
6594 i = rsurface.ent_qwskin;
6595 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6597 r_qwskincache_size = cl.maxclients;
6599 Mem_Free(r_qwskincache);
6600 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6602 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6603 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6604 t->currentskinframe = r_qwskincache[i].skinframe;
6605 if (t->materialshaderpass && t->currentskinframe == NULL)
6606 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6608 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6609 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6610 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6611 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6613 t->currentmaterialflags = t->basematerialflags;
6614 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6615 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6616 t->currentalpha *= r_wateralpha.value;
6617 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6618 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6619 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6620 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6622 // decide on which type of lighting to use for this surface
6623 if (rsurface.entity->render_modellight_forced)
6624 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6625 if (rsurface.entity->render_rtlight_disabled)
6626 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6627 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6629 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6630 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
6631 for (q = 0; q < 3; q++)
6633 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6634 t->render_modellight_lightdir[q] = q == 2;
6635 t->render_modellight_ambient[q] = 1;
6636 t->render_modellight_diffuse[q] = 0;
6637 t->render_modellight_specular[q] = 0;
6638 t->render_lightmap_ambient[q] = 0;
6639 t->render_lightmap_diffuse[q] = 0;
6640 t->render_lightmap_specular[q] = 0;
6641 t->render_rtlight_diffuse[q] = 0;
6642 t->render_rtlight_specular[q] = 0;
6645 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6647 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6648 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6649 for (q = 0; q < 3; q++)
6651 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6652 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6653 t->render_modellight_lightdir[q] = q == 2;
6654 t->render_modellight_diffuse[q] = 0;
6655 t->render_modellight_specular[q] = 0;
6656 t->render_lightmap_ambient[q] = 0;
6657 t->render_lightmap_diffuse[q] = 0;
6658 t->render_lightmap_specular[q] = 0;
6659 t->render_rtlight_diffuse[q] = 0;
6660 t->render_rtlight_specular[q] = 0;
6663 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6665 // ambient + single direction light (modellight)
6666 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6667 for (q = 0; q < 3; q++)
6669 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6670 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6671 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6672 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6673 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6674 t->render_lightmap_ambient[q] = 0;
6675 t->render_lightmap_diffuse[q] = 0;
6676 t->render_lightmap_specular[q] = 0;
6677 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6678 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6683 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6684 for (q = 0; q < 3; q++)
6686 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6687 t->render_modellight_lightdir[q] = q == 2;
6688 t->render_modellight_ambient[q] = 0;
6689 t->render_modellight_diffuse[q] = 0;
6690 t->render_modellight_specular[q] = 0;
6691 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6692 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6693 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6694 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6695 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6699 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6701 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6702 // attribute, we punt it to the lightmap path and hope for the best,
6703 // but lighting doesn't work.
6705 // FIXME: this is fine for effects but CSQC polygons should be subject
6707 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6708 for (q = 0; q < 3; q++)
6710 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6711 t->render_modellight_lightdir[q] = q == 2;
6712 t->render_modellight_ambient[q] = 0;
6713 t->render_modellight_diffuse[q] = 0;
6714 t->render_modellight_specular[q] = 0;
6715 t->render_lightmap_ambient[q] = 0;
6716 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6717 t->render_lightmap_specular[q] = 0;
6718 t->render_rtlight_diffuse[q] = 0;
6719 t->render_rtlight_specular[q] = 0;
6723 for (q = 0; q < 3; q++)
6725 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6726 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6729 if (rsurface.ent_flags & RENDER_ADDITIVE)
6730 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6731 else if (t->currentalpha < 1)
6732 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6733 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6734 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6735 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6736 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6737 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6738 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6739 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6740 if (t->backgroundshaderpass)
6741 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6742 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6744 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6745 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6748 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6749 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6751 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6752 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6754 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6755 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6757 // there is no tcmod
6758 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6760 t->currenttexmatrix = r_waterscrollmatrix;
6761 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6763 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6765 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6766 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6769 if (t->materialshaderpass)
6770 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6771 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6773 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6774 if (t->currentskinframe->qpixels)
6775 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6776 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6777 if (!t->basetexture)
6778 t->basetexture = r_texture_notexture;
6779 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6780 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6781 t->nmaptexture = t->currentskinframe->nmap;
6782 if (!t->nmaptexture)
6783 t->nmaptexture = r_texture_blanknormalmap;
6784 t->glosstexture = r_texture_black;
6785 t->glowtexture = t->currentskinframe->glow;
6786 t->fogtexture = t->currentskinframe->fog;
6787 t->reflectmasktexture = t->currentskinframe->reflect;
6788 if (t->backgroundshaderpass)
6790 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6791 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6792 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6793 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6794 t->backgroundglosstexture = r_texture_black;
6795 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6796 if (!t->backgroundnmaptexture)
6797 t->backgroundnmaptexture = r_texture_blanknormalmap;
6798 // make sure that if glow is going to be used, both textures are not NULL
6799 if (!t->backgroundglowtexture && t->glowtexture)
6800 t->backgroundglowtexture = r_texture_black;
6801 if (!t->glowtexture && t->backgroundglowtexture)
6802 t->glowtexture = r_texture_black;
6806 t->backgroundbasetexture = r_texture_white;
6807 t->backgroundnmaptexture = r_texture_blanknormalmap;
6808 t->backgroundglosstexture = r_texture_black;
6809 t->backgroundglowtexture = NULL;
6811 t->specularpower = r_shadow_glossexponent.value;
6812 // TODO: store reference values for these in the texture?
6813 if (r_shadow_gloss.integer > 0)
6815 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6817 if (r_shadow_glossintensity.value > 0)
6819 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6820 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6821 specularscale = r_shadow_glossintensity.value;
6824 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6826 t->glosstexture = r_texture_white;
6827 t->backgroundglosstexture = r_texture_white;
6828 specularscale = r_shadow_gloss2intensity.value;
6829 t->specularpower = r_shadow_gloss2exponent.value;
6832 specularscale *= t->specularscalemod;
6833 t->specularpower *= t->specularpowermod;
6835 // lightmaps mode looks bad with dlights using actual texturing, so turn
6836 // off the colormap and glossmap, but leave the normalmap on as it still
6837 // accurately represents the shading involved
6838 if (gl_lightmaps.integer)
6840 t->basetexture = r_texture_grey128;
6841 t->pantstexture = r_texture_black;
6842 t->shirttexture = r_texture_black;
6843 if (gl_lightmaps.integer < 2)
6844 t->nmaptexture = r_texture_blanknormalmap;
6845 t->glosstexture = r_texture_black;
6846 t->glowtexture = NULL;
6847 t->fogtexture = NULL;
6848 t->reflectmasktexture = NULL;
6849 t->backgroundbasetexture = NULL;
6850 if (gl_lightmaps.integer < 2)
6851 t->backgroundnmaptexture = r_texture_blanknormalmap;
6852 t->backgroundglosstexture = r_texture_black;
6853 t->backgroundglowtexture = NULL;
6855 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6858 if (specularscale != 1.0f)
6860 for (q = 0; q < 3; q++)
6862 t->render_modellight_specular[q] *= specularscale;
6863 t->render_lightmap_specular[q] *= specularscale;
6864 t->render_rtlight_specular[q] *= specularscale;
6868 t->currentblendfunc[0] = GL_ONE;
6869 t->currentblendfunc[1] = GL_ZERO;
6870 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6872 t->currentblendfunc[0] = GL_SRC_ALPHA;
6873 t->currentblendfunc[1] = GL_ONE;
6875 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6877 t->currentblendfunc[0] = GL_SRC_ALPHA;
6878 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6880 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6882 t->currentblendfunc[0] = t->customblendfunc[0];
6883 t->currentblendfunc[1] = t->customblendfunc[1];
6889 rsurfacestate_t rsurface;
6891 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
6893 dp_model_t *model = ent->model;
6894 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6896 rsurface.entity = (entity_render_t *)ent;
6897 rsurface.skeleton = ent->skeleton;
6898 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6899 rsurface.ent_skinnum = ent->skinnum;
6900 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;
6901 rsurface.ent_flags = ent->flags;
6902 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6903 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6904 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6905 rsurface.matrix = ent->matrix;
6906 rsurface.inversematrix = ent->inversematrix;
6907 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6908 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6909 R_EntityMatrix(&rsurface.matrix);
6910 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6911 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6912 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6913 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6914 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6915 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6916 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6917 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6918 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6919 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6920 if (ent->model->brush.submodel && !prepass)
6922 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6923 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6925 // if the animcache code decided it should use the shader path, skip the deform step
6926 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6927 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6928 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6929 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6930 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6931 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6933 if (ent->animcache_vertex3f)
6935 r_refdef.stats[r_stat_batch_entitycache_count]++;
6936 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
6937 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
6938 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
6939 rsurface.modelvertex3f = ent->animcache_vertex3f;
6940 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
6941 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
6942 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6943 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
6944 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
6945 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6946 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
6947 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
6948 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6949 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
6950 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
6952 else if (wanttangents)
6954 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6955 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6956 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6957 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6958 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6959 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6960 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6961 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6962 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
6963 rsurface.modelvertex3f_vertexbuffer = NULL;
6964 rsurface.modelvertex3f_bufferoffset = 0;
6965 rsurface.modelvertex3f_vertexbuffer = 0;
6966 rsurface.modelvertex3f_bufferoffset = 0;
6967 rsurface.modelsvector3f_vertexbuffer = 0;
6968 rsurface.modelsvector3f_bufferoffset = 0;
6969 rsurface.modeltvector3f_vertexbuffer = 0;
6970 rsurface.modeltvector3f_bufferoffset = 0;
6971 rsurface.modelnormal3f_vertexbuffer = 0;
6972 rsurface.modelnormal3f_bufferoffset = 0;
6974 else if (wantnormals)
6976 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6977 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6978 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6979 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6980 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6981 rsurface.modelsvector3f = NULL;
6982 rsurface.modeltvector3f = NULL;
6983 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6984 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
6985 rsurface.modelvertex3f_vertexbuffer = NULL;
6986 rsurface.modelvertex3f_bufferoffset = 0;
6987 rsurface.modelvertex3f_vertexbuffer = 0;
6988 rsurface.modelvertex3f_bufferoffset = 0;
6989 rsurface.modelsvector3f_vertexbuffer = 0;
6990 rsurface.modelsvector3f_bufferoffset = 0;
6991 rsurface.modeltvector3f_vertexbuffer = 0;
6992 rsurface.modeltvector3f_bufferoffset = 0;
6993 rsurface.modelnormal3f_vertexbuffer = 0;
6994 rsurface.modelnormal3f_bufferoffset = 0;
6998 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6999 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7000 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7001 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7002 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7003 rsurface.modelsvector3f = NULL;
7004 rsurface.modeltvector3f = NULL;
7005 rsurface.modelnormal3f = NULL;
7006 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7007 rsurface.modelvertex3f_vertexbuffer = NULL;
7008 rsurface.modelvertex3f_bufferoffset = 0;
7009 rsurface.modelvertex3f_vertexbuffer = 0;
7010 rsurface.modelvertex3f_bufferoffset = 0;
7011 rsurface.modelsvector3f_vertexbuffer = 0;
7012 rsurface.modelsvector3f_bufferoffset = 0;
7013 rsurface.modeltvector3f_vertexbuffer = 0;
7014 rsurface.modeltvector3f_bufferoffset = 0;
7015 rsurface.modelnormal3f_vertexbuffer = 0;
7016 rsurface.modelnormal3f_bufferoffset = 0;
7018 rsurface.modelgeneratedvertex = true;
7022 if (rsurface.entityskeletaltransform3x4)
7024 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7025 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7026 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7027 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7031 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7032 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7033 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7034 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7036 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7037 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7038 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7039 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7040 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7041 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7042 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7043 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7044 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7045 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7046 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7047 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7048 rsurface.modelgeneratedvertex = false;
7050 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7051 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7052 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7053 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7054 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7055 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7056 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7057 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7058 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7059 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7060 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7061 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7062 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7063 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7064 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7065 rsurface.modelelement3i = model->surfmesh.data_element3i;
7066 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7067 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7068 rsurface.modelelement3s = model->surfmesh.data_element3s;
7069 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7070 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7071 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7072 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7073 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7074 rsurface.modelsurfaces = model->data_surfaces;
7075 rsurface.batchgeneratedvertex = false;
7076 rsurface.batchfirstvertex = 0;
7077 rsurface.batchnumvertices = 0;
7078 rsurface.batchfirsttriangle = 0;
7079 rsurface.batchnumtriangles = 0;
7080 rsurface.batchvertex3f = NULL;
7081 rsurface.batchvertex3f_vertexbuffer = NULL;
7082 rsurface.batchvertex3f_bufferoffset = 0;
7083 rsurface.batchsvector3f = NULL;
7084 rsurface.batchsvector3f_vertexbuffer = NULL;
7085 rsurface.batchsvector3f_bufferoffset = 0;
7086 rsurface.batchtvector3f = NULL;
7087 rsurface.batchtvector3f_vertexbuffer = NULL;
7088 rsurface.batchtvector3f_bufferoffset = 0;
7089 rsurface.batchnormal3f = NULL;
7090 rsurface.batchnormal3f_vertexbuffer = NULL;
7091 rsurface.batchnormal3f_bufferoffset = 0;
7092 rsurface.batchlightmapcolor4f = NULL;
7093 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7094 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7095 rsurface.batchtexcoordtexture2f = NULL;
7096 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7097 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7098 rsurface.batchtexcoordlightmap2f = NULL;
7099 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7100 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7101 rsurface.batchskeletalindex4ub = NULL;
7102 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7103 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7104 rsurface.batchskeletalweight4ub = NULL;
7105 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7106 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7107 rsurface.batchelement3i = NULL;
7108 rsurface.batchelement3i_indexbuffer = NULL;
7109 rsurface.batchelement3i_bufferoffset = 0;
7110 rsurface.batchelement3s = NULL;
7111 rsurface.batchelement3s_indexbuffer = NULL;
7112 rsurface.batchelement3s_bufferoffset = 0;
7113 rsurface.forcecurrenttextureupdate = false;
7116 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)
7118 rsurface.entity = r_refdef.scene.worldentity;
7119 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7120 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7121 // A better approach could be making this copy only once per frame.
7122 static entity_render_t custom_entity;
7124 custom_entity = *rsurface.entity;
7125 for (q = 0; q < 3; ++q) {
7126 float colormod = q == 0 ? r : q == 1 ? g : b;
7127 custom_entity.render_fullbright[q] *= colormod;
7128 custom_entity.render_modellight_ambient[q] *= colormod;
7129 custom_entity.render_modellight_diffuse[q] *= colormod;
7130 custom_entity.render_lightmap_ambient[q] *= colormod;
7131 custom_entity.render_lightmap_diffuse[q] *= colormod;
7132 custom_entity.render_rtlight_diffuse[q] *= colormod;
7134 custom_entity.alpha *= a;
7135 rsurface.entity = &custom_entity;
7137 rsurface.skeleton = NULL;
7138 rsurface.ent_skinnum = 0;
7139 rsurface.ent_qwskin = -1;
7140 rsurface.ent_flags = entflags;
7141 rsurface.shadertime = r_refdef.scene.time - shadertime;
7142 rsurface.modelnumvertices = numvertices;
7143 rsurface.modelnumtriangles = numtriangles;
7144 rsurface.matrix = *matrix;
7145 rsurface.inversematrix = *inversematrix;
7146 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7147 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7148 R_EntityMatrix(&rsurface.matrix);
7149 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7150 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7151 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7152 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7153 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7154 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7155 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7156 rsurface.frameblend[0].lerp = 1;
7157 rsurface.ent_alttextures = false;
7158 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7159 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7160 rsurface.entityskeletaltransform3x4 = NULL;
7161 rsurface.entityskeletaltransform3x4buffer = NULL;
7162 rsurface.entityskeletaltransform3x4offset = 0;
7163 rsurface.entityskeletaltransform3x4size = 0;
7164 rsurface.entityskeletalnumtransforms = 0;
7165 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7166 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7167 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7168 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7171 rsurface.modelvertex3f = (float *)vertex3f;
7172 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7173 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7174 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7176 else if (wantnormals)
7178 rsurface.modelvertex3f = (float *)vertex3f;
7179 rsurface.modelsvector3f = NULL;
7180 rsurface.modeltvector3f = NULL;
7181 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7185 rsurface.modelvertex3f = (float *)vertex3f;
7186 rsurface.modelsvector3f = NULL;
7187 rsurface.modeltvector3f = NULL;
7188 rsurface.modelnormal3f = NULL;
7190 rsurface.modelvertex3f_vertexbuffer = 0;
7191 rsurface.modelvertex3f_bufferoffset = 0;
7192 rsurface.modelsvector3f_vertexbuffer = 0;
7193 rsurface.modelsvector3f_bufferoffset = 0;
7194 rsurface.modeltvector3f_vertexbuffer = 0;
7195 rsurface.modeltvector3f_bufferoffset = 0;
7196 rsurface.modelnormal3f_vertexbuffer = 0;
7197 rsurface.modelnormal3f_bufferoffset = 0;
7198 rsurface.modelgeneratedvertex = true;
7199 rsurface.modellightmapcolor4f = (float *)color4f;
7200 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7201 rsurface.modellightmapcolor4f_bufferoffset = 0;
7202 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7203 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7204 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7205 rsurface.modeltexcoordlightmap2f = NULL;
7206 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7207 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7208 rsurface.modelskeletalindex4ub = NULL;
7209 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7210 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7211 rsurface.modelskeletalweight4ub = NULL;
7212 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7213 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7214 rsurface.modelelement3i = (int *)element3i;
7215 rsurface.modelelement3i_indexbuffer = NULL;
7216 rsurface.modelelement3i_bufferoffset = 0;
7217 rsurface.modelelement3s = (unsigned short *)element3s;
7218 rsurface.modelelement3s_indexbuffer = NULL;
7219 rsurface.modelelement3s_bufferoffset = 0;
7220 rsurface.modellightmapoffsets = NULL;
7221 rsurface.modelsurfaces = NULL;
7222 rsurface.batchgeneratedvertex = false;
7223 rsurface.batchfirstvertex = 0;
7224 rsurface.batchnumvertices = 0;
7225 rsurface.batchfirsttriangle = 0;
7226 rsurface.batchnumtriangles = 0;
7227 rsurface.batchvertex3f = NULL;
7228 rsurface.batchvertex3f_vertexbuffer = NULL;
7229 rsurface.batchvertex3f_bufferoffset = 0;
7230 rsurface.batchsvector3f = NULL;
7231 rsurface.batchsvector3f_vertexbuffer = NULL;
7232 rsurface.batchsvector3f_bufferoffset = 0;
7233 rsurface.batchtvector3f = NULL;
7234 rsurface.batchtvector3f_vertexbuffer = NULL;
7235 rsurface.batchtvector3f_bufferoffset = 0;
7236 rsurface.batchnormal3f = NULL;
7237 rsurface.batchnormal3f_vertexbuffer = NULL;
7238 rsurface.batchnormal3f_bufferoffset = 0;
7239 rsurface.batchlightmapcolor4f = NULL;
7240 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7241 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7242 rsurface.batchtexcoordtexture2f = NULL;
7243 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7244 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7245 rsurface.batchtexcoordlightmap2f = NULL;
7246 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7247 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7248 rsurface.batchskeletalindex4ub = NULL;
7249 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7250 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7251 rsurface.batchskeletalweight4ub = NULL;
7252 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7253 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7254 rsurface.batchelement3i = NULL;
7255 rsurface.batchelement3i_indexbuffer = NULL;
7256 rsurface.batchelement3i_bufferoffset = 0;
7257 rsurface.batchelement3s = NULL;
7258 rsurface.batchelement3s_indexbuffer = NULL;
7259 rsurface.batchelement3s_bufferoffset = 0;
7260 rsurface.forcecurrenttextureupdate = true;
7262 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7264 if ((wantnormals || wanttangents) && !normal3f)
7266 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7267 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7269 if (wanttangents && !svector3f)
7271 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7272 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7273 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7278 float RSurf_FogPoint(const float *v)
7280 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7281 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7282 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7283 float FogHeightFade = r_refdef.fogheightfade;
7285 unsigned int fogmasktableindex;
7286 if (r_refdef.fogplaneviewabove)
7287 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7289 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7290 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7291 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7294 float RSurf_FogVertex(const float *v)
7296 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7297 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7298 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7299 float FogHeightFade = rsurface.fogheightfade;
7301 unsigned int fogmasktableindex;
7302 if (r_refdef.fogplaneviewabove)
7303 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7305 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7306 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7307 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7310 void RSurf_UploadBuffersForBatch(void)
7312 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7313 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7314 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7315 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7316 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7317 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7318 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7319 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7320 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7321 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7322 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7323 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7324 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7325 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7326 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7327 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7328 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7329 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7330 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7331 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7333 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7334 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7335 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7336 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7338 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7339 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7340 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7341 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7342 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7343 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7344 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7345 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7346 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7347 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7350 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7353 for (i = 0;i < numelements;i++)
7354 outelement3i[i] = inelement3i[i] + adjust;
7357 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7358 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7366 int surfacefirsttriangle;
7367 int surfacenumtriangles;
7368 int surfacefirstvertex;
7369 int surfaceendvertex;
7370 int surfacenumvertices;
7371 int batchnumsurfaces = texturenumsurfaces;
7372 int batchnumvertices;
7373 int batchnumtriangles;
7376 qboolean dynamicvertex;
7379 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7382 q3shaderinfo_deform_t *deform;
7383 const msurface_t *surface, *firstsurface;
7384 if (!texturenumsurfaces)
7386 // find vertex range of this surface batch
7388 firstsurface = texturesurfacelist[0];
7389 firsttriangle = firstsurface->num_firsttriangle;
7390 batchnumvertices = 0;
7391 batchnumtriangles = 0;
7392 firstvertex = endvertex = firstsurface->num_firstvertex;
7393 for (i = 0;i < texturenumsurfaces;i++)
7395 surface = texturesurfacelist[i];
7396 if (surface != firstsurface + i)
7398 surfacefirstvertex = surface->num_firstvertex;
7399 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7400 surfacenumvertices = surface->num_vertices;
7401 surfacenumtriangles = surface->num_triangles;
7402 if (firstvertex > surfacefirstvertex)
7403 firstvertex = surfacefirstvertex;
7404 if (endvertex < surfaceendvertex)
7405 endvertex = surfaceendvertex;
7406 batchnumvertices += surfacenumvertices;
7407 batchnumtriangles += surfacenumtriangles;
7410 r_refdef.stats[r_stat_batch_batches]++;
7412 r_refdef.stats[r_stat_batch_withgaps]++;
7413 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7414 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7415 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7417 // we now know the vertex range used, and if there are any gaps in it
7418 rsurface.batchfirstvertex = firstvertex;
7419 rsurface.batchnumvertices = endvertex - firstvertex;
7420 rsurface.batchfirsttriangle = firsttriangle;
7421 rsurface.batchnumtriangles = batchnumtriangles;
7423 // check if any dynamic vertex processing must occur
7424 dynamicvertex = false;
7426 // we must use vertexbuffers for rendering, we can upload vertex buffers
7427 // easily enough but if the basevertex is non-zero it becomes more
7428 // difficult, so force dynamicvertex path in that case - it's suboptimal
7429 // but the most optimal case is to have the geometry sources provide their
7431 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7432 dynamicvertex = true;
7434 // a cvar to force the dynamic vertex path to be taken, for debugging
7435 if (r_batch_debugdynamicvertexpath.integer)
7439 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7440 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7441 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7442 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7444 dynamicvertex = true;
7447 // if there is a chance of animated vertex colors, it's a dynamic batch
7448 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7452 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7453 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7454 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7455 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7457 dynamicvertex = true;
7460 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7462 switch (deform->deform)
7465 case Q3DEFORM_PROJECTIONSHADOW:
7466 case Q3DEFORM_TEXT0:
7467 case Q3DEFORM_TEXT1:
7468 case Q3DEFORM_TEXT2:
7469 case Q3DEFORM_TEXT3:
7470 case Q3DEFORM_TEXT4:
7471 case Q3DEFORM_TEXT5:
7472 case Q3DEFORM_TEXT6:
7473 case Q3DEFORM_TEXT7:
7476 case Q3DEFORM_AUTOSPRITE:
7479 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7480 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7481 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7482 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7484 dynamicvertex = true;
7485 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7487 case Q3DEFORM_AUTOSPRITE2:
7490 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7491 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7492 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7493 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7495 dynamicvertex = true;
7496 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7498 case Q3DEFORM_NORMAL:
7501 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7502 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7503 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7504 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7506 dynamicvertex = true;
7507 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7510 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7511 break; // if wavefunc is a nop, ignore this transform
7514 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7515 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7516 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7517 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7519 dynamicvertex = true;
7520 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7522 case Q3DEFORM_BULGE:
7525 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7526 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7527 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7528 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7530 dynamicvertex = true;
7531 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7534 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7535 break; // if wavefunc is a nop, ignore this transform
7538 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7539 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7540 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7541 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7543 dynamicvertex = true;
7544 batchneed |= BATCHNEED_ARRAY_VERTEX;
7548 if (rsurface.texture->materialshaderpass)
7550 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7553 case Q3TCGEN_TEXTURE:
7555 case Q3TCGEN_LIGHTMAP:
7558 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7559 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7560 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7561 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7563 dynamicvertex = true;
7564 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7566 case Q3TCGEN_VECTOR:
7569 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7570 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7571 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7572 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7574 dynamicvertex = true;
7575 batchneed |= BATCHNEED_ARRAY_VERTEX;
7577 case Q3TCGEN_ENVIRONMENT:
7580 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7581 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7582 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7583 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7585 dynamicvertex = true;
7586 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7589 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7593 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7594 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7595 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7596 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7598 dynamicvertex = true;
7599 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7603 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7604 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7605 // we ensure this by treating the vertex batch as dynamic...
7606 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7610 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7611 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7612 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7613 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7615 dynamicvertex = true;
7618 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7619 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7620 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7622 rsurface.batchvertex3f = rsurface.modelvertex3f;
7623 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7624 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7625 rsurface.batchsvector3f = rsurface.modelsvector3f;
7626 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7627 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7628 rsurface.batchtvector3f = rsurface.modeltvector3f;
7629 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7630 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7631 rsurface.batchnormal3f = rsurface.modelnormal3f;
7632 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7633 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7634 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7635 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7636 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7637 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7638 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7639 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7640 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7641 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7642 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7643 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7644 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7645 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7646 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7647 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7648 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7649 rsurface.batchelement3i = rsurface.modelelement3i;
7650 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7651 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7652 rsurface.batchelement3s = rsurface.modelelement3s;
7653 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7654 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7655 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7656 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7657 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7658 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7659 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7661 // if any dynamic vertex processing has to occur in software, we copy the
7662 // entire surface list together before processing to rebase the vertices
7663 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7665 // if any gaps exist and we do not have a static vertex buffer, we have to
7666 // copy the surface list together to avoid wasting upload bandwidth on the
7667 // vertices in the gaps.
7669 // if gaps exist and we have a static vertex buffer, we can choose whether
7670 // to combine the index buffer ranges into one dynamic index buffer or
7671 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7673 // in many cases the batch is reduced to one draw call.
7675 rsurface.batchmultidraw = false;
7676 rsurface.batchmultidrawnumsurfaces = 0;
7677 rsurface.batchmultidrawsurfacelist = NULL;
7681 // static vertex data, just set pointers...
7682 rsurface.batchgeneratedvertex = false;
7683 // if there are gaps, we want to build a combined index buffer,
7684 // otherwise use the original static buffer with an appropriate offset
7687 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7688 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7689 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7690 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7691 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7693 rsurface.batchmultidraw = true;
7694 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7695 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7698 // build a new triangle elements array for this batch
7699 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7700 rsurface.batchfirsttriangle = 0;
7702 for (i = 0;i < texturenumsurfaces;i++)
7704 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7705 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7706 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7707 numtriangles += surfacenumtriangles;
7709 rsurface.batchelement3i_indexbuffer = NULL;
7710 rsurface.batchelement3i_bufferoffset = 0;
7711 rsurface.batchelement3s = NULL;
7712 rsurface.batchelement3s_indexbuffer = NULL;
7713 rsurface.batchelement3s_bufferoffset = 0;
7714 if (endvertex <= 65536)
7716 // make a 16bit (unsigned short) index array if possible
7717 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7718 for (i = 0;i < numtriangles*3;i++)
7719 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7724 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7725 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7726 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7727 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7732 // something needs software processing, do it for real...
7733 // we only directly handle separate array data in this case and then
7734 // generate interleaved data if needed...
7735 rsurface.batchgeneratedvertex = true;
7736 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7737 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7738 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7739 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7741 // now copy the vertex data into a combined array and make an index array
7742 // (this is what Quake3 does all the time)
7743 // we also apply any skeletal animation here that would have been done in
7744 // the vertex shader, because most of the dynamic vertex animation cases
7745 // need actual vertex positions and normals
7746 //if (dynamicvertex)
7748 rsurface.batchvertex3f = NULL;
7749 rsurface.batchvertex3f_vertexbuffer = NULL;
7750 rsurface.batchvertex3f_bufferoffset = 0;
7751 rsurface.batchsvector3f = NULL;
7752 rsurface.batchsvector3f_vertexbuffer = NULL;
7753 rsurface.batchsvector3f_bufferoffset = 0;
7754 rsurface.batchtvector3f = NULL;
7755 rsurface.batchtvector3f_vertexbuffer = NULL;
7756 rsurface.batchtvector3f_bufferoffset = 0;
7757 rsurface.batchnormal3f = NULL;
7758 rsurface.batchnormal3f_vertexbuffer = NULL;
7759 rsurface.batchnormal3f_bufferoffset = 0;
7760 rsurface.batchlightmapcolor4f = NULL;
7761 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7762 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7763 rsurface.batchtexcoordtexture2f = NULL;
7764 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7765 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7766 rsurface.batchtexcoordlightmap2f = NULL;
7767 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7768 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7769 rsurface.batchskeletalindex4ub = NULL;
7770 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7771 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7772 rsurface.batchskeletalweight4ub = NULL;
7773 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7774 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7775 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7776 rsurface.batchelement3i_indexbuffer = NULL;
7777 rsurface.batchelement3i_bufferoffset = 0;
7778 rsurface.batchelement3s = NULL;
7779 rsurface.batchelement3s_indexbuffer = NULL;
7780 rsurface.batchelement3s_bufferoffset = 0;
7781 rsurface.batchskeletaltransform3x4buffer = NULL;
7782 rsurface.batchskeletaltransform3x4offset = 0;
7783 rsurface.batchskeletaltransform3x4size = 0;
7784 // we'll only be setting up certain arrays as needed
7785 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7786 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7787 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7788 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7789 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7791 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7792 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7794 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7795 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7796 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7797 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7798 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7799 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7800 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7802 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7803 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7807 for (i = 0;i < texturenumsurfaces;i++)
7809 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7810 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7811 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7812 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7813 // copy only the data requested
7814 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7816 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7818 if (rsurface.batchvertex3f)
7819 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7821 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7823 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7825 if (rsurface.modelnormal3f)
7826 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7828 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7830 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7832 if (rsurface.modelsvector3f)
7834 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7835 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7839 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7840 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7843 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7845 if (rsurface.modellightmapcolor4f)
7846 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7848 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7850 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7852 if (rsurface.modeltexcoordtexture2f)
7853 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7855 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7857 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7859 if (rsurface.modeltexcoordlightmap2f)
7860 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7862 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7864 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7866 if (rsurface.modelskeletalindex4ub)
7868 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7869 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7873 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7874 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7875 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7876 for (j = 0;j < surfacenumvertices;j++)
7881 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7882 numvertices += surfacenumvertices;
7883 numtriangles += surfacenumtriangles;
7886 // generate a 16bit index array as well if possible
7887 // (in general, dynamic batches fit)
7888 if (numvertices <= 65536)
7890 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7891 for (i = 0;i < numtriangles*3;i++)
7892 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7895 // since we've copied everything, the batch now starts at 0
7896 rsurface.batchfirstvertex = 0;
7897 rsurface.batchnumvertices = batchnumvertices;
7898 rsurface.batchfirsttriangle = 0;
7899 rsurface.batchnumtriangles = batchnumtriangles;
7902 // apply skeletal animation that would have been done in the vertex shader
7903 if (rsurface.batchskeletaltransform3x4)
7905 const unsigned char *si;
7906 const unsigned char *sw;
7908 const float *b = rsurface.batchskeletaltransform3x4;
7909 float *vp, *vs, *vt, *vn;
7911 float m[3][4], n[3][4];
7912 float tp[3], ts[3], tt[3], tn[3];
7913 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7914 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7915 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7916 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7917 si = rsurface.batchskeletalindex4ub;
7918 sw = rsurface.batchskeletalweight4ub;
7919 vp = rsurface.batchvertex3f;
7920 vs = rsurface.batchsvector3f;
7921 vt = rsurface.batchtvector3f;
7922 vn = rsurface.batchnormal3f;
7923 memset(m[0], 0, sizeof(m));
7924 memset(n[0], 0, sizeof(n));
7925 for (i = 0;i < batchnumvertices;i++)
7927 t[0] = b + si[0]*12;
7930 // common case - only one matrix
7944 else if (sw[2] + sw[3])
7947 t[1] = b + si[1]*12;
7948 t[2] = b + si[2]*12;
7949 t[3] = b + si[3]*12;
7950 w[0] = sw[0] * (1.0f / 255.0f);
7951 w[1] = sw[1] * (1.0f / 255.0f);
7952 w[2] = sw[2] * (1.0f / 255.0f);
7953 w[3] = sw[3] * (1.0f / 255.0f);
7954 // blend the matrices
7955 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
7956 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
7957 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
7958 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
7959 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
7960 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
7961 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
7962 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
7963 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
7964 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
7965 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
7966 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
7971 t[1] = b + si[1]*12;
7972 w[0] = sw[0] * (1.0f / 255.0f);
7973 w[1] = sw[1] * (1.0f / 255.0f);
7974 // blend the matrices
7975 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
7976 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
7977 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
7978 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
7979 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
7980 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
7981 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
7982 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
7983 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
7984 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
7985 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
7986 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
7990 // modify the vertex
7992 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
7993 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
7994 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
7998 // the normal transformation matrix is a set of cross products...
7999 CrossProduct(m[1], m[2], n[0]);
8000 CrossProduct(m[2], m[0], n[1]);
8001 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8003 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8004 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8005 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8006 VectorNormalize(vn);
8011 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8012 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8013 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8014 VectorNormalize(vs);
8017 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8018 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8019 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8020 VectorNormalize(vt);
8025 rsurface.batchskeletaltransform3x4 = NULL;
8026 rsurface.batchskeletalnumtransforms = 0;
8029 // q1bsp surfaces rendered in vertex color mode have to have colors
8030 // calculated based on lightstyles
8031 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8033 // generate color arrays for the surfaces in this list
8038 const unsigned char *lm;
8039 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8040 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8041 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8043 for (i = 0;i < texturenumsurfaces;i++)
8045 surface = texturesurfacelist[i];
8046 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8047 surfacenumvertices = surface->num_vertices;
8048 if (surface->lightmapinfo->samples)
8050 for (j = 0;j < surfacenumvertices;j++)
8052 lm = surface->lightmapinfo->samples + offsets[j];
8053 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8054 VectorScale(lm, scale, c);
8055 if (surface->lightmapinfo->styles[1] != 255)
8057 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8059 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8060 VectorMA(c, scale, lm, c);
8061 if (surface->lightmapinfo->styles[2] != 255)
8064 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8065 VectorMA(c, scale, lm, c);
8066 if (surface->lightmapinfo->styles[3] != 255)
8069 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8070 VectorMA(c, scale, lm, c);
8077 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);
8083 for (j = 0;j < surfacenumvertices;j++)
8085 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8092 // if vertices are deformed (sprite flares and things in maps, possibly
8093 // water waves, bulges and other deformations), modify the copied vertices
8095 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8098 switch (deform->deform)
8101 case Q3DEFORM_PROJECTIONSHADOW:
8102 case Q3DEFORM_TEXT0:
8103 case Q3DEFORM_TEXT1:
8104 case Q3DEFORM_TEXT2:
8105 case Q3DEFORM_TEXT3:
8106 case Q3DEFORM_TEXT4:
8107 case Q3DEFORM_TEXT5:
8108 case Q3DEFORM_TEXT6:
8109 case Q3DEFORM_TEXT7:
8112 case Q3DEFORM_AUTOSPRITE:
8113 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8114 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8115 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8116 VectorNormalize(newforward);
8117 VectorNormalize(newright);
8118 VectorNormalize(newup);
8119 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8120 // rsurface.batchvertex3f_vertexbuffer = NULL;
8121 // rsurface.batchvertex3f_bufferoffset = 0;
8122 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8123 // rsurface.batchsvector3f_vertexbuffer = NULL;
8124 // rsurface.batchsvector3f_bufferoffset = 0;
8125 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8126 // rsurface.batchtvector3f_vertexbuffer = NULL;
8127 // rsurface.batchtvector3f_bufferoffset = 0;
8128 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8129 // rsurface.batchnormal3f_vertexbuffer = NULL;
8130 // rsurface.batchnormal3f_bufferoffset = 0;
8131 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8132 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8133 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8134 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8135 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);
8136 // a single autosprite surface can contain multiple sprites...
8137 for (j = 0;j < batchnumvertices - 3;j += 4)
8139 VectorClear(center);
8140 for (i = 0;i < 4;i++)
8141 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8142 VectorScale(center, 0.25f, center);
8143 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8144 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8145 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8146 for (i = 0;i < 4;i++)
8148 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8149 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8152 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8153 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8154 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);
8156 case Q3DEFORM_AUTOSPRITE2:
8157 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8158 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8159 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8160 VectorNormalize(newforward);
8161 VectorNormalize(newright);
8162 VectorNormalize(newup);
8163 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8164 // rsurface.batchvertex3f_vertexbuffer = NULL;
8165 // rsurface.batchvertex3f_bufferoffset = 0;
8167 const float *v1, *v2;
8177 memset(shortest, 0, sizeof(shortest));
8178 // a single autosprite surface can contain multiple sprites...
8179 for (j = 0;j < batchnumvertices - 3;j += 4)
8181 VectorClear(center);
8182 for (i = 0;i < 4;i++)
8183 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8184 VectorScale(center, 0.25f, center);
8185 // find the two shortest edges, then use them to define the
8186 // axis vectors for rotating around the central axis
8187 for (i = 0;i < 6;i++)
8189 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8190 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8191 l = VectorDistance2(v1, v2);
8192 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8194 l += (1.0f / 1024.0f);
8195 if (shortest[0].length2 > l || i == 0)
8197 shortest[1] = shortest[0];
8198 shortest[0].length2 = l;
8199 shortest[0].v1 = v1;
8200 shortest[0].v2 = v2;
8202 else if (shortest[1].length2 > l || i == 1)
8204 shortest[1].length2 = l;
8205 shortest[1].v1 = v1;
8206 shortest[1].v2 = v2;
8209 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8210 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8211 // this calculates the right vector from the shortest edge
8212 // and the up vector from the edge midpoints
8213 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8214 VectorNormalize(right);
8215 VectorSubtract(end, start, up);
8216 VectorNormalize(up);
8217 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8218 VectorSubtract(rsurface.localvieworigin, center, forward);
8219 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8220 VectorNegate(forward, forward);
8221 VectorReflect(forward, 0, up, forward);
8222 VectorNormalize(forward);
8223 CrossProduct(up, forward, newright);
8224 VectorNormalize(newright);
8225 // rotate the quad around the up axis vector, this is made
8226 // especially easy by the fact we know the quad is flat,
8227 // so we only have to subtract the center position and
8228 // measure distance along the right vector, and then
8229 // multiply that by the newright vector and add back the
8231 // we also need to subtract the old position to undo the
8232 // displacement from the center, which we do with a
8233 // DotProduct, the subtraction/addition of center is also
8234 // optimized into DotProducts here
8235 l = DotProduct(right, center);
8236 for (i = 0;i < 4;i++)
8238 v1 = rsurface.batchvertex3f + 3*(j+i);
8239 f = DotProduct(right, v1) - l;
8240 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8244 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8246 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8247 // rsurface.batchnormal3f_vertexbuffer = NULL;
8248 // rsurface.batchnormal3f_bufferoffset = 0;
8249 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8251 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8253 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8254 // rsurface.batchsvector3f_vertexbuffer = NULL;
8255 // rsurface.batchsvector3f_bufferoffset = 0;
8256 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8257 // rsurface.batchtvector3f_vertexbuffer = NULL;
8258 // rsurface.batchtvector3f_bufferoffset = 0;
8259 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);
8262 case Q3DEFORM_NORMAL:
8263 // deform the normals to make reflections wavey
8264 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8265 rsurface.batchnormal3f_vertexbuffer = NULL;
8266 rsurface.batchnormal3f_bufferoffset = 0;
8267 for (j = 0;j < batchnumvertices;j++)
8270 float *normal = rsurface.batchnormal3f + 3*j;
8271 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8272 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8273 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8274 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8275 VectorNormalize(normal);
8277 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8279 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8280 // rsurface.batchsvector3f_vertexbuffer = NULL;
8281 // rsurface.batchsvector3f_bufferoffset = 0;
8282 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8283 // rsurface.batchtvector3f_vertexbuffer = NULL;
8284 // rsurface.batchtvector3f_bufferoffset = 0;
8285 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);
8289 // deform vertex array to make wavey water and flags and such
8290 waveparms[0] = deform->waveparms[0];
8291 waveparms[1] = deform->waveparms[1];
8292 waveparms[2] = deform->waveparms[2];
8293 waveparms[3] = deform->waveparms[3];
8294 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8295 break; // if wavefunc is a nop, don't make a dynamic vertex array
8296 // this is how a divisor of vertex influence on deformation
8297 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8298 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8299 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8300 // rsurface.batchvertex3f_vertexbuffer = NULL;
8301 // rsurface.batchvertex3f_bufferoffset = 0;
8302 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8303 // rsurface.batchnormal3f_vertexbuffer = NULL;
8304 // rsurface.batchnormal3f_bufferoffset = 0;
8305 for (j = 0;j < batchnumvertices;j++)
8307 // if the wavefunc depends on time, evaluate it per-vertex
8310 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8311 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8313 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8315 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8316 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8317 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8319 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8320 // rsurface.batchsvector3f_vertexbuffer = NULL;
8321 // rsurface.batchsvector3f_bufferoffset = 0;
8322 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8323 // rsurface.batchtvector3f_vertexbuffer = NULL;
8324 // rsurface.batchtvector3f_bufferoffset = 0;
8325 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);
8328 case Q3DEFORM_BULGE:
8329 // deform vertex array to make the surface have moving bulges
8330 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8331 // rsurface.batchvertex3f_vertexbuffer = NULL;
8332 // rsurface.batchvertex3f_bufferoffset = 0;
8333 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8334 // rsurface.batchnormal3f_vertexbuffer = NULL;
8335 // rsurface.batchnormal3f_bufferoffset = 0;
8336 for (j = 0;j < batchnumvertices;j++)
8338 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8339 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8341 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8342 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8343 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8345 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8346 // rsurface.batchsvector3f_vertexbuffer = NULL;
8347 // rsurface.batchsvector3f_bufferoffset = 0;
8348 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8349 // rsurface.batchtvector3f_vertexbuffer = NULL;
8350 // rsurface.batchtvector3f_bufferoffset = 0;
8351 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);
8355 // deform vertex array
8356 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8357 break; // if wavefunc is a nop, don't make a dynamic vertex array
8358 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8359 VectorScale(deform->parms, scale, waveparms);
8360 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8361 // rsurface.batchvertex3f_vertexbuffer = NULL;
8362 // rsurface.batchvertex3f_bufferoffset = 0;
8363 for (j = 0;j < batchnumvertices;j++)
8364 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8369 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8371 // generate texcoords based on the chosen texcoord source
8372 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8375 case Q3TCGEN_TEXTURE:
8377 case Q3TCGEN_LIGHTMAP:
8378 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8379 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8380 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8381 if (rsurface.batchtexcoordlightmap2f)
8382 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8384 case Q3TCGEN_VECTOR:
8385 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8386 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8387 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8388 for (j = 0;j < batchnumvertices;j++)
8390 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8391 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8394 case Q3TCGEN_ENVIRONMENT:
8395 // make environment reflections using a spheremap
8396 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8397 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8398 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8399 for (j = 0;j < batchnumvertices;j++)
8401 // identical to Q3A's method, but executed in worldspace so
8402 // carried models can be shiny too
8404 float viewer[3], d, reflected[3], worldreflected[3];
8406 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8407 // VectorNormalize(viewer);
8409 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8411 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8412 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8413 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8414 // note: this is proportinal to viewer, so we can normalize later
8416 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8417 VectorNormalize(worldreflected);
8419 // note: this sphere map only uses world x and z!
8420 // so positive and negative y will LOOK THE SAME.
8421 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8422 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8426 // the only tcmod that needs software vertex processing is turbulent, so
8427 // check for it here and apply the changes if needed
8428 // and we only support that as the first one
8429 // (handling a mixture of turbulent and other tcmods would be problematic
8430 // without punting it entirely to a software path)
8431 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8433 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8434 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8435 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8436 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8437 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8438 for (j = 0;j < batchnumvertices;j++)
8440 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);
8441 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8447 void RSurf_DrawBatch(void)
8449 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8450 // through the pipeline, killing it earlier in the pipeline would have
8451 // per-surface overhead rather than per-batch overhead, so it's best to
8452 // reject it here, before it hits glDraw.
8453 if (rsurface.batchnumtriangles == 0)
8456 // batch debugging code
8457 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8463 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8464 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8467 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8469 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8471 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8472 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);
8479 if (rsurface.batchmultidraw)
8481 // issue multiple draws rather than copying index data
8482 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8483 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8484 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8485 for (i = 0;i < numsurfaces;)
8487 // combine consecutive surfaces as one draw
8488 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8489 if (surfacelist[j] != surfacelist[k] + 1)
8491 firstvertex = surfacelist[i]->num_firstvertex;
8492 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8493 firsttriangle = surfacelist[i]->num_firsttriangle;
8494 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8495 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);
8501 // there is only one consecutive run of index data (may have been combined)
8502 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);
8506 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8508 // pick the closest matching water plane
8509 int planeindex, vertexindex, bestplaneindex = -1;
8513 r_waterstate_waterplane_t *p;
8514 qboolean prepared = false;
8516 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8518 if(p->camera_entity != rsurface.texture->camera_entity)
8523 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8525 if(rsurface.batchnumvertices == 0)
8528 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8530 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8531 d += fabs(PlaneDiff(vert, &p->plane));
8533 if (bestd > d || bestplaneindex < 0)
8536 bestplaneindex = planeindex;
8539 return bestplaneindex;
8540 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8541 // this situation though, as it might be better to render single larger
8542 // batches with useless stuff (backface culled for example) than to
8543 // render multiple smaller batches
8546 void RSurf_SetupDepthAndCulling(void)
8548 // submodels are biased to avoid z-fighting with world surfaces that they
8549 // may be exactly overlapping (avoids z-fighting artifacts on certain
8550 // doors and things in Quake maps)
8551 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8552 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8553 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8554 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8557 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8560 // transparent sky would be ridiculous
8561 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8563 R_SetupShader_Generic_NoTexture(false, false);
8564 skyrenderlater = true;
8565 RSurf_SetupDepthAndCulling();
8568 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8569 if (r_sky_scissor.integer)
8571 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8572 for (i = 0; i < texturenumsurfaces; i++)
8574 const msurface_t *surf = texturesurfacelist[i];
8577 float mins[3], maxs[3];
8579 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8581 Matrix4x4_Transform(&rsurface.matrix, v, p);
8584 if (mins[0] > p[0]) mins[0] = p[0];
8585 if (mins[1] > p[1]) mins[1] = p[1];
8586 if (mins[2] > p[2]) mins[2] = p[2];
8587 if (maxs[0] < p[0]) maxs[0] = p[0];
8588 if (maxs[1] < p[1]) maxs[1] = p[1];
8589 if (maxs[2] < p[2]) maxs[2] = p[2];
8593 VectorCopy(p, mins);
8594 VectorCopy(p, maxs);
8597 if (!R_ScissorForBBox(mins, maxs, scissor))
8601 if (skyscissor[0] > scissor[0])
8603 skyscissor[2] += skyscissor[0] - scissor[0];
8604 skyscissor[0] = scissor[0];
8606 if (skyscissor[1] > scissor[1])
8608 skyscissor[3] += skyscissor[1] - scissor[1];
8609 skyscissor[1] = scissor[1];
8611 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8612 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8613 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8614 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8617 Vector4Copy(scissor, skyscissor);
8622 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8623 // skymasking on them, and Quake3 never did sky masking (unlike
8624 // software Quake and software Quake2), so disable the sky masking
8625 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8626 // and skymasking also looks very bad when noclipping outside the
8627 // level, so don't use it then either.
8628 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)
8630 R_Mesh_ResetTextureState();
8631 if (skyrendermasked)
8633 R_SetupShader_DepthOrShadow(false, false, false);
8634 // depth-only (masking)
8635 GL_ColorMask(0, 0, 0, 0);
8636 // just to make sure that braindead drivers don't draw
8637 // anything despite that colormask...
8638 GL_BlendFunc(GL_ZERO, GL_ONE);
8639 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8640 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8644 R_SetupShader_Generic_NoTexture(false, false);
8646 GL_BlendFunc(GL_ONE, GL_ZERO);
8647 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8648 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8649 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8652 if (skyrendermasked)
8653 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8655 R_Mesh_ResetTextureState();
8656 GL_Color(1, 1, 1, 1);
8659 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8660 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8661 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8663 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8667 // render screenspace normalmap to texture
8669 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8674 // bind lightmap texture
8676 // water/refraction/reflection/camera surfaces have to be handled specially
8677 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8679 int start, end, startplaneindex;
8680 for (start = 0;start < texturenumsurfaces;start = end)
8682 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8683 if(startplaneindex < 0)
8685 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8686 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8690 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8692 // now that we have a batch using the same planeindex, render it
8693 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8695 // render water or distortion background
8697 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8699 // blend surface on top
8700 GL_DepthMask(false);
8701 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8704 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8706 // render surface with reflection texture as input
8707 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8708 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8715 // render surface batch normally
8716 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8717 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8721 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8725 int texturesurfaceindex;
8727 const msurface_t *surface;
8728 float surfacecolor4f[4];
8730 // R_Mesh_ResetTextureState();
8731 R_SetupShader_Generic_NoTexture(false, false);
8733 GL_BlendFunc(GL_ONE, GL_ZERO);
8734 GL_DepthMask(writedepth);
8736 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8738 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8740 surface = texturesurfacelist[texturesurfaceindex];
8741 k = (int)(((size_t)surface) / sizeof(msurface_t));
8742 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8743 for (j = 0;j < surface->num_vertices;j++)
8745 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8749 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8753 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8756 RSurf_SetupDepthAndCulling();
8757 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8759 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8762 switch (vid.renderpath)
8764 case RENDERPATH_GL32:
8765 case RENDERPATH_GLES2:
8766 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8772 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8775 int texturenumsurfaces, endsurface;
8777 const msurface_t *surface;
8778 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8780 RSurf_ActiveModelEntity(ent, true, true, false);
8782 if (r_transparentdepthmasking.integer)
8784 qboolean setup = false;
8785 for (i = 0;i < numsurfaces;i = j)
8788 surface = rsurface.modelsurfaces + surfacelist[i];
8789 texture = surface->texture;
8790 rsurface.texture = R_GetCurrentTexture(texture);
8791 rsurface.lightmaptexture = NULL;
8792 rsurface.deluxemaptexture = NULL;
8793 rsurface.uselightmaptexture = false;
8794 // scan ahead until we find a different texture
8795 endsurface = min(i + 1024, numsurfaces);
8796 texturenumsurfaces = 0;
8797 texturesurfacelist[texturenumsurfaces++] = surface;
8798 for (;j < endsurface;j++)
8800 surface = rsurface.modelsurfaces + surfacelist[j];
8801 if (texture != surface->texture)
8803 texturesurfacelist[texturenumsurfaces++] = surface;
8805 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8807 // render the range of surfaces as depth
8811 GL_ColorMask(0,0,0,0);
8814 GL_BlendFunc(GL_ONE, GL_ZERO);
8816 // R_Mesh_ResetTextureState();
8818 RSurf_SetupDepthAndCulling();
8819 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8820 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8821 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8825 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8828 for (i = 0;i < numsurfaces;i = j)
8831 surface = rsurface.modelsurfaces + surfacelist[i];
8832 texture = surface->texture;
8833 rsurface.texture = R_GetCurrentTexture(texture);
8834 // scan ahead until we find a different texture
8835 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8836 texturenumsurfaces = 0;
8837 texturesurfacelist[texturenumsurfaces++] = surface;
8838 rsurface.lightmaptexture = surface->lightmaptexture;
8839 rsurface.deluxemaptexture = surface->deluxemaptexture;
8840 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8841 for (;j < endsurface;j++)
8843 surface = rsurface.modelsurfaces + surfacelist[j];
8844 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8846 texturesurfacelist[texturenumsurfaces++] = surface;
8848 // render the range of surfaces
8849 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8851 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8854 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8856 // transparent surfaces get pushed off into the transparent queue
8857 int surfacelistindex;
8858 const msurface_t *surface;
8859 vec3_t tempcenter, center;
8860 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8862 surface = texturesurfacelist[surfacelistindex];
8863 if (r_transparent_sortsurfacesbynearest.integer)
8865 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8866 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8867 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8871 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8872 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8873 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8875 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8876 if (rsurface.entity->transparent_offset) // transparent offset
8878 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8879 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8880 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8882 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);
8886 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8888 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8890 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8892 RSurf_SetupDepthAndCulling();
8893 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8894 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8895 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8899 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8903 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8905 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8908 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8910 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8911 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8913 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8915 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8916 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8917 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8919 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8921 // in the deferred case, transparent surfaces were queued during prepass
8922 if (!r_shadow_usingdeferredprepass)
8923 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8927 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8928 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8933 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
8937 R_FrameData_SetMark();
8938 // break the surface list down into batches by texture and use of lightmapping
8939 for (i = 0;i < numsurfaces;i = j)
8942 // texture is the base texture pointer, rsurface.texture is the
8943 // current frame/skin the texture is directing us to use (for example
8944 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8945 // use skin 1 instead)
8946 texture = surfacelist[i]->texture;
8947 rsurface.texture = R_GetCurrentTexture(texture);
8948 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8950 // if this texture is not the kind we want, skip ahead to the next one
8951 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8955 if(depthonly || prepass)
8957 rsurface.lightmaptexture = NULL;
8958 rsurface.deluxemaptexture = NULL;
8959 rsurface.uselightmaptexture = false;
8960 // simply scan ahead until we find a different texture or lightmap state
8961 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8966 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
8967 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
8968 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8969 // simply scan ahead until we find a different texture or lightmap state
8970 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
8973 // render the range of surfaces
8974 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
8976 R_FrameData_ReturnToMark();
8979 float locboxvertex3f[6*4*3] =
8981 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8982 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8983 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8984 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8985 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8986 1,0,0, 0,0,0, 0,1,0, 1,1,0
8989 unsigned short locboxelements[6*2*3] =
8999 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9002 cl_locnode_t *loc = (cl_locnode_t *)ent;
9004 float vertex3f[6*4*3];
9006 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9007 GL_DepthMask(false);
9008 GL_DepthRange(0, 1);
9009 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9011 GL_CullFace(GL_NONE);
9012 R_EntityMatrix(&identitymatrix);
9014 // R_Mesh_ResetTextureState();
9017 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9018 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9019 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9020 surfacelist[0] < 0 ? 0.5f : 0.125f);
9022 if (VectorCompare(loc->mins, loc->maxs))
9024 VectorSet(size, 2, 2, 2);
9025 VectorMA(loc->mins, -0.5f, size, mins);
9029 VectorCopy(loc->mins, mins);
9030 VectorSubtract(loc->maxs, loc->mins, size);
9033 for (i = 0;i < 6*4*3;)
9034 for (j = 0;j < 3;j++, i++)
9035 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9037 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9038 R_SetupShader_Generic_NoTexture(false, false);
9039 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9042 void R_DrawLocs(void)
9045 cl_locnode_t *loc, *nearestloc;
9047 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9048 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9050 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9051 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9055 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9057 if (decalsystem->decals)
9058 Mem_Free(decalsystem->decals);
9059 memset(decalsystem, 0, sizeof(*decalsystem));
9062 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)
9068 // expand or initialize the system
9069 if (decalsystem->maxdecals <= decalsystem->numdecals)
9071 decalsystem_t old = *decalsystem;
9072 qboolean useshortelements;
9073 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9074 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9075 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)));
9076 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9077 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9078 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9079 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9080 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9081 if (decalsystem->numdecals)
9082 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9084 Mem_Free(old.decals);
9085 for (i = 0;i < decalsystem->maxdecals*3;i++)
9086 decalsystem->element3i[i] = i;
9087 if (useshortelements)
9088 for (i = 0;i < decalsystem->maxdecals*3;i++)
9089 decalsystem->element3s[i] = i;
9092 // grab a decal and search for another free slot for the next one
9093 decals = decalsystem->decals;
9094 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9095 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9097 decalsystem->freedecal = i;
9098 if (decalsystem->numdecals <= i)
9099 decalsystem->numdecals = i + 1;
9101 // initialize the decal
9103 decal->triangleindex = triangleindex;
9104 decal->surfaceindex = surfaceindex;
9105 decal->decalsequence = decalsequence;
9106 decal->color4f[0][0] = c0[0];
9107 decal->color4f[0][1] = c0[1];
9108 decal->color4f[0][2] = c0[2];
9109 decal->color4f[0][3] = 1;
9110 decal->color4f[1][0] = c1[0];
9111 decal->color4f[1][1] = c1[1];
9112 decal->color4f[1][2] = c1[2];
9113 decal->color4f[1][3] = 1;
9114 decal->color4f[2][0] = c2[0];
9115 decal->color4f[2][1] = c2[1];
9116 decal->color4f[2][2] = c2[2];
9117 decal->color4f[2][3] = 1;
9118 decal->vertex3f[0][0] = v0[0];
9119 decal->vertex3f[0][1] = v0[1];
9120 decal->vertex3f[0][2] = v0[2];
9121 decal->vertex3f[1][0] = v1[0];
9122 decal->vertex3f[1][1] = v1[1];
9123 decal->vertex3f[1][2] = v1[2];
9124 decal->vertex3f[2][0] = v2[0];
9125 decal->vertex3f[2][1] = v2[1];
9126 decal->vertex3f[2][2] = v2[2];
9127 decal->texcoord2f[0][0] = t0[0];
9128 decal->texcoord2f[0][1] = t0[1];
9129 decal->texcoord2f[1][0] = t1[0];
9130 decal->texcoord2f[1][1] = t1[1];
9131 decal->texcoord2f[2][0] = t2[0];
9132 decal->texcoord2f[2][1] = t2[1];
9133 TriangleNormal(v0, v1, v2, decal->plane);
9134 VectorNormalize(decal->plane);
9135 decal->plane[3] = DotProduct(v0, decal->plane);
9138 extern cvar_t cl_decals_bias;
9139 extern cvar_t cl_decals_models;
9140 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9141 // baseparms, parms, temps
9142 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)
9147 const float *vertex3f;
9148 const float *normal3f;
9150 float points[2][9][3];
9157 e = rsurface.modelelement3i + 3*triangleindex;
9159 vertex3f = rsurface.modelvertex3f;
9160 normal3f = rsurface.modelnormal3f;
9164 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9166 index = 3*e[cornerindex];
9167 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9172 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9174 index = 3*e[cornerindex];
9175 VectorCopy(vertex3f + index, v[cornerindex]);
9180 //TriangleNormal(v[0], v[1], v[2], normal);
9181 //if (DotProduct(normal, localnormal) < 0.0f)
9183 // clip by each of the box planes formed from the projection matrix
9184 // if anything survives, we emit the decal
9185 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]);
9188 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]);
9191 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]);
9194 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]);
9197 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]);
9200 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]);
9203 // some part of the triangle survived, so we have to accept it...
9206 // dynamic always uses the original triangle
9208 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9210 index = 3*e[cornerindex];
9211 VectorCopy(vertex3f + index, v[cornerindex]);
9214 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9216 // convert vertex positions to texcoords
9217 Matrix4x4_Transform(projection, v[cornerindex], temp);
9218 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9219 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9220 // calculate distance fade from the projection origin
9221 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9222 f = bound(0.0f, f, 1.0f);
9223 c[cornerindex][0] = r * f;
9224 c[cornerindex][1] = g * f;
9225 c[cornerindex][2] = b * f;
9226 c[cornerindex][3] = 1.0f;
9227 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9230 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);
9232 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9233 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);
9235 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)
9237 matrix4x4_t projection;
9238 decalsystem_t *decalsystem;
9241 const msurface_t *surface;
9242 const msurface_t *surfaces;
9243 const int *surfacelist;
9244 const texture_t *texture;
9247 int surfacelistindex;
9250 float localorigin[3];
9251 float localnormal[3];
9259 int bih_triangles_count;
9260 int bih_triangles[256];
9261 int bih_surfaces[256];
9263 decalsystem = &ent->decalsystem;
9265 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9267 R_DecalSystem_Reset(&ent->decalsystem);
9271 if (!model->brush.data_leafs && !cl_decals_models.integer)
9273 if (decalsystem->model)
9274 R_DecalSystem_Reset(decalsystem);
9278 if (decalsystem->model != model)
9279 R_DecalSystem_Reset(decalsystem);
9280 decalsystem->model = model;
9282 RSurf_ActiveModelEntity(ent, true, false, false);
9284 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9285 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9286 VectorNormalize(localnormal);
9287 localsize = worldsize*rsurface.inversematrixscale;
9288 localmins[0] = localorigin[0] - localsize;
9289 localmins[1] = localorigin[1] - localsize;
9290 localmins[2] = localorigin[2] - localsize;
9291 localmaxs[0] = localorigin[0] + localsize;
9292 localmaxs[1] = localorigin[1] + localsize;
9293 localmaxs[2] = localorigin[2] + localsize;
9295 //VectorCopy(localnormal, planes[4]);
9296 //VectorVectors(planes[4], planes[2], planes[0]);
9297 AnglesFromVectors(angles, localnormal, NULL, false);
9298 AngleVectors(angles, planes[0], planes[2], planes[4]);
9299 VectorNegate(planes[0], planes[1]);
9300 VectorNegate(planes[2], planes[3]);
9301 VectorNegate(planes[4], planes[5]);
9302 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9303 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9304 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9305 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9306 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9307 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9312 matrix4x4_t forwardprojection;
9313 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9314 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9319 float projectionvector[4][3];
9320 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9321 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9322 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9323 projectionvector[0][0] = planes[0][0] * ilocalsize;
9324 projectionvector[0][1] = planes[1][0] * ilocalsize;
9325 projectionvector[0][2] = planes[2][0] * ilocalsize;
9326 projectionvector[1][0] = planes[0][1] * ilocalsize;
9327 projectionvector[1][1] = planes[1][1] * ilocalsize;
9328 projectionvector[1][2] = planes[2][1] * ilocalsize;
9329 projectionvector[2][0] = planes[0][2] * ilocalsize;
9330 projectionvector[2][1] = planes[1][2] * ilocalsize;
9331 projectionvector[2][2] = planes[2][2] * ilocalsize;
9332 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9333 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9334 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9335 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9339 dynamic = model->surfmesh.isanimated;
9340 numsurfacelist = model->nummodelsurfaces;
9341 surfacelist = model->sortedmodelsurfaces;
9342 surfaces = model->data_surfaces;
9345 bih_triangles_count = -1;
9348 if(model->render_bih.numleafs)
9349 bih = &model->render_bih;
9350 else if(model->collision_bih.numleafs)
9351 bih = &model->collision_bih;
9354 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9355 if(bih_triangles_count == 0)
9357 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9359 if(bih_triangles_count > 0)
9361 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9363 surfaceindex = bih_surfaces[triangleindex];
9364 surface = surfaces + surfaceindex;
9365 texture = surface->texture;
9366 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9368 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9370 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9375 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9377 surfaceindex = surfacelist[surfacelistindex];
9378 surface = surfaces + surfaceindex;
9379 // check cull box first because it rejects more than any other check
9380 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9382 // skip transparent surfaces
9383 texture = surface->texture;
9384 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9386 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9388 numtriangles = surface->num_triangles;
9389 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9390 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9395 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9396 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)
9398 int renderentityindex;
9401 entity_render_t *ent;
9403 worldmins[0] = worldorigin[0] - worldsize;
9404 worldmins[1] = worldorigin[1] - worldsize;
9405 worldmins[2] = worldorigin[2] - worldsize;
9406 worldmaxs[0] = worldorigin[0] + worldsize;
9407 worldmaxs[1] = worldorigin[1] + worldsize;
9408 worldmaxs[2] = worldorigin[2] + worldsize;
9410 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9412 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9414 ent = r_refdef.scene.entities[renderentityindex];
9415 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9418 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9422 typedef struct r_decalsystem_splatqueue_s
9429 unsigned int decalsequence;
9431 r_decalsystem_splatqueue_t;
9433 int r_decalsystem_numqueued = 0;
9434 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9436 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)
9438 r_decalsystem_splatqueue_t *queue;
9440 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9443 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9444 VectorCopy(worldorigin, queue->worldorigin);
9445 VectorCopy(worldnormal, queue->worldnormal);
9446 Vector4Set(queue->color, r, g, b, a);
9447 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9448 queue->worldsize = worldsize;
9449 queue->decalsequence = cl.decalsequence++;
9452 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9455 r_decalsystem_splatqueue_t *queue;
9457 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9458 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);
9459 r_decalsystem_numqueued = 0;
9462 extern cvar_t cl_decals_max;
9463 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9466 decalsystem_t *decalsystem = &ent->decalsystem;
9468 unsigned int killsequence;
9473 if (!decalsystem->numdecals)
9476 if (r_showsurfaces.integer)
9479 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9481 R_DecalSystem_Reset(decalsystem);
9485 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9486 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9488 if (decalsystem->lastupdatetime)
9489 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9492 decalsystem->lastupdatetime = r_refdef.scene.time;
9493 numdecals = decalsystem->numdecals;
9495 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9497 if (decal->color4f[0][3])
9499 decal->lived += frametime;
9500 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9502 memset(decal, 0, sizeof(*decal));
9503 if (decalsystem->freedecal > i)
9504 decalsystem->freedecal = i;
9508 decal = decalsystem->decals;
9509 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9512 // collapse the array by shuffling the tail decals into the gaps
9515 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9516 decalsystem->freedecal++;
9517 if (decalsystem->freedecal == numdecals)
9519 decal[decalsystem->freedecal] = decal[--numdecals];
9522 decalsystem->numdecals = numdecals;
9526 // if there are no decals left, reset decalsystem
9527 R_DecalSystem_Reset(decalsystem);
9531 extern skinframe_t *decalskinframe;
9532 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9535 decalsystem_t *decalsystem = &ent->decalsystem;
9544 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9547 numdecals = decalsystem->numdecals;
9551 if (r_showsurfaces.integer)
9554 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9556 R_DecalSystem_Reset(decalsystem);
9560 // if the model is static it doesn't matter what value we give for
9561 // wantnormals and wanttangents, so this logic uses only rules applicable
9562 // to a model, knowing that they are meaningless otherwise
9563 RSurf_ActiveModelEntity(ent, false, false, false);
9565 decalsystem->lastupdatetime = r_refdef.scene.time;
9567 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9569 // update vertex positions for animated models
9570 v3f = decalsystem->vertex3f;
9571 c4f = decalsystem->color4f;
9572 t2f = decalsystem->texcoord2f;
9573 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9575 if (!decal->color4f[0][3])
9578 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9582 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9585 // update color values for fading decals
9586 if (decal->lived >= cl_decals_time.value)
9587 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9591 c4f[ 0] = decal->color4f[0][0] * alpha;
9592 c4f[ 1] = decal->color4f[0][1] * alpha;
9593 c4f[ 2] = decal->color4f[0][2] * alpha;
9595 c4f[ 4] = decal->color4f[1][0] * alpha;
9596 c4f[ 5] = decal->color4f[1][1] * alpha;
9597 c4f[ 6] = decal->color4f[1][2] * alpha;
9599 c4f[ 8] = decal->color4f[2][0] * alpha;
9600 c4f[ 9] = decal->color4f[2][1] * alpha;
9601 c4f[10] = decal->color4f[2][2] * alpha;
9604 t2f[0] = decal->texcoord2f[0][0];
9605 t2f[1] = decal->texcoord2f[0][1];
9606 t2f[2] = decal->texcoord2f[1][0];
9607 t2f[3] = decal->texcoord2f[1][1];
9608 t2f[4] = decal->texcoord2f[2][0];
9609 t2f[5] = decal->texcoord2f[2][1];
9611 // update vertex positions for animated models
9612 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9614 e = rsurface.modelelement3i + 3*decal->triangleindex;
9615 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9616 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9617 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9621 VectorCopy(decal->vertex3f[0], v3f);
9622 VectorCopy(decal->vertex3f[1], v3f + 3);
9623 VectorCopy(decal->vertex3f[2], v3f + 6);
9626 if (r_refdef.fogenabled)
9628 alpha = RSurf_FogVertex(v3f);
9629 VectorScale(c4f, alpha, c4f);
9630 alpha = RSurf_FogVertex(v3f + 3);
9631 VectorScale(c4f + 4, alpha, c4f + 4);
9632 alpha = RSurf_FogVertex(v3f + 6);
9633 VectorScale(c4f + 8, alpha, c4f + 8);
9644 r_refdef.stats[r_stat_drawndecals] += numtris;
9646 // now render the decals all at once
9647 // (this assumes they all use one particle font texture!)
9648 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);
9649 // R_Mesh_ResetTextureState();
9650 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9651 GL_DepthMask(false);
9652 GL_DepthRange(0, 1);
9653 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9655 GL_CullFace(GL_NONE);
9656 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9657 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9658 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9662 static void R_DrawModelDecals(void)
9666 // fade faster when there are too many decals
9667 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9668 for (i = 0;i < r_refdef.scene.numentities;i++)
9669 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9671 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9672 for (i = 0;i < r_refdef.scene.numentities;i++)
9673 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9674 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9676 R_DecalSystem_ApplySplatEntitiesQueue();
9678 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9679 for (i = 0;i < r_refdef.scene.numentities;i++)
9680 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9682 r_refdef.stats[r_stat_totaldecals] += numdecals;
9684 if (r_showsurfaces.integer || !r_drawdecals.integer)
9687 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9689 for (i = 0;i < r_refdef.scene.numentities;i++)
9691 if (!r_refdef.viewcache.entityvisible[i])
9693 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9694 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9698 extern cvar_t mod_collision_bih;
9699 static void R_DrawDebugModel(void)
9701 entity_render_t *ent = rsurface.entity;
9702 int i, j, flagsmask;
9703 const msurface_t *surface;
9704 dp_model_t *model = ent->model;
9706 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9709 if (r_showoverdraw.value > 0)
9711 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9712 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9713 R_SetupShader_Generic_NoTexture(false, false);
9714 GL_DepthTest(false);
9715 GL_DepthMask(false);
9716 GL_DepthRange(0, 1);
9717 GL_BlendFunc(GL_ONE, GL_ONE);
9718 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9720 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9722 rsurface.texture = R_GetCurrentTexture(surface->texture);
9723 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9725 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9726 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9727 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9728 GL_Color(c, 0, 0, 1.0f);
9729 else if (ent == r_refdef.scene.worldentity)
9730 GL_Color(c, c, c, 1.0f);
9732 GL_Color(0, c, 0, 1.0f);
9733 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9737 rsurface.texture = NULL;
9740 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9742 // R_Mesh_ResetTextureState();
9743 R_SetupShader_Generic_NoTexture(false, false);
9744 GL_DepthRange(0, 1);
9745 GL_DepthTest(!r_showdisabledepthtest.integer);
9746 GL_DepthMask(false);
9747 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9749 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9753 qboolean cullbox = false;
9754 const q3mbrush_t *brush;
9755 const bih_t *bih = &model->collision_bih;
9756 const bih_leaf_t *bihleaf;
9757 float vertex3f[3][3];
9758 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9759 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9761 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9763 switch (bihleaf->type)
9766 brush = model->brush.data_brushes + bihleaf->itemindex;
9767 if (brush->colbrushf && brush->colbrushf->numtriangles)
9769 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);
9770 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9771 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9774 case BIH_COLLISIONTRIANGLE:
9775 triangleindex = bihleaf->itemindex;
9776 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9777 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9778 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9779 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);
9780 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9781 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9783 case BIH_RENDERTRIANGLE:
9784 triangleindex = bihleaf->itemindex;
9785 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9786 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9787 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9788 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);
9789 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9790 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9796 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9799 if (r_showtris.value > 0 && qglPolygonMode)
9801 if (r_showdisabledepthtest.integer)
9803 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9804 GL_DepthMask(false);
9808 GL_BlendFunc(GL_ONE, GL_ZERO);
9811 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9812 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9814 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9816 rsurface.texture = R_GetCurrentTexture(surface->texture);
9817 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9819 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9820 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9821 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9822 else if (ent == r_refdef.scene.worldentity)
9823 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9825 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9826 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9830 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9831 rsurface.texture = NULL;
9835 // FIXME! implement r_shownormals with just triangles
9836 if (r_shownormals.value != 0 && qglBegin)
9840 if (r_showdisabledepthtest.integer)
9842 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9843 GL_DepthMask(false);
9847 GL_BlendFunc(GL_ONE, GL_ZERO);
9850 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9852 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9854 rsurface.texture = R_GetCurrentTexture(surface->texture);
9855 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9857 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9859 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9861 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9863 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9864 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9865 qglVertex3f(v[0], v[1], v[2]);
9866 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9867 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9868 qglVertex3f(v[0], v[1], v[2]);
9871 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9873 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9875 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9876 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9877 qglVertex3f(v[0], v[1], v[2]);
9878 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9879 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9880 qglVertex3f(v[0], v[1], v[2]);
9883 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9885 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9887 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9888 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9889 qglVertex3f(v[0], v[1], v[2]);
9890 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9891 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9892 qglVertex3f(v[0], v[1], v[2]);
9895 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9897 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9899 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9900 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9901 qglVertex3f(v[0], v[1], v[2]);
9902 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9903 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9904 qglVertex3f(v[0], v[1], v[2]);
9911 rsurface.texture = NULL;
9917 int r_maxsurfacelist = 0;
9918 const msurface_t **r_surfacelist = NULL;
9919 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
9921 int i, j, endj, flagsmask;
9922 dp_model_t *model = ent->model;
9923 msurface_t *surfaces;
9924 unsigned char *update;
9925 int numsurfacelist = 0;
9929 if (r_maxsurfacelist < model->num_surfaces)
9931 r_maxsurfacelist = model->num_surfaces;
9933 Mem_Free((msurface_t **)r_surfacelist);
9934 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9937 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9938 RSurf_ActiveModelEntity(ent, false, false, false);
9940 RSurf_ActiveModelEntity(ent, true, true, true);
9942 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
9944 RSurf_ActiveModelEntity(ent, true, true, false);
9946 surfaces = model->data_surfaces;
9947 update = model->brushq1.lightmapupdateflags;
9949 // update light styles
9950 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
9952 model_brush_lightstyleinfo_t *style;
9953 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9955 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9957 int *list = style->surfacelist;
9958 style->value = r_refdef.scene.lightstylevalue[style->style];
9959 for (j = 0;j < style->numsurfaces;j++)
9960 update[list[j]] = true;
9965 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9970 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9974 rsurface.lightmaptexture = NULL;
9975 rsurface.deluxemaptexture = NULL;
9976 rsurface.uselightmaptexture = false;
9977 rsurface.texture = NULL;
9978 rsurface.rtlight = NULL;
9980 // add visible surfaces to draw list
9981 if (ent == r_refdef.scene.worldentity)
9983 // for the world entity, check surfacevisible
9984 for (i = 0;i < model->nummodelsurfaces;i++)
9986 j = model->sortedmodelsurfaces[i];
9987 if (r_refdef.viewcache.world_surfacevisible[j])
9988 r_surfacelist[numsurfacelist++] = surfaces + j;
9993 // for ui we have to preserve the order of surfaces
9994 for (i = 0; i < model->nummodelsurfaces; i++)
9995 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10000 for (i = 0; i < model->nummodelsurfaces; i++)
10001 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10003 // don't do anything if there were no surfaces
10004 if (!numsurfacelist)
10006 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10009 // update lightmaps if needed
10013 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10018 R_BuildLightMap(ent, surfaces + j);
10023 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10025 // add to stats if desired
10026 if (r_speeds.integer && !skysurfaces && !depthonly)
10028 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10029 for (j = 0;j < numsurfacelist;j++)
10030 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10033 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10036 void R_DebugLine(vec3_t start, vec3_t end)
10038 dp_model_t *mod = CL_Mesh_UI();
10040 int e0, e1, e2, e3;
10041 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10042 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10043 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10046 // transform to screen coords first
10047 Vector4Set(w[0], start[0], start[1], start[2], 1);
10048 Vector4Set(w[1], end[0], end[1], end[2], 1);
10049 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10050 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10051 x1 = s[0][0] * vid_conwidth.value / vid.width;
10052 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10053 x2 = s[1][0] * vid_conwidth.value / vid.width;
10054 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10055 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10057 // add the line to the UI mesh for drawing later
10059 // width is measured in real pixels
10060 if (fabs(x2 - x1) > fabs(y2 - y1))
10063 offsety = 0.5f * width * vid_conheight.value / vid.height;
10067 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10070 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
10071 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10072 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10073 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10074 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10075 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10076 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10081 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10083 static texture_t texture;
10085 // fake enough texture and surface state to render this geometry
10087 texture.update_lastrenderframe = -1; // regenerate this texture
10088 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10089 texture.basealpha = 1.0f;
10090 texture.currentskinframe = skinframe;
10091 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10092 texture.offsetmapping = OFFSETMAPPING_OFF;
10093 texture.offsetscale = 1;
10094 texture.specularscalemod = 1;
10095 texture.specularpowermod = 1;
10096 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10098 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10101 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10103 static msurface_t surface;
10104 const msurface_t *surfacelist = &surface;
10106 // fake enough texture and surface state to render this geometry
10107 surface.texture = texture;
10108 surface.num_triangles = numtriangles;
10109 surface.num_firsttriangle = firsttriangle;
10110 surface.num_vertices = numvertices;
10111 surface.num_firstvertex = firstvertex;
10114 rsurface.texture = R_GetCurrentTexture(surface.texture);
10115 rsurface.lightmaptexture = NULL;
10116 rsurface.deluxemaptexture = NULL;
10117 rsurface.uselightmaptexture = false;
10118 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);