2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
78 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
86 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
87 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
91 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
95 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
96 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
97 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
98 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
99 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
100 cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
101 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
102 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
103 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
104 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
105 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
106 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
107 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
108 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
109 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
110 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
111 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
112 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
113 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
114 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
115 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
116 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
117 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
118 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
119 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
121 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
122 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
123 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
125 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
126 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
127 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
128 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
129 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
131 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
132 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
133 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
134 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
135 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
136 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
137 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
138 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
139 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
140 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
141 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
142 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
143 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
144 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
145 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
146 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
147 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
148 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
149 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
150 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
151 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
152 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
153 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
154 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
155 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
156 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
158 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
159 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
160 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
161 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
162 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
163 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
164 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
165 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
167 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
168 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
170 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
171 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
172 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
174 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
175 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
176 cvar_t r_rendertarget_debug = {0, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
177 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
178 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
179 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
180 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
181 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
182 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
183 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
185 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
186 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
187 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
188 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
189 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
190 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
191 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
192 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
193 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
194 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
195 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
196 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
197 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
198 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
199 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
200 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
201 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
202 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
203 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
205 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
206 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
207 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
208 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
209 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
210 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
211 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
212 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
213 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
215 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
216 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
217 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
218 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
220 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
221 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
223 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
224 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
225 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
226 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
227 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
228 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
230 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
231 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
232 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
233 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
234 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
235 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
236 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
237 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
238 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
239 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
241 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
243 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
245 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
247 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
249 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
250 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
251 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
252 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
254 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
255 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
257 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
259 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
260 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
262 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
263 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
264 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
265 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
268 extern cvar_t v_glslgamma_2d;
270 extern qboolean v_flipped_state;
272 r_framebufferstate_t r_fb;
274 /// shadow volume bsp struct with automatically growing nodes buffer
277 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
279 rtexture_t *r_texture_blanknormalmap;
280 rtexture_t *r_texture_white;
281 rtexture_t *r_texture_grey128;
282 rtexture_t *r_texture_black;
283 rtexture_t *r_texture_notexture;
284 rtexture_t *r_texture_whitecube;
285 rtexture_t *r_texture_normalizationcube;
286 rtexture_t *r_texture_fogattenuation;
287 rtexture_t *r_texture_fogheighttexture;
288 rtexture_t *r_texture_gammaramps;
289 unsigned int r_texture_gammaramps_serial;
290 //rtexture_t *r_texture_fogintensity;
291 rtexture_t *r_texture_reflectcube;
293 // TODO: hash lookups?
294 typedef struct cubemapinfo_s
301 int r_texture_numcubemaps;
302 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
304 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
305 unsigned int r_numqueries;
306 unsigned int r_maxqueries;
308 typedef struct r_qwskincache_s
310 char name[MAX_QPATH];
311 skinframe_t *skinframe;
315 static r_qwskincache_t *r_qwskincache;
316 static int r_qwskincache_size;
318 /// vertex coordinates for a quad that covers the screen exactly
319 extern const float r_screenvertex3f[12];
320 const float r_screenvertex3f[12] =
328 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
331 for (i = 0;i < verts;i++)
342 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
345 for (i = 0;i < verts;i++)
355 // FIXME: move this to client?
358 if (gamemode == GAME_NEHAHRA)
360 Cvar_Set("gl_fogenable", "0");
361 Cvar_Set("gl_fogdensity", "0.2");
362 Cvar_Set("gl_fogred", "0.3");
363 Cvar_Set("gl_foggreen", "0.3");
364 Cvar_Set("gl_fogblue", "0.3");
366 r_refdef.fog_density = 0;
367 r_refdef.fog_red = 0;
368 r_refdef.fog_green = 0;
369 r_refdef.fog_blue = 0;
370 r_refdef.fog_alpha = 1;
371 r_refdef.fog_start = 0;
372 r_refdef.fog_end = 16384;
373 r_refdef.fog_height = 1<<30;
374 r_refdef.fog_fadedepth = 128;
375 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
378 static void R_BuildBlankTextures(void)
380 unsigned char data[4];
381 data[2] = 128; // normal X
382 data[1] = 128; // normal Y
383 data[0] = 255; // normal Z
384 data[3] = 255; // height
385 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
400 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
403 static void R_BuildNoTexture(void)
406 unsigned char pix[16][16][4];
407 // this makes a light grey/dark grey checkerboard texture
408 for (y = 0;y < 16;y++)
410 for (x = 0;x < 16;x++)
412 if ((y < 8) ^ (x < 8))
428 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
431 static void R_BuildWhiteCube(void)
433 unsigned char data[6*1*1*4];
434 memset(data, 255, sizeof(data));
435 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
438 static void R_BuildNormalizationCube(void)
442 vec_t s, t, intensity;
445 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
446 for (side = 0;side < 6;side++)
448 for (y = 0;y < NORMSIZE;y++)
450 for (x = 0;x < NORMSIZE;x++)
452 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
453 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
488 intensity = 127.0f / sqrt(DotProduct(v, v));
489 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
490 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
491 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
492 data[((side*64+y)*64+x)*4+3] = 255;
496 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
500 static void R_BuildFogTexture(void)
504 unsigned char data1[FOGWIDTH][4];
505 //unsigned char data2[FOGWIDTH][4];
508 r_refdef.fogmasktable_start = r_refdef.fog_start;
509 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
510 r_refdef.fogmasktable_range = r_refdef.fogrange;
511 r_refdef.fogmasktable_density = r_refdef.fog_density;
513 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
514 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
516 d = (x * r - r_refdef.fogmasktable_start);
517 if(developer_extra.integer)
518 Con_DPrintf("%f ", d);
520 if (r_fog_exp2.integer)
521 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
523 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
524 if(developer_extra.integer)
525 Con_DPrintf(" : %f ", alpha);
526 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
527 if(developer_extra.integer)
528 Con_DPrintf(" = %f\n", alpha);
529 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
532 for (x = 0;x < FOGWIDTH;x++)
534 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
539 //data2[x][0] = 255 - b;
540 //data2[x][1] = 255 - b;
541 //data2[x][2] = 255 - b;
544 if (r_texture_fogattenuation)
546 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
547 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
551 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
552 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
556 static void R_BuildFogHeightTexture(void)
558 unsigned char *inpixels;
566 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
567 if (r_refdef.fogheighttexturename[0])
568 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
571 r_refdef.fog_height_tablesize = 0;
572 if (r_texture_fogheighttexture)
573 R_FreeTexture(r_texture_fogheighttexture);
574 r_texture_fogheighttexture = NULL;
575 if (r_refdef.fog_height_table2d)
576 Mem_Free(r_refdef.fog_height_table2d);
577 r_refdef.fog_height_table2d = NULL;
578 if (r_refdef.fog_height_table1d)
579 Mem_Free(r_refdef.fog_height_table1d);
580 r_refdef.fog_height_table1d = NULL;
584 r_refdef.fog_height_tablesize = size;
585 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
586 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
587 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
589 // LordHavoc: now the magic - what is that table2d for? it is a cooked
590 // average fog color table accounting for every fog layer between a point
591 // and the camera. (Note: attenuation is handled separately!)
592 for (y = 0;y < size;y++)
594 for (x = 0;x < size;x++)
600 for (j = x;j <= y;j++)
602 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
608 for (j = x;j >= y;j--)
610 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
615 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
616 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
617 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
618 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
621 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
624 //=======================================================================================================================================================
626 static const char *builtinshaderstrings[] =
628 #include "shader_glsl.h"
632 //=======================================================================================================================================================
634 typedef struct shaderpermutationinfo_s
639 shaderpermutationinfo_t;
641 typedef struct shadermodeinfo_s
643 const char *sourcebasename;
644 const char *extension;
645 const char **builtinshaderstrings;
654 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
655 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
657 {"#define USEDIFFUSE\n", " diffuse"},
658 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
659 {"#define USEVIEWTINT\n", " viewtint"},
660 {"#define USECOLORMAPPING\n", " colormapping"},
661 {"#define USESATURATION\n", " saturation"},
662 {"#define USEFOGINSIDE\n", " foginside"},
663 {"#define USEFOGOUTSIDE\n", " fogoutside"},
664 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
665 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
666 {"#define USEGAMMARAMPS\n", " gammaramps"},
667 {"#define USECUBEFILTER\n", " cubefilter"},
668 {"#define USEGLOW\n", " glow"},
669 {"#define USEBLOOM\n", " bloom"},
670 {"#define USESPECULAR\n", " specular"},
671 {"#define USEPOSTPROCESSING\n", " postprocessing"},
672 {"#define USEREFLECTION\n", " reflection"},
673 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
674 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
675 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
676 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
677 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
678 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
679 {"#define USEALPHAKILL\n", " alphakill"},
680 {"#define USEREFLECTCUBE\n", " reflectcube"},
681 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
682 {"#define USEBOUNCEGRID\n", " bouncegrid"},
683 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
684 {"#define USETRIPPY\n", " trippy"},
685 {"#define USEDEPTHRGB\n", " depthrgb"},
686 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
687 {"#define USESKELETAL\n", " skeletal"},
688 {"#define USEOCCLUDE\n", " occlude"}
691 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
692 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
694 // SHADERLANGUAGE_GLSL
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
703 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
704 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
705 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
706 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
712 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
716 struct r_glsl_permutation_s;
717 typedef struct r_glsl_permutation_s
720 struct r_glsl_permutation_s *hashnext;
722 dpuint64 permutation;
724 /// indicates if we have tried compiling this permutation already
726 /// 0 if compilation failed
728 // texture units assigned to each detected uniform
729 int tex_Texture_First;
730 int tex_Texture_Second;
731 int tex_Texture_GammaRamps;
732 int tex_Texture_Normal;
733 int tex_Texture_Color;
734 int tex_Texture_Gloss;
735 int tex_Texture_Glow;
736 int tex_Texture_SecondaryNormal;
737 int tex_Texture_SecondaryColor;
738 int tex_Texture_SecondaryGloss;
739 int tex_Texture_SecondaryGlow;
740 int tex_Texture_Pants;
741 int tex_Texture_Shirt;
742 int tex_Texture_FogHeightTexture;
743 int tex_Texture_FogMask;
744 int tex_Texture_Lightmap;
745 int tex_Texture_Deluxemap;
746 int tex_Texture_Attenuation;
747 int tex_Texture_Cube;
748 int tex_Texture_Refraction;
749 int tex_Texture_Reflection;
750 int tex_Texture_ShadowMap2D;
751 int tex_Texture_CubeProjection;
752 int tex_Texture_ScreenNormalMap;
753 int tex_Texture_ScreenDiffuse;
754 int tex_Texture_ScreenSpecular;
755 int tex_Texture_ReflectMask;
756 int tex_Texture_ReflectCube;
757 int tex_Texture_BounceGrid;
758 /// locations of detected uniforms in program object, or -1 if not found
759 int loc_Texture_First;
760 int loc_Texture_Second;
761 int loc_Texture_GammaRamps;
762 int loc_Texture_Normal;
763 int loc_Texture_Color;
764 int loc_Texture_Gloss;
765 int loc_Texture_Glow;
766 int loc_Texture_SecondaryNormal;
767 int loc_Texture_SecondaryColor;
768 int loc_Texture_SecondaryGloss;
769 int loc_Texture_SecondaryGlow;
770 int loc_Texture_Pants;
771 int loc_Texture_Shirt;
772 int loc_Texture_FogHeightTexture;
773 int loc_Texture_FogMask;
774 int loc_Texture_Lightmap;
775 int loc_Texture_Deluxemap;
776 int loc_Texture_Attenuation;
777 int loc_Texture_Cube;
778 int loc_Texture_Refraction;
779 int loc_Texture_Reflection;
780 int loc_Texture_ShadowMap2D;
781 int loc_Texture_CubeProjection;
782 int loc_Texture_ScreenNormalMap;
783 int loc_Texture_ScreenDiffuse;
784 int loc_Texture_ScreenSpecular;
785 int loc_Texture_ReflectMask;
786 int loc_Texture_ReflectCube;
787 int loc_Texture_BounceGrid;
789 int loc_BloomBlur_Parameters;
791 int loc_Color_Ambient;
792 int loc_Color_Diffuse;
793 int loc_Color_Specular;
797 int loc_DeferredColor_Ambient;
798 int loc_DeferredColor_Diffuse;
799 int loc_DeferredColor_Specular;
800 int loc_DeferredMod_Diffuse;
801 int loc_DeferredMod_Specular;
802 int loc_DistortScaleRefractReflect;
805 int loc_FogHeightFade;
807 int loc_FogPlaneViewDist;
808 int loc_FogRangeRecip;
811 int loc_LightPosition;
812 int loc_OffsetMapping_ScaleSteps;
813 int loc_OffsetMapping_LodDistance;
814 int loc_OffsetMapping_Bias;
816 int loc_ReflectColor;
817 int loc_ReflectFactor;
818 int loc_ReflectOffset;
819 int loc_RefractColor;
821 int loc_ScreenCenterRefractReflect;
822 int loc_ScreenScaleRefractReflect;
823 int loc_ScreenToDepth;
824 int loc_ShadowMap_Parameters;
825 int loc_ShadowMap_TextureScale;
826 int loc_SpecularPower;
827 int loc_Skeletal_Transform12;
832 int loc_ViewTintColor;
834 int loc_ModelToLight;
836 int loc_BackgroundTexMatrix;
837 int loc_ModelViewProjectionMatrix;
838 int loc_ModelViewMatrix;
839 int loc_PixelToScreenTexCoord;
840 int loc_ModelToReflectCube;
841 int loc_ShadowMapMatrix;
842 int loc_BloomColorSubtract;
843 int loc_NormalmapScrollBlend;
844 int loc_BounceGridMatrix;
845 int loc_BounceGridIntensity;
846 /// uniform block bindings
847 int ubibind_Skeletal_Transform12_UniformBlock;
848 /// uniform block indices
849 int ubiloc_Skeletal_Transform12_UniformBlock;
851 r_glsl_permutation_t;
853 #define SHADERPERMUTATION_HASHSIZE 256
856 // non-degradable "lightweight" shader parameters to keep the permutations simpler
857 // these can NOT degrade! only use for simple stuff
860 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
861 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
862 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
863 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
864 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
865 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
866 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
867 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
868 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
869 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
870 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
871 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
872 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
873 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
875 #define SHADERSTATICPARMS_COUNT 14
877 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
878 static int shaderstaticparms_count = 0;
880 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
881 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
883 extern qboolean r_shadow_shadowmapsampler;
884 extern int r_shadow_shadowmappcf;
885 qboolean R_CompileShader_CheckStaticParms(void)
887 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
888 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
889 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
892 if (r_glsl_saturation_redcompensate.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
894 if (r_glsl_vertextextureblend_usebothalphas.integer)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
896 if (r_shadow_glossexact.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
898 if (r_glsl_postprocess.integer)
900 if (r_glsl_postprocess_uservec1_enable.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
902 if (r_glsl_postprocess_uservec2_enable.integer)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
904 if (r_glsl_postprocess_uservec3_enable.integer)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
906 if (r_glsl_postprocess_uservec4_enable.integer)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
911 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
912 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
914 if (r_shadow_shadowmapsampler)
915 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
916 if (r_shadow_shadowmappcf > 1)
917 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
918 else if (r_shadow_shadowmappcf)
919 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
920 if (r_celshading.integer)
921 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
922 if (r_celoutlines.integer)
923 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
925 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
928 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
929 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
930 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
932 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
933 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
935 shaderstaticparms_count = 0;
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
951 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
954 /// information about each possible shader permutation
955 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
956 /// currently selected permutation
957 r_glsl_permutation_t *r_glsl_permutation;
958 /// storage for permutations linked in the hash table
959 memexpandablearray_t r_glsl_permutationarray;
961 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
963 //unsigned int hashdepth = 0;
964 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
965 r_glsl_permutation_t *p;
966 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
968 if (p->mode == mode && p->permutation == permutation)
970 //if (hashdepth > 10)
971 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
976 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
978 p->permutation = permutation;
979 p->hashnext = r_glsl_permutationhash[mode][hashindex];
980 r_glsl_permutationhash[mode][hashindex] = p;
981 //if (hashdepth > 10)
982 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
986 static char *R_ShaderStrCat(const char **strings)
989 const char **p = strings;
992 for (p = strings;(t = *p);p++)
995 s = string = (char *)Mem_Alloc(r_main_mempool, len);
997 for (p = strings;(t = *p);p++)
1007 static char *R_ShaderStrCat(const char **strings);
1008 static void R_InitShaderModeInfo(void)
1011 shadermodeinfo_t *modeinfo;
1012 // 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)
1013 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1015 for (i = 0; i < SHADERMODE_COUNT; i++)
1017 char filename[MAX_QPATH];
1018 modeinfo = &shadermodeinfo[language][i];
1019 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1020 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1021 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1022 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1027 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1030 // if the mode has no filename we have to return the builtin string
1031 if (builtinonly || !modeinfo->filename)
1032 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1033 // note that FS_LoadFile appends a 0 byte to make it a valid string
1034 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1037 if (printfromdisknotice)
1038 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1039 return shaderstring;
1041 // fall back to builtinstring
1042 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1045 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1050 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1052 char permutationname[256];
1053 int vertstrings_count = 0;
1054 int geomstrings_count = 0;
1055 int fragstrings_count = 0;
1056 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1057 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1058 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1065 permutationname[0] = 0;
1066 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1068 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1070 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1071 if(vid.support.glshaderversion >= 140)
1073 vertstrings_list[vertstrings_count++] = "#version 140\n";
1074 geomstrings_list[geomstrings_count++] = "#version 140\n";
1075 fragstrings_list[fragstrings_count++] = "#version 140\n";
1076 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1077 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1078 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1080 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1081 else if(vid.support.glshaderversion >= 130)
1083 vertstrings_list[vertstrings_count++] = "#version 130\n";
1084 geomstrings_list[geomstrings_count++] = "#version 130\n";
1085 fragstrings_list[fragstrings_count++] = "#version 130\n";
1086 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1087 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1088 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1090 // if we can do #version 120, we should (this adds the invariant keyword)
1091 else if(vid.support.glshaderversion >= 120)
1093 vertstrings_list[vertstrings_count++] = "#version 120\n";
1094 geomstrings_list[geomstrings_count++] = "#version 120\n";
1095 fragstrings_list[fragstrings_count++] = "#version 120\n";
1096 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1097 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1098 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1100 // GLES also adds several things from GLSL120
1101 switch(vid.renderpath)
1103 case RENDERPATH_GLES2:
1104 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1105 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1106 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1112 // the first pretext is which type of shader to compile as
1113 // (later these will all be bound together as a program object)
1114 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1115 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1116 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1118 // the second pretext is the mode (for example a light source)
1119 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1120 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1121 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1122 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1124 // now add all the permutation pretexts
1125 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1127 if (permutation & (1ll<<i))
1129 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1130 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1131 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1132 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1136 // keep line numbers correct
1137 vertstrings_list[vertstrings_count++] = "\n";
1138 geomstrings_list[geomstrings_count++] = "\n";
1139 fragstrings_list[fragstrings_count++] = "\n";
1144 R_CompileShader_AddStaticParms(mode, permutation);
1145 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1146 vertstrings_count += shaderstaticparms_count;
1147 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1148 geomstrings_count += shaderstaticparms_count;
1149 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1150 fragstrings_count += shaderstaticparms_count;
1152 // now append the shader text itself
1153 vertstrings_list[vertstrings_count++] = sourcestring;
1154 geomstrings_list[geomstrings_count++] = sourcestring;
1155 fragstrings_list[fragstrings_count++] = sourcestring;
1157 // compile the shader program
1158 if (vertstrings_count + geomstrings_count + fragstrings_count)
1159 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1163 qglUseProgram(p->program);CHECKGLERROR
1164 // look up all the uniform variable names we care about, so we don't
1165 // have to look them up every time we set them
1170 GLint activeuniformindex = 0;
1171 GLint numactiveuniforms = 0;
1172 char uniformname[128];
1173 GLsizei uniformnamelength = 0;
1174 GLint uniformsize = 0;
1175 GLenum uniformtype = 0;
1176 memset(uniformname, 0, sizeof(uniformname));
1177 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1178 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1179 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1181 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1182 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1187 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1188 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1189 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1190 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1191 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1192 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1193 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1194 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1195 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1196 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1197 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1198 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1199 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1200 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1201 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1202 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1203 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1204 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1205 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1206 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1207 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1208 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1209 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1210 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1211 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1212 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1213 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1214 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1215 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1216 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1217 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1218 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1219 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1220 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1221 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1222 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1223 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1224 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1225 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1226 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1227 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1228 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1229 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1230 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1231 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1232 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1233 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1234 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1235 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1236 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1237 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1238 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1239 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1240 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1241 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1242 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1243 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1244 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1245 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1246 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1247 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1248 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1249 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1250 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1251 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1252 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1253 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1254 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1255 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1256 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1257 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1258 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1259 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1260 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1261 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1262 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1263 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1264 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1265 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1266 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1267 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1268 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1269 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1270 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1271 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1272 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1273 // initialize the samplers to refer to the texture units we use
1274 p->tex_Texture_First = -1;
1275 p->tex_Texture_Second = -1;
1276 p->tex_Texture_GammaRamps = -1;
1277 p->tex_Texture_Normal = -1;
1278 p->tex_Texture_Color = -1;
1279 p->tex_Texture_Gloss = -1;
1280 p->tex_Texture_Glow = -1;
1281 p->tex_Texture_SecondaryNormal = -1;
1282 p->tex_Texture_SecondaryColor = -1;
1283 p->tex_Texture_SecondaryGloss = -1;
1284 p->tex_Texture_SecondaryGlow = -1;
1285 p->tex_Texture_Pants = -1;
1286 p->tex_Texture_Shirt = -1;
1287 p->tex_Texture_FogHeightTexture = -1;
1288 p->tex_Texture_FogMask = -1;
1289 p->tex_Texture_Lightmap = -1;
1290 p->tex_Texture_Deluxemap = -1;
1291 p->tex_Texture_Attenuation = -1;
1292 p->tex_Texture_Cube = -1;
1293 p->tex_Texture_Refraction = -1;
1294 p->tex_Texture_Reflection = -1;
1295 p->tex_Texture_ShadowMap2D = -1;
1296 p->tex_Texture_CubeProjection = -1;
1297 p->tex_Texture_ScreenNormalMap = -1;
1298 p->tex_Texture_ScreenDiffuse = -1;
1299 p->tex_Texture_ScreenSpecular = -1;
1300 p->tex_Texture_ReflectMask = -1;
1301 p->tex_Texture_ReflectCube = -1;
1302 p->tex_Texture_BounceGrid = -1;
1303 // bind the texture samplers in use
1305 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1306 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1307 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1308 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1309 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1310 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1311 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1312 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1313 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1314 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1315 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1316 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1317 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1318 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1319 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1320 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1321 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1322 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1323 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1324 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1325 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1326 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1327 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1328 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1329 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1330 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1331 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1332 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1333 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1334 // get the uniform block indices so we can bind them
1335 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1336 if (vid.support.arb_uniform_buffer_object)
1337 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1340 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1341 // clear the uniform block bindings
1342 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1343 // bind the uniform blocks in use
1345 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1346 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1348 // we're done compiling and setting up the shader, at least until it is used
1350 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1353 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1357 Mem_Free(sourcestring);
1360 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1362 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1363 if (r_glsl_permutation != perm)
1365 r_glsl_permutation = perm;
1366 if (!r_glsl_permutation->program)
1368 if (!r_glsl_permutation->compiled)
1370 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1371 R_GLSL_CompilePermutation(perm, mode, permutation);
1373 if (!r_glsl_permutation->program)
1375 // remove features until we find a valid permutation
1377 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1379 // reduce i more quickly whenever it would not remove any bits
1380 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1381 if (!(permutation & j))
1384 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1385 if (!r_glsl_permutation->compiled)
1386 R_GLSL_CompilePermutation(perm, mode, permutation);
1387 if (r_glsl_permutation->program)
1390 if (i >= SHADERPERMUTATION_COUNT)
1392 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1393 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1394 qglUseProgram(0);CHECKGLERROR
1395 return; // no bit left to clear, entire mode is broken
1400 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1402 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1403 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1404 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1408 void R_GLSL_Restart_f(void)
1410 unsigned int i, limit;
1411 switch(vid.renderpath)
1413 case RENDERPATH_GL20:
1414 case RENDERPATH_GLES2:
1416 r_glsl_permutation_t *p;
1417 r_glsl_permutation = NULL;
1418 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1419 for (i = 0;i < limit;i++)
1421 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1423 GL_Backend_FreeProgram(p->program);
1424 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1427 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1433 static void R_GLSL_DumpShader_f(void)
1435 int i, language, mode, dupe;
1437 shadermodeinfo_t *modeinfo;
1440 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1442 modeinfo = shadermodeinfo[language];
1443 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1445 // don't dump the same file multiple times (most or all shaders come from the same file)
1446 for (dupe = mode - 1;dupe >= 0;dupe--)
1447 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1451 text = modeinfo[mode].builtinstring;
1454 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1457 FS_Print(file, "/* The engine may define the following macros:\n");
1458 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1459 for (i = 0;i < SHADERMODE_COUNT;i++)
1460 FS_Print(file, modeinfo[i].pretext);
1461 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1462 FS_Print(file, shaderpermutationinfo[i].pretext);
1463 FS_Print(file, "*/\n");
1464 FS_Print(file, text);
1466 Con_Printf("%s written\n", modeinfo[mode].filename);
1469 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1474 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1476 dpuint64 permutation = 0;
1477 if (r_trippy.integer && !notrippy)
1478 permutation |= SHADERPERMUTATION_TRIPPY;
1479 permutation |= SHADERPERMUTATION_VIEWTINT;
1481 permutation |= SHADERPERMUTATION_DIFFUSE;
1483 permutation |= SHADERPERMUTATION_SPECULAR;
1484 if (texturemode == GL_MODULATE)
1485 permutation |= SHADERPERMUTATION_COLORMAPPING;
1486 else if (texturemode == GL_ADD)
1487 permutation |= SHADERPERMUTATION_GLOW;
1488 else if (texturemode == GL_DECAL)
1489 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1490 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1491 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1492 if (suppresstexalpha)
1493 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1495 texturemode = GL_MODULATE;
1496 if (vid.allowalphatocoverage)
1497 GL_AlphaToCoverage(false);
1498 switch (vid.renderpath)
1500 case RENDERPATH_GL20:
1501 case RENDERPATH_GLES2:
1502 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1503 if (r_glsl_permutation->tex_Texture_First >= 0)
1504 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1505 if (r_glsl_permutation->tex_Texture_Second >= 0)
1506 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1507 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1508 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1513 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1515 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1518 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1520 dpuint64 permutation = 0;
1521 if (r_trippy.integer && !notrippy)
1522 permutation |= SHADERPERMUTATION_TRIPPY;
1524 permutation |= SHADERPERMUTATION_DEPTHRGB;
1526 permutation |= SHADERPERMUTATION_SKELETAL;
1528 if (vid.allowalphatocoverage)
1529 GL_AlphaToCoverage(false);
1530 switch (vid.renderpath)
1532 case RENDERPATH_GL20:
1533 case RENDERPATH_GLES2:
1534 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1535 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1536 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);
1542 #define BLENDFUNC_ALLOWS_COLORMOD 1
1543 #define BLENDFUNC_ALLOWS_FOG 2
1544 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1545 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1546 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1547 static int R_BlendFuncFlags(int src, int dst)
1551 // a blendfunc allows colormod if:
1552 // a) it can never keep the destination pixel invariant, or
1553 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1554 // this is to prevent unintended side effects from colormod
1556 // a blendfunc allows fog if:
1557 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1558 // this is to prevent unintended side effects from fog
1560 // these checks are the output of fogeval.pl
1562 r |= BLENDFUNC_ALLOWS_COLORMOD;
1563 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1564 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1565 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1566 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1567 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1568 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1569 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1570 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1571 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1572 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1573 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1574 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1575 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1576 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1577 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1578 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1579 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1580 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1581 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1582 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1583 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1588 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)
1590 // select a permutation of the lighting shader appropriate to this
1591 // combination of texture, entity, light source, and fogging, only use the
1592 // minimum features necessary to avoid wasting rendering time in the
1593 // fragment shader on features that are not being used
1594 dpuint64 permutation = 0;
1595 unsigned int mode = 0;
1597 texture_t *t = rsurface.texture;
1599 matrix4x4_t tempmatrix;
1600 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1601 if (r_trippy.integer && !notrippy)
1602 permutation |= SHADERPERMUTATION_TRIPPY;
1603 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1604 permutation |= SHADERPERMUTATION_ALPHAKILL;
1605 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1606 permutation |= SHADERPERMUTATION_OCCLUDE;
1607 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1608 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1609 if (rsurfacepass == RSURFPASS_BACKGROUND)
1611 // distorted background
1612 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1614 mode = SHADERMODE_WATER;
1615 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1616 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1617 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1619 // this is the right thing to do for wateralpha
1620 GL_BlendFunc(GL_ONE, GL_ZERO);
1621 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1625 // this is the right thing to do for entity alpha
1626 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1627 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1630 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1632 mode = SHADERMODE_REFRACTION;
1633 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1634 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1635 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1636 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1640 mode = SHADERMODE_GENERIC;
1641 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1642 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1643 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1645 if (vid.allowalphatocoverage)
1646 GL_AlphaToCoverage(false);
1648 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1650 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1652 switch(t->offsetmapping)
1654 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1655 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1656 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1657 case OFFSETMAPPING_OFF: break;
1660 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1661 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1662 // normalmap (deferred prepass), may use alpha test on diffuse
1663 mode = SHADERMODE_DEFERREDGEOMETRY;
1664 GL_BlendFunc(GL_ONE, GL_ZERO);
1665 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1666 if (vid.allowalphatocoverage)
1667 GL_AlphaToCoverage(false);
1669 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1671 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1673 switch(t->offsetmapping)
1675 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1676 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1677 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1678 case OFFSETMAPPING_OFF: break;
1681 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1682 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1683 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1684 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1686 mode = SHADERMODE_LIGHTSOURCE;
1687 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1688 permutation |= SHADERPERMUTATION_CUBEFILTER;
1689 if (VectorLength2(rtlightdiffuse) > 0)
1690 permutation |= SHADERPERMUTATION_DIFFUSE;
1691 if (VectorLength2(rtlightspecular) > 0)
1692 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1693 if (r_refdef.fogenabled)
1694 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1695 if (t->colormapping)
1696 permutation |= SHADERPERMUTATION_COLORMAPPING;
1697 if (r_shadow_usingshadowmap2d)
1699 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1700 if(r_shadow_shadowmapvsdct)
1701 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1703 if (r_shadow_shadowmap2ddepthbuffer)
1704 permutation |= SHADERPERMUTATION_DEPTHRGB;
1706 if (t->reflectmasktexture)
1707 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1708 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1709 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1710 if (vid.allowalphatocoverage)
1711 GL_AlphaToCoverage(false);
1713 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1715 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1717 switch(t->offsetmapping)
1719 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1720 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1721 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1722 case OFFSETMAPPING_OFF: break;
1725 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1726 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1727 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1728 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1729 // directional model lighting
1730 mode = SHADERMODE_LIGHTDIRECTION;
1731 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1732 permutation |= SHADERPERMUTATION_GLOW;
1733 if (VectorLength2(t->render_modellight_diffuse))
1734 permutation |= SHADERPERMUTATION_DIFFUSE;
1735 if (VectorLength2(t->render_modellight_specular) > 0)
1736 permutation |= SHADERPERMUTATION_SPECULAR;
1737 if (r_refdef.fogenabled)
1738 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1739 if (t->colormapping)
1740 permutation |= SHADERPERMUTATION_COLORMAPPING;
1741 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1743 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1744 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1746 if (r_shadow_shadowmap2ddepthbuffer)
1747 permutation |= SHADERPERMUTATION_DEPTHRGB;
1749 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1750 permutation |= SHADERPERMUTATION_REFLECTION;
1751 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1752 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1753 if (t->reflectmasktexture)
1754 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1755 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1757 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1758 if (r_shadow_bouncegrid_state.directional)
1759 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1761 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1762 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1763 // when using alphatocoverage, we don't need alphakill
1764 if (vid.allowalphatocoverage)
1766 if (r_transparent_alphatocoverage.integer)
1768 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1769 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1772 GL_AlphaToCoverage(false);
1777 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1779 switch(t->offsetmapping)
1781 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1782 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1783 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1784 case OFFSETMAPPING_OFF: break;
1787 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1788 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1789 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1790 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1792 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1793 permutation |= SHADERPERMUTATION_GLOW;
1794 if (r_refdef.fogenabled)
1795 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1796 if (t->colormapping)
1797 permutation |= SHADERPERMUTATION_COLORMAPPING;
1798 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1800 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1801 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1803 if (r_shadow_shadowmap2ddepthbuffer)
1804 permutation |= SHADERPERMUTATION_DEPTHRGB;
1806 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1807 permutation |= SHADERPERMUTATION_REFLECTION;
1808 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1809 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1810 if (t->reflectmasktexture)
1811 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1812 if (FAKELIGHT_ENABLED)
1814 // fake lightmapping (q1bsp, q3bsp, fullbright map)
1815 mode = SHADERMODE_FAKELIGHT;
1816 permutation |= SHADERPERMUTATION_DIFFUSE;
1817 if (VectorLength2(t->render_lightmap_specular) > 0)
1818 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1820 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1822 // deluxemapping (light direction texture)
1823 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1824 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1826 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1827 permutation |= SHADERPERMUTATION_DIFFUSE;
1828 if (VectorLength2(t->render_lightmap_specular) > 0)
1829 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1831 else if (r_glsl_deluxemapping.integer >= 2)
1833 // fake deluxemapping (uniform light direction in tangentspace)
1834 if (rsurface.uselightmaptexture)
1835 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1837 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1838 permutation |= SHADERPERMUTATION_DIFFUSE;
1839 if (VectorLength2(t->render_lightmap_specular) > 0)
1840 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1842 else if (rsurface.uselightmaptexture)
1844 // ordinary lightmapping (q1bsp, q3bsp)
1845 mode = SHADERMODE_LIGHTMAP;
1849 // ordinary vertex coloring (q3bsp)
1850 mode = SHADERMODE_VERTEXCOLOR;
1852 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1854 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1855 if (r_shadow_bouncegrid_state.directional)
1856 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1858 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1859 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1860 // when using alphatocoverage, we don't need alphakill
1861 if (vid.allowalphatocoverage)
1863 if (r_transparent_alphatocoverage.integer)
1865 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1866 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1869 GL_AlphaToCoverage(false);
1872 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1873 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1874 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1875 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1876 switch(vid.renderpath)
1878 case RENDERPATH_GL20:
1879 case RENDERPATH_GLES2:
1880 if (!vid.useinterleavedarrays)
1882 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);
1883 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
1884 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
1885 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
1886 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
1887 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
1888 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
1889 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
1890 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
1891 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
1892 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
1896 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1897 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
1899 // this has to be after RSurf_PrepareVerticesForBatch
1900 if (rsurface.batchskeletaltransform3x4buffer)
1901 permutation |= SHADERPERMUTATION_SKELETAL;
1902 R_SetupShader_SetPermutationGLSL(mode, permutation);
1903 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1904 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);
1906 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1907 if (mode == SHADERMODE_LIGHTSOURCE)
1909 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1910 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1911 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1912 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1913 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1914 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1916 // additive passes are only darkened by fog, not tinted
1917 if (r_glsl_permutation->loc_FogColor >= 0)
1918 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1919 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);
1923 if (mode == SHADERMODE_FLATCOLOR)
1925 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]);
1927 else if (mode == SHADERMODE_LIGHTDIRECTION)
1929 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1930 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]);
1931 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]);
1932 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]);
1933 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]);
1934 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1935 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]);
1939 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]);
1940 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]);
1941 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]);
1942 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]);
1943 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1945 // additive passes are only darkened by fog, not tinted
1946 if (r_glsl_permutation->loc_FogColor >= 0)
1948 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1949 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1951 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1953 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);
1954 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]);
1955 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]);
1956 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);
1957 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);
1958 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1959 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1960 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);
1961 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1963 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1964 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1965 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1966 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1968 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]);
1969 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]);
1973 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]);
1974 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]);
1977 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]);
1978 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));
1979 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1980 if (r_glsl_permutation->loc_Color_Pants >= 0)
1982 if (t->pantstexture)
1983 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1985 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1987 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1989 if (t->shirttexture)
1990 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1992 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1994 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]);
1995 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1996 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1997 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1998 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1999 r_glsl_offsetmapping_scale.value*t->offsetscale,
2000 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2001 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2002 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2004 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);
2005 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2006 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]);
2007 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2008 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);}
2009 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2011 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2012 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2013 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2014 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2015 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2016 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2017 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2018 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2019 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2020 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2021 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2022 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2023 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2024 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2025 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2026 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2027 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2028 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2029 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2030 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2031 if (rsurfacepass == RSURFPASS_BACKGROUND)
2033 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);
2034 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);
2035 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);
2039 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);
2041 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2042 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2043 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2044 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2046 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2047 if (rsurface.rtlight)
2049 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2050 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2053 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2059 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2061 // select a permutation of the lighting shader appropriate to this
2062 // combination of texture, entity, light source, and fogging, only use the
2063 // minimum features necessary to avoid wasting rendering time in the
2064 // fragment shader on features that are not being used
2065 dpuint64 permutation = 0;
2066 unsigned int mode = 0;
2067 const float *lightcolorbase = rtlight->currentcolor;
2068 float ambientscale = rtlight->ambientscale;
2069 float diffusescale = rtlight->diffusescale;
2070 float specularscale = rtlight->specularscale;
2071 // this is the location of the light in view space
2072 vec3_t viewlightorigin;
2073 // this transforms from view space (camera) to light space (cubemap)
2074 matrix4x4_t viewtolight;
2075 matrix4x4_t lighttoview;
2076 float viewtolight16f[16];
2078 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2079 if (rtlight->currentcubemap != r_texture_whitecube)
2080 permutation |= SHADERPERMUTATION_CUBEFILTER;
2081 if (diffusescale > 0)
2082 permutation |= SHADERPERMUTATION_DIFFUSE;
2083 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2084 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2085 if (r_shadow_usingshadowmap2d)
2087 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2088 if (r_shadow_shadowmapvsdct)
2089 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2091 if (r_shadow_shadowmap2ddepthbuffer)
2092 permutation |= SHADERPERMUTATION_DEPTHRGB;
2094 if (vid.allowalphatocoverage)
2095 GL_AlphaToCoverage(false);
2096 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2097 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2098 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2099 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2100 switch(vid.renderpath)
2102 case RENDERPATH_GL20:
2103 case RENDERPATH_GLES2:
2104 R_SetupShader_SetPermutationGLSL(mode, permutation);
2105 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2106 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2107 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2108 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2109 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2110 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]);
2111 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]);
2112 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);
2113 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]);
2114 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2116 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2117 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2118 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2119 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2120 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2125 #define SKINFRAME_HASH 1024
2129 unsigned int loadsequence; // incremented each level change
2130 memexpandablearray_t array;
2131 skinframe_t *hash[SKINFRAME_HASH];
2134 r_skinframe_t r_skinframe;
2136 void R_SkinFrame_PrepareForPurge(void)
2138 r_skinframe.loadsequence++;
2139 // wrap it without hitting zero
2140 if (r_skinframe.loadsequence >= 200)
2141 r_skinframe.loadsequence = 1;
2144 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2148 // mark the skinframe as used for the purging code
2149 skinframe->loadsequence = r_skinframe.loadsequence;
2152 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2154 if (s->merged == s->base)
2156 R_PurgeTexture(s->stain); s->stain = NULL;
2157 R_PurgeTexture(s->merged); s->merged = NULL;
2158 R_PurgeTexture(s->base); s->base = NULL;
2159 R_PurgeTexture(s->pants); s->pants = NULL;
2160 R_PurgeTexture(s->shirt); s->shirt = NULL;
2161 R_PurgeTexture(s->nmap); s->nmap = NULL;
2162 R_PurgeTexture(s->gloss); s->gloss = NULL;
2163 R_PurgeTexture(s->glow); s->glow = NULL;
2164 R_PurgeTexture(s->fog); s->fog = NULL;
2165 R_PurgeTexture(s->reflect); s->reflect = NULL;
2166 s->loadsequence = 0;
2169 void R_SkinFrame_Purge(void)
2173 for (i = 0;i < SKINFRAME_HASH;i++)
2175 for (s = r_skinframe.hash[i];s;s = s->next)
2177 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2178 R_SkinFrame_PurgeSkinFrame(s);
2183 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2185 char basename[MAX_QPATH];
2187 Image_StripImageExtension(name, basename, sizeof(basename));
2189 if( last == NULL ) {
2191 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2192 item = r_skinframe.hash[hashindex];
2197 // linearly search through the hash bucket
2198 for( ; item ; item = item->next ) {
2199 if( !strcmp( item->basename, basename ) ) {
2206 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2210 char basename[MAX_QPATH];
2212 Image_StripImageExtension(name, basename, sizeof(basename));
2214 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2215 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2216 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
2223 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2224 memset(item, 0, sizeof(*item));
2225 strlcpy(item->basename, basename, sizeof(item->basename));
2226 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
2227 item->comparewidth = comparewidth;
2228 item->compareheight = compareheight;
2229 item->comparecrc = comparecrc;
2230 item->next = r_skinframe.hash[hashindex];
2231 r_skinframe.hash[hashindex] = item;
2233 else if (textureflags & TEXF_FORCE_RELOAD)
2237 R_SkinFrame_PurgeSkinFrame(item);
2240 R_SkinFrame_MarkUsed(item);
2244 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2246 unsigned long long avgcolor[5], wsum; \
2254 for(pix = 0; pix < cnt; ++pix) \
2257 for(comp = 0; comp < 3; ++comp) \
2259 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2262 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2264 for(comp = 0; comp < 3; ++comp) \
2265 avgcolor[comp] += getpixel * w; \
2268 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2269 avgcolor[4] += getpixel; \
2271 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2273 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2274 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2275 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2276 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2279 extern cvar_t gl_picmip;
2280 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2283 unsigned char *pixels;
2284 unsigned char *bumppixels;
2285 unsigned char *basepixels = NULL;
2286 int basepixels_width = 0;
2287 int basepixels_height = 0;
2288 skinframe_t *skinframe;
2289 rtexture_t *ddsbase = NULL;
2290 qboolean ddshasalpha = false;
2291 float ddsavgcolor[4];
2292 char basename[MAX_QPATH];
2293 int miplevel = R_PicmipForFlags(textureflags);
2294 int savemiplevel = miplevel;
2298 if (cls.state == ca_dedicated)
2301 // return an existing skinframe if already loaded
2302 // if loading of the first image fails, don't make a new skinframe as it
2303 // would cause all future lookups of this to be missing
2304 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2305 if (skinframe && skinframe->base)
2308 Image_StripImageExtension(name, basename, sizeof(basename));
2310 // check for DDS texture file first
2311 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2313 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2314 if (basepixels == NULL && fallbacknotexture)
2315 basepixels = Image_GenerateNoTexture();
2316 if (basepixels == NULL)
2320 // FIXME handle miplevel
2322 if (developer_loading.integer)
2323 Con_Printf("loading skin \"%s\"\n", name);
2325 // we've got some pixels to store, so really allocate this new texture now
2327 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2328 textureflags &= ~TEXF_FORCE_RELOAD;
2329 skinframe->stain = NULL;
2330 skinframe->merged = NULL;
2331 skinframe->base = NULL;
2332 skinframe->pants = NULL;
2333 skinframe->shirt = NULL;
2334 skinframe->nmap = NULL;
2335 skinframe->gloss = NULL;
2336 skinframe->glow = NULL;
2337 skinframe->fog = NULL;
2338 skinframe->reflect = NULL;
2339 skinframe->hasalpha = false;
2340 // we could store the q2animname here too
2344 skinframe->base = ddsbase;
2345 skinframe->hasalpha = ddshasalpha;
2346 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2347 if (r_loadfog && skinframe->hasalpha)
2348 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);
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]);
2353 basepixels_width = image_width;
2354 basepixels_height = image_height;
2355 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);
2356 if (textureflags & TEXF_ALPHA)
2358 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2360 if (basepixels[j] < 255)
2362 skinframe->hasalpha = true;
2366 if (r_loadfog && skinframe->hasalpha)
2368 // has transparent pixels
2369 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2370 for (j = 0;j < image_width * image_height * 4;j += 4)
2375 pixels[j+3] = basepixels[j+3];
2377 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);
2381 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2383 //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]);
2384 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
2385 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2386 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
2387 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2393 mymiplevel = savemiplevel;
2394 if (r_loadnormalmap)
2395 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);
2396 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2398 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2399 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2400 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2401 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2404 // _norm is the name used by tenebrae and has been adopted as standard
2405 if (r_loadnormalmap && skinframe->nmap == NULL)
2407 mymiplevel = savemiplevel;
2408 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2410 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);
2414 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2416 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2417 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2418 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);
2420 Mem_Free(bumppixels);
2422 else if (r_shadow_bumpscale_basetexture.value > 0)
2424 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2425 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2426 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);
2430 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
2431 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2435 // _luma is supported only for tenebrae compatibility
2436 // _glow is the preferred name
2437 mymiplevel = savemiplevel;
2438 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))))
2440 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);
2442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
2443 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2445 Mem_Free(pixels);pixels = NULL;
2448 mymiplevel = savemiplevel;
2449 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2451 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);
2453 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
2454 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2460 mymiplevel = savemiplevel;
2461 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2463 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);
2465 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
2466 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2472 mymiplevel = savemiplevel;
2473 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2475 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);
2477 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
2478 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2484 mymiplevel = savemiplevel;
2485 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2487 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);
2489 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
2490 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2497 Mem_Free(basepixels);
2502 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2503 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
2506 skinframe_t *skinframe;
2509 if (cls.state == ca_dedicated)
2512 // if already loaded just return it, otherwise make a new skinframe
2513 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2514 if (skinframe->base)
2516 textureflags &= ~TEXF_FORCE_RELOAD;
2518 skinframe->stain = NULL;
2519 skinframe->merged = NULL;
2520 skinframe->base = NULL;
2521 skinframe->pants = NULL;
2522 skinframe->shirt = NULL;
2523 skinframe->nmap = NULL;
2524 skinframe->gloss = NULL;
2525 skinframe->glow = NULL;
2526 skinframe->fog = NULL;
2527 skinframe->reflect = NULL;
2528 skinframe->hasalpha = false;
2530 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2534 if (developer_loading.integer)
2535 Con_Printf("loading 32bit skin \"%s\"\n", name);
2537 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2539 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2540 unsigned char *b = a + width * height * 4;
2541 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2542 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);
2545 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2546 if (textureflags & TEXF_ALPHA)
2548 for (i = 3;i < width * height * 4;i += 4)
2550 if (skindata[i] < 255)
2552 skinframe->hasalpha = true;
2556 if (r_loadfog && skinframe->hasalpha)
2558 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2559 memcpy(fogpixels, skindata, width * height * 4);
2560 for (i = 0;i < width * height * 4;i += 4)
2561 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2562 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2563 Mem_Free(fogpixels);
2567 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2568 //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]);
2573 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2577 skinframe_t *skinframe;
2579 if (cls.state == ca_dedicated)
2582 // if already loaded just return it, otherwise make a new skinframe
2583 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2584 if (skinframe->base)
2586 //textureflags &= ~TEXF_FORCE_RELOAD;
2588 skinframe->stain = NULL;
2589 skinframe->merged = NULL;
2590 skinframe->base = NULL;
2591 skinframe->pants = NULL;
2592 skinframe->shirt = NULL;
2593 skinframe->nmap = NULL;
2594 skinframe->gloss = NULL;
2595 skinframe->glow = NULL;
2596 skinframe->fog = NULL;
2597 skinframe->reflect = NULL;
2598 skinframe->hasalpha = false;
2600 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2604 if (developer_loading.integer)
2605 Con_Printf("loading quake skin \"%s\"\n", name);
2607 // 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)
2608 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2609 memcpy(skinframe->qpixels, skindata, width*height);
2610 skinframe->qwidth = width;
2611 skinframe->qheight = height;
2614 for (i = 0;i < width * height;i++)
2615 featuresmask |= palette_featureflags[skindata[i]];
2617 skinframe->hasalpha = false;
2620 skinframe->hasalpha = true;
2621 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2622 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2623 skinframe->qgeneratemerged = true;
2624 skinframe->qgeneratebase = skinframe->qhascolormapping;
2625 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2627 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2628 //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]);
2633 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2637 unsigned char *skindata;
2640 if (!skinframe->qpixels)
2643 if (!skinframe->qhascolormapping)
2644 colormapped = false;
2648 if (!skinframe->qgeneratebase)
2653 if (!skinframe->qgeneratemerged)
2657 width = skinframe->qwidth;
2658 height = skinframe->qheight;
2659 skindata = skinframe->qpixels;
2661 if (skinframe->qgeneratenmap)
2663 unsigned char *a, *b;
2664 skinframe->qgeneratenmap = false;
2665 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2666 b = a + width * height * 4;
2667 // use either a custom palette or the quake palette
2668 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2669 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2670 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);
2674 if (skinframe->qgenerateglow)
2676 skinframe->qgenerateglow = false;
2677 if (skinframe->hasalpha) // fence textures
2678 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
2680 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
2685 skinframe->qgeneratebase = false;
2686 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);
2687 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);
2688 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);
2692 skinframe->qgeneratemerged = false;
2693 if (skinframe->hasalpha) // fence textures
2694 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);
2696 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);
2699 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2701 Mem_Free(skinframe->qpixels);
2702 skinframe->qpixels = NULL;
2706 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)
2709 skinframe_t *skinframe;
2712 if (cls.state == ca_dedicated)
2715 // if already loaded just return it, otherwise make a new skinframe
2716 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2717 if (skinframe->base)
2719 textureflags &= ~TEXF_FORCE_RELOAD;
2721 skinframe->stain = NULL;
2722 skinframe->merged = NULL;
2723 skinframe->base = NULL;
2724 skinframe->pants = NULL;
2725 skinframe->shirt = NULL;
2726 skinframe->nmap = NULL;
2727 skinframe->gloss = NULL;
2728 skinframe->glow = NULL;
2729 skinframe->fog = NULL;
2730 skinframe->reflect = NULL;
2731 skinframe->hasalpha = false;
2733 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2737 if (developer_loading.integer)
2738 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2740 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2741 if ((textureflags & TEXF_ALPHA) && alphapalette)
2743 for (i = 0;i < width * height;i++)
2745 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2747 skinframe->hasalpha = true;
2751 if (r_loadfog && skinframe->hasalpha)
2752 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2755 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2756 //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]);
2761 skinframe_t *R_SkinFrame_LoadMissing(void)
2763 skinframe_t *skinframe;
2765 if (cls.state == ca_dedicated)
2768 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2769 skinframe->stain = NULL;
2770 skinframe->merged = NULL;
2771 skinframe->base = NULL;
2772 skinframe->pants = NULL;
2773 skinframe->shirt = NULL;
2774 skinframe->nmap = NULL;
2775 skinframe->gloss = NULL;
2776 skinframe->glow = NULL;
2777 skinframe->fog = NULL;
2778 skinframe->reflect = NULL;
2779 skinframe->hasalpha = false;
2781 skinframe->avgcolor[0] = rand() / RAND_MAX;
2782 skinframe->avgcolor[1] = rand() / RAND_MAX;
2783 skinframe->avgcolor[2] = rand() / RAND_MAX;
2784 skinframe->avgcolor[3] = 1;
2789 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2792 static unsigned char pix[16][16][4];
2794 if (cls.state == ca_dedicated)
2797 // this makes a light grey/dark grey checkerboard texture
2800 for (y = 0; y < 16; y++)
2802 for (x = 0; x < 16; x++)
2804 if ((y < 8) ^ (x < 8))
2822 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
2825 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2827 skinframe_t *skinframe;
2828 if (cls.state == ca_dedicated)
2830 // if already loaded just return it, otherwise make a new skinframe
2831 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
2832 if (skinframe->base)
2834 textureflags &= ~TEXF_FORCE_RELOAD;
2835 skinframe->stain = NULL;
2836 skinframe->merged = NULL;
2837 skinframe->base = NULL;
2838 skinframe->pants = NULL;
2839 skinframe->shirt = NULL;
2840 skinframe->nmap = NULL;
2841 skinframe->gloss = NULL;
2842 skinframe->glow = NULL;
2843 skinframe->fog = NULL;
2844 skinframe->reflect = NULL;
2845 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2846 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2849 if (developer_loading.integer)
2850 Con_Printf("loading 32bit skin \"%s\"\n", name);
2851 skinframe->base = skinframe->merged = tex;
2852 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2856 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2857 typedef struct suffixinfo_s
2860 qboolean flipx, flipy, flipdiagonal;
2863 static suffixinfo_t suffix[3][6] =
2866 {"px", false, false, false},
2867 {"nx", false, false, false},
2868 {"py", false, false, false},
2869 {"ny", false, false, false},
2870 {"pz", false, false, false},
2871 {"nz", false, false, false}
2874 {"posx", false, false, false},
2875 {"negx", false, false, false},
2876 {"posy", false, false, false},
2877 {"negy", false, false, false},
2878 {"posz", false, false, false},
2879 {"negz", false, false, false}
2882 {"rt", true, false, true},
2883 {"lf", false, true, true},
2884 {"ft", true, true, false},
2885 {"bk", false, false, false},
2886 {"up", true, false, true},
2887 {"dn", true, false, true}
2891 static int componentorder[4] = {0, 1, 2, 3};
2893 static rtexture_t *R_LoadCubemap(const char *basename)
2895 int i, j, cubemapsize;
2896 unsigned char *cubemappixels, *image_buffer;
2897 rtexture_t *cubemaptexture;
2899 // must start 0 so the first loadimagepixels has no requested width/height
2901 cubemappixels = NULL;
2902 cubemaptexture = NULL;
2903 // keep trying different suffix groups (posx, px, rt) until one loads
2904 for (j = 0;j < 3 && !cubemappixels;j++)
2906 // load the 6 images in the suffix group
2907 for (i = 0;i < 6;i++)
2909 // generate an image name based on the base and and suffix
2910 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2912 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2914 // an image loaded, make sure width and height are equal
2915 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2917 // if this is the first image to load successfully, allocate the cubemap memory
2918 if (!cubemappixels && image_width >= 1)
2920 cubemapsize = image_width;
2921 // note this clears to black, so unavailable sides are black
2922 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2924 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2926 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);
2929 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2931 Mem_Free(image_buffer);
2935 // if a cubemap loaded, upload it
2938 if (developer_loading.integer)
2939 Con_Printf("loading cubemap \"%s\"\n", basename);
2941 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);
2942 Mem_Free(cubemappixels);
2946 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2947 if (developer_loading.integer)
2949 Con_Printf("(tried tried images ");
2950 for (j = 0;j < 3;j++)
2951 for (i = 0;i < 6;i++)
2952 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2953 Con_Print(" and was unable to find any of them).\n");
2956 return cubemaptexture;
2959 rtexture_t *R_GetCubemap(const char *basename)
2962 for (i = 0;i < r_texture_numcubemaps;i++)
2963 if (r_texture_cubemaps[i] != NULL)
2964 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2965 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2966 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2967 return r_texture_whitecube;
2968 r_texture_numcubemaps++;
2969 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2970 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2971 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2972 return r_texture_cubemaps[i]->texture;
2975 static void R_Main_FreeViewCache(void)
2977 if (r_refdef.viewcache.entityvisible)
2978 Mem_Free(r_refdef.viewcache.entityvisible);
2979 if (r_refdef.viewcache.world_pvsbits)
2980 Mem_Free(r_refdef.viewcache.world_pvsbits);
2981 if (r_refdef.viewcache.world_leafvisible)
2982 Mem_Free(r_refdef.viewcache.world_leafvisible);
2983 if (r_refdef.viewcache.world_surfacevisible)
2984 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2985 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2988 static void R_Main_ResizeViewCache(void)
2990 int numentities = r_refdef.scene.numentities;
2991 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2992 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2993 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2994 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2995 if (r_refdef.viewcache.maxentities < numentities)
2997 r_refdef.viewcache.maxentities = numentities;
2998 if (r_refdef.viewcache.entityvisible)
2999 Mem_Free(r_refdef.viewcache.entityvisible);
3000 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3002 if (r_refdef.viewcache.world_numclusters != numclusters)
3004 r_refdef.viewcache.world_numclusters = numclusters;
3005 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3006 if (r_refdef.viewcache.world_pvsbits)
3007 Mem_Free(r_refdef.viewcache.world_pvsbits);
3008 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3010 if (r_refdef.viewcache.world_numleafs != numleafs)
3012 r_refdef.viewcache.world_numleafs = numleafs;
3013 if (r_refdef.viewcache.world_leafvisible)
3014 Mem_Free(r_refdef.viewcache.world_leafvisible);
3015 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3017 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3019 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3020 if (r_refdef.viewcache.world_surfacevisible)
3021 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3022 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3026 extern rtexture_t *loadingscreentexture;
3027 static void gl_main_start(void)
3029 loadingscreentexture = NULL;
3030 r_texture_blanknormalmap = NULL;
3031 r_texture_white = NULL;
3032 r_texture_grey128 = NULL;
3033 r_texture_black = NULL;
3034 r_texture_whitecube = NULL;
3035 r_texture_normalizationcube = NULL;
3036 r_texture_fogattenuation = NULL;
3037 r_texture_fogheighttexture = NULL;
3038 r_texture_gammaramps = NULL;
3039 r_texture_numcubemaps = 0;
3040 r_uniformbufferalignment = 32;
3042 r_loaddds = r_texture_dds_load.integer != 0;
3043 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3045 switch(vid.renderpath)
3047 case RENDERPATH_GL20:
3048 case RENDERPATH_GLES2:
3049 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3050 Cvar_SetValueQuick(&gl_combine, 1);
3051 Cvar_SetValueQuick(&r_glsl, 1);
3052 r_loadnormalmap = true;
3055 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3056 if (vid.support.arb_uniform_buffer_object)
3057 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3063 R_FrameData_Reset();
3064 R_BufferData_Reset();
3068 memset(r_queries, 0, sizeof(r_queries));
3070 r_qwskincache = NULL;
3071 r_qwskincache_size = 0;
3073 // due to caching of texture_t references, the collision cache must be reset
3074 Collision_Cache_Reset(true);
3076 // set up r_skinframe loading system for textures
3077 memset(&r_skinframe, 0, sizeof(r_skinframe));
3078 r_skinframe.loadsequence = 1;
3079 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3081 r_main_texturepool = R_AllocTexturePool();
3082 R_BuildBlankTextures();
3084 if (vid.support.arb_texture_cube_map)
3087 R_BuildNormalizationCube();
3089 r_texture_fogattenuation = NULL;
3090 r_texture_fogheighttexture = NULL;
3091 r_texture_gammaramps = NULL;
3092 //r_texture_fogintensity = NULL;
3093 memset(&r_fb, 0, sizeof(r_fb));
3094 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3095 r_glsl_permutation = NULL;
3096 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3097 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3098 memset(&r_svbsp, 0, sizeof (r_svbsp));
3100 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3101 r_texture_numcubemaps = 0;
3103 r_refdef.fogmasktable_density = 0;
3106 // For Steelstorm Android
3107 // FIXME CACHE the program and reload
3108 // FIXME see possible combinations for SS:BR android
3109 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3110 R_SetupShader_SetPermutationGLSL(0, 12);
3111 R_SetupShader_SetPermutationGLSL(0, 13);
3112 R_SetupShader_SetPermutationGLSL(0, 8388621);
3113 R_SetupShader_SetPermutationGLSL(3, 0);
3114 R_SetupShader_SetPermutationGLSL(3, 2048);
3115 R_SetupShader_SetPermutationGLSL(5, 0);
3116 R_SetupShader_SetPermutationGLSL(5, 2);
3117 R_SetupShader_SetPermutationGLSL(5, 2048);
3118 R_SetupShader_SetPermutationGLSL(5, 8388608);
3119 R_SetupShader_SetPermutationGLSL(11, 1);
3120 R_SetupShader_SetPermutationGLSL(11, 2049);
3121 R_SetupShader_SetPermutationGLSL(11, 8193);
3122 R_SetupShader_SetPermutationGLSL(11, 10241);
3123 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3127 static void gl_main_shutdown(void)
3129 R_RenderTarget_FreeUnused(true);
3130 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3132 R_FrameData_Reset();
3133 R_BufferData_Reset();
3135 R_Main_FreeViewCache();
3137 switch(vid.renderpath)
3139 case RENDERPATH_GL20:
3140 case RENDERPATH_GLES2:
3141 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
3143 qglDeleteQueriesARB(r_maxqueries, r_queries);
3150 memset(r_queries, 0, sizeof(r_queries));
3152 r_qwskincache = NULL;
3153 r_qwskincache_size = 0;
3155 // clear out the r_skinframe state
3156 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3157 memset(&r_skinframe, 0, sizeof(r_skinframe));
3160 Mem_Free(r_svbsp.nodes);
3161 memset(&r_svbsp, 0, sizeof (r_svbsp));
3162 R_FreeTexturePool(&r_main_texturepool);
3163 loadingscreentexture = NULL;
3164 r_texture_blanknormalmap = NULL;
3165 r_texture_white = NULL;
3166 r_texture_grey128 = NULL;
3167 r_texture_black = NULL;
3168 r_texture_whitecube = NULL;
3169 r_texture_normalizationcube = NULL;
3170 r_texture_fogattenuation = NULL;
3171 r_texture_fogheighttexture = NULL;
3172 r_texture_gammaramps = NULL;
3173 r_texture_numcubemaps = 0;
3174 //r_texture_fogintensity = NULL;
3175 memset(&r_fb, 0, sizeof(r_fb));
3178 r_glsl_permutation = NULL;
3179 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3180 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3183 static void gl_main_newmap(void)
3185 // FIXME: move this code to client
3186 char *entities, entname[MAX_QPATH];
3188 Mem_Free(r_qwskincache);
3189 r_qwskincache = NULL;
3190 r_qwskincache_size = 0;
3193 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3194 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3196 CL_ParseEntityLump(entities);
3200 if (cl.worldmodel->brush.entities)
3201 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3203 R_Main_FreeViewCache();
3205 R_FrameData_Reset();
3206 R_BufferData_Reset();
3209 void GL_Main_Init(void)
3212 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3213 R_InitShaderModeInfo();
3215 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3216 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3217 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3218 if (gamemode == GAME_NEHAHRA)
3220 Cvar_RegisterVariable (&gl_fogenable);
3221 Cvar_RegisterVariable (&gl_fogdensity);
3222 Cvar_RegisterVariable (&gl_fogred);
3223 Cvar_RegisterVariable (&gl_foggreen);
3224 Cvar_RegisterVariable (&gl_fogblue);
3225 Cvar_RegisterVariable (&gl_fogstart);
3226 Cvar_RegisterVariable (&gl_fogend);
3227 Cvar_RegisterVariable (&gl_skyclip);
3229 Cvar_RegisterVariable(&r_motionblur);
3230 Cvar_RegisterVariable(&r_damageblur);
3231 Cvar_RegisterVariable(&r_motionblur_averaging);
3232 Cvar_RegisterVariable(&r_motionblur_randomize);
3233 Cvar_RegisterVariable(&r_motionblur_minblur);
3234 Cvar_RegisterVariable(&r_motionblur_maxblur);
3235 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3236 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3237 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3238 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3239 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3240 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3241 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3242 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3243 Cvar_RegisterVariable(&r_equalize_entities_by);
3244 Cvar_RegisterVariable(&r_equalize_entities_to);
3245 Cvar_RegisterVariable(&r_depthfirst);
3246 Cvar_RegisterVariable(&r_useinfinitefarclip);
3247 Cvar_RegisterVariable(&r_farclip_base);
3248 Cvar_RegisterVariable(&r_farclip_world);
3249 Cvar_RegisterVariable(&r_nearclip);
3250 Cvar_RegisterVariable(&r_deformvertexes);
3251 Cvar_RegisterVariable(&r_transparent);
3252 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3253 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3254 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3255 Cvar_RegisterVariable(&r_showoverdraw);
3256 Cvar_RegisterVariable(&r_showbboxes);
3257 Cvar_RegisterVariable(&r_showbboxes_client);
3258 Cvar_RegisterVariable(&r_showsurfaces);
3259 Cvar_RegisterVariable(&r_showtris);
3260 Cvar_RegisterVariable(&r_shownormals);
3261 Cvar_RegisterVariable(&r_showlighting);
3262 Cvar_RegisterVariable(&r_showshadowvolumes);
3263 Cvar_RegisterVariable(&r_showcollisionbrushes);
3264 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3265 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3266 Cvar_RegisterVariable(&r_showdisabledepthtest);
3267 Cvar_RegisterVariable(&r_showspriteedges);
3268 Cvar_RegisterVariable(&r_showparticleedges);
3269 Cvar_RegisterVariable(&r_drawportals);
3270 Cvar_RegisterVariable(&r_drawentities);
3271 Cvar_RegisterVariable(&r_draw2d);
3272 Cvar_RegisterVariable(&r_drawworld);
3273 Cvar_RegisterVariable(&r_cullentities_trace);
3274 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3275 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3276 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3277 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3278 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3279 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3280 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3281 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3282 Cvar_RegisterVariable(&r_sortentities);
3283 Cvar_RegisterVariable(&r_drawviewmodel);
3284 Cvar_RegisterVariable(&r_drawexteriormodel);
3285 Cvar_RegisterVariable(&r_speeds);
3286 Cvar_RegisterVariable(&r_fullbrights);
3287 Cvar_RegisterVariable(&r_wateralpha);
3288 Cvar_RegisterVariable(&r_dynamic);
3289 Cvar_RegisterVariable(&r_fakelight);
3290 Cvar_RegisterVariable(&r_fakelight_intensity);
3291 Cvar_RegisterVariable(&r_fullbright_directed);
3292 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3293 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3294 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3295 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3296 Cvar_RegisterVariable(&r_fullbright);
3297 Cvar_RegisterVariable(&r_shadows);
3298 Cvar_RegisterVariable(&r_shadows_darken);
3299 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3300 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3301 Cvar_RegisterVariable(&r_shadows_throwdistance);
3302 Cvar_RegisterVariable(&r_shadows_throwdirection);
3303 Cvar_RegisterVariable(&r_shadows_focus);
3304 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3305 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3306 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3307 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3308 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3309 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3310 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3311 Cvar_RegisterVariable(&r_fog_exp2);
3312 Cvar_RegisterVariable(&r_fog_clear);
3313 Cvar_RegisterVariable(&r_drawfog);
3314 Cvar_RegisterVariable(&r_transparentdepthmasking);
3315 Cvar_RegisterVariable(&r_transparent_sortmindist);
3316 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3317 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3318 Cvar_RegisterVariable(&r_texture_dds_load);
3319 Cvar_RegisterVariable(&r_texture_dds_save);
3320 Cvar_RegisterVariable(&r_textureunits);
3321 Cvar_RegisterVariable(&gl_combine);
3322 Cvar_RegisterVariable(&r_usedepthtextures);
3323 Cvar_RegisterVariable(&r_viewfbo);
3324 Cvar_RegisterVariable(&r_rendertarget_debug);
3325 Cvar_RegisterVariable(&r_viewscale);
3326 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3327 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3328 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3329 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3330 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3331 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3332 Cvar_RegisterVariable(&r_glsl);
3333 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3334 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3335 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3336 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3337 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3338 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3339 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3340 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3341 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3342 Cvar_RegisterVariable(&r_glsl_postprocess);
3343 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3344 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3345 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3346 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3347 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3348 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3349 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3350 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3351 Cvar_RegisterVariable(&r_celshading);
3352 Cvar_RegisterVariable(&r_celoutlines);
3354 Cvar_RegisterVariable(&r_water);
3355 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3356 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3357 Cvar_RegisterVariable(&r_water_clippingplanebias);
3358 Cvar_RegisterVariable(&r_water_refractdistort);
3359 Cvar_RegisterVariable(&r_water_reflectdistort);
3360 Cvar_RegisterVariable(&r_water_scissormode);
3361 Cvar_RegisterVariable(&r_water_lowquality);
3362 Cvar_RegisterVariable(&r_water_hideplayer);
3364 Cvar_RegisterVariable(&r_lerpsprites);
3365 Cvar_RegisterVariable(&r_lerpmodels);
3366 Cvar_RegisterVariable(&r_lerplightstyles);
3367 Cvar_RegisterVariable(&r_waterscroll);
3368 Cvar_RegisterVariable(&r_bloom);
3369 Cvar_RegisterVariable(&r_bloom_colorscale);
3370 Cvar_RegisterVariable(&r_bloom_brighten);
3371 Cvar_RegisterVariable(&r_bloom_blur);
3372 Cvar_RegisterVariable(&r_bloom_resolution);
3373 Cvar_RegisterVariable(&r_bloom_colorexponent);
3374 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3375 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3376 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3377 Cvar_RegisterVariable(&r_hdr_glowintensity);
3378 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3379 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3380 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3381 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3382 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3383 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3384 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3385 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3386 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3387 Cvar_RegisterVariable(&developer_texturelogging);
3388 Cvar_RegisterVariable(&gl_lightmaps);
3389 Cvar_RegisterVariable(&r_test);
3390 Cvar_RegisterVariable(&r_batch_multidraw);
3391 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3392 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3393 Cvar_RegisterVariable(&r_glsl_skeletal);
3394 Cvar_RegisterVariable(&r_glsl_saturation);
3395 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3396 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3397 Cvar_RegisterVariable(&r_framedatasize);
3398 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3399 Cvar_RegisterVariable(&r_buffermegs[i]);
3400 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3401 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3402 Cvar_SetValue("r_fullbrights", 0);
3403 #ifdef DP_MOBILETOUCH
3404 // GLES devices have terrible depth precision in general, so...
3405 Cvar_SetValueQuick(&r_nearclip, 4);
3406 Cvar_SetValueQuick(&r_farclip_base, 4096);
3407 Cvar_SetValueQuick(&r_farclip_world, 0);
3408 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3410 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3413 void Render_Init(void)
3426 R_LightningBeams_Init();
3436 extern char *ENGINE_EXTENSIONS;
3439 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3440 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3441 gl_version = (const char *)qglGetString(GL_VERSION);
3442 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3446 if (!gl_platformextensions)
3447 gl_platformextensions = "";
3449 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3450 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3451 Con_Printf("GL_VERSION: %s\n", gl_version);
3452 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3453 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3455 VID_CheckExtensions();
3457 // LordHavoc: report supported extensions
3459 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3461 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
3464 // clear to black (loading plaque will be seen over this)
3465 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
3469 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3473 if (r_trippy.integer)
3475 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3477 p = r_refdef.view.frustum + i;
3482 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3486 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3490 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3494 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3498 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3502 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3506 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3510 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3518 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3522 if (r_trippy.integer)
3524 for (i = 0;i < numplanes;i++)
3531 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3535 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3539 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3543 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3547 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3551 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3555 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3559 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3567 //==================================================================================
3569 // LordHavoc: this stores temporary data used within the same frame
3571 typedef struct r_framedata_mem_s
3573 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3574 size_t size; // how much usable space
3575 size_t current; // how much space in use
3576 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3577 size_t wantedsize; // how much space was allocated
3578 unsigned char *data; // start of real data (16byte aligned)
3582 static r_framedata_mem_t *r_framedata_mem;
3584 void R_FrameData_Reset(void)
3586 while (r_framedata_mem)
3588 r_framedata_mem_t *next = r_framedata_mem->purge;
3589 Mem_Free(r_framedata_mem);
3590 r_framedata_mem = next;
3594 static void R_FrameData_Resize(qboolean mustgrow)
3597 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3598 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3599 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3601 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3602 newmem->wantedsize = wantedsize;
3603 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3604 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3605 newmem->current = 0;
3607 newmem->purge = r_framedata_mem;
3608 r_framedata_mem = newmem;
3612 void R_FrameData_NewFrame(void)
3614 R_FrameData_Resize(false);
3615 if (!r_framedata_mem)
3617 // if we ran out of space on the last frame, free the old memory now
3618 while (r_framedata_mem->purge)
3620 // repeatedly remove the second item in the list, leaving only head
3621 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3622 Mem_Free(r_framedata_mem->purge);
3623 r_framedata_mem->purge = next;
3625 // reset the current mem pointer
3626 r_framedata_mem->current = 0;
3627 r_framedata_mem->mark = 0;
3630 void *R_FrameData_Alloc(size_t size)
3635 // align to 16 byte boundary - the data pointer is already aligned, so we
3636 // only need to ensure the size of every allocation is also aligned
3637 size = (size + 15) & ~15;
3639 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3641 // emergency - we ran out of space, allocate more memory
3642 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3643 newvalue = r_framedatasize.value * 2.0f;
3644 // 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
3645 if (sizeof(size_t) >= 8)
3646 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3648 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3649 // this might not be a growing it, but we'll allocate another buffer every time
3650 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3651 R_FrameData_Resize(true);
3654 data = r_framedata_mem->data + r_framedata_mem->current;
3655 r_framedata_mem->current += size;
3657 // count the usage for stats
3658 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3659 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3661 return (void *)data;
3664 void *R_FrameData_Store(size_t size, void *data)
3666 void *d = R_FrameData_Alloc(size);
3668 memcpy(d, data, size);
3672 void R_FrameData_SetMark(void)
3674 if (!r_framedata_mem)
3676 r_framedata_mem->mark = r_framedata_mem->current;
3679 void R_FrameData_ReturnToMark(void)
3681 if (!r_framedata_mem)
3683 r_framedata_mem->current = r_framedata_mem->mark;
3686 //==================================================================================
3688 // avoid reusing the same buffer objects on consecutive frames
3689 #define R_BUFFERDATA_CYCLE 3
3691 typedef struct r_bufferdata_buffer_s
3693 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3694 size_t size; // how much usable space
3695 size_t current; // how much space in use
3696 r_meshbuffer_t *buffer; // the buffer itself
3698 r_bufferdata_buffer_t;
3700 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3701 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3703 /// frees all dynamic buffers
3704 void R_BufferData_Reset(void)
3707 r_bufferdata_buffer_t **p, *mem;
3708 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3710 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3713 p = &r_bufferdata_buffer[cycle][type];
3719 R_Mesh_DestroyMeshBuffer(mem->buffer);
3726 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3727 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3729 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3731 float newvalue = r_buffermegs[type].value;
3733 // increase the cvar if we have to (but only if we already have a mem)
3734 if (mustgrow && mem)
3736 newvalue = bound(0.25f, newvalue, 256.0f);
3737 while (newvalue * 1024*1024 < minsize)
3740 // clamp the cvar to valid range
3741 newvalue = bound(0.25f, newvalue, 256.0f);
3742 if (r_buffermegs[type].value != newvalue)
3743 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3745 // calculate size in bytes
3746 size = (size_t)(newvalue * 1024*1024);
3747 size = bound(131072, size, 256*1024*1024);
3749 // allocate a new buffer if the size is different (purge old one later)
3750 // or if we were told we must grow the buffer
3751 if (!mem || mem->size != size || mustgrow)
3753 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3756 if (type == R_BUFFERDATA_VERTEX)
3757 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3758 else if (type == R_BUFFERDATA_INDEX16)
3759 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3760 else if (type == R_BUFFERDATA_INDEX32)
3761 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3762 else if (type == R_BUFFERDATA_UNIFORM)
3763 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3764 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3765 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3769 void R_BufferData_NewFrame(void)
3772 r_bufferdata_buffer_t **p, *mem;
3773 // cycle to the next frame's buffers
3774 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3775 // if we ran out of space on the last time we used these buffers, free the old memory now
3776 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3778 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3780 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3781 // free all but the head buffer, this is how we recycle obsolete
3782 // buffers after they are no longer in use
3783 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3789 R_Mesh_DestroyMeshBuffer(mem->buffer);
3792 // reset the current offset
3793 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3798 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3800 r_bufferdata_buffer_t *mem;
3804 *returnbufferoffset = 0;
3806 // align size to a byte boundary appropriate for the buffer type, this
3807 // makes all allocations have aligned start offsets
3808 if (type == R_BUFFERDATA_UNIFORM)
3809 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3811 padsize = (datasize + 15) & ~15;
3813 // if we ran out of space in this buffer we must allocate a new one
3814 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)
3815 R_BufferData_Resize(type, true, padsize);
3817 // if the resize did not give us enough memory, fail
3818 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)
3819 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3821 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3822 offset = (int)mem->current;
3823 mem->current += padsize;
3825 // upload the data to the buffer at the chosen offset
3827 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3828 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3830 // count the usage for stats
3831 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3832 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3834 // return the buffer offset
3835 *returnbufferoffset = offset;
3840 //==================================================================================
3842 // LordHavoc: animcache originally written by Echon, rewritten since then
3845 * Animation cache prevents re-generating mesh data for an animated model
3846 * multiple times in one frame for lighting, shadowing, reflections, etc.
3849 void R_AnimCache_Free(void)
3853 void R_AnimCache_ClearCache(void)
3856 entity_render_t *ent;
3858 for (i = 0;i < r_refdef.scene.numentities;i++)
3860 ent = r_refdef.scene.entities[i];
3861 ent->animcache_vertex3f = NULL;
3862 ent->animcache_vertex3f_vertexbuffer = NULL;
3863 ent->animcache_vertex3f_bufferoffset = 0;
3864 ent->animcache_normal3f = NULL;
3865 ent->animcache_normal3f_vertexbuffer = NULL;
3866 ent->animcache_normal3f_bufferoffset = 0;
3867 ent->animcache_svector3f = NULL;
3868 ent->animcache_svector3f_vertexbuffer = NULL;
3869 ent->animcache_svector3f_bufferoffset = 0;
3870 ent->animcache_tvector3f = NULL;
3871 ent->animcache_tvector3f_vertexbuffer = NULL;
3872 ent->animcache_tvector3f_bufferoffset = 0;
3873 ent->animcache_vertexmesh = NULL;
3874 ent->animcache_vertexmesh_vertexbuffer = NULL;
3875 ent->animcache_vertexmesh_bufferoffset = 0;
3876 ent->animcache_skeletaltransform3x4 = NULL;
3877 ent->animcache_skeletaltransform3x4buffer = NULL;
3878 ent->animcache_skeletaltransform3x4offset = 0;
3879 ent->animcache_skeletaltransform3x4size = 0;
3883 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
3887 // check if we need the meshbuffers
3888 if (!vid.useinterleavedarrays)
3891 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
3892 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
3893 // TODO: upload vertexbuffer?
3894 if (ent->animcache_vertexmesh)
3896 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
3897 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
3898 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
3899 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
3900 for (i = 0;i < numvertices;i++)
3901 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
3902 if (ent->animcache_svector3f)
3903 for (i = 0;i < numvertices;i++)
3904 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
3905 if (ent->animcache_tvector3f)
3906 for (i = 0;i < numvertices;i++)
3907 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
3908 if (ent->animcache_normal3f)
3909 for (i = 0;i < numvertices;i++)
3910 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
3914 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3916 dp_model_t *model = ent->model;
3919 // see if this ent is worth caching
3920 if (!model || !model->Draw || !model->AnimateVertices)
3922 // nothing to cache if it contains no animations and has no skeleton
3923 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3925 // see if it is already cached for gpuskeletal
3926 if (ent->animcache_skeletaltransform3x4)
3928 // see if it is already cached as a mesh
3929 if (ent->animcache_vertex3f)
3931 // check if we need to add normals or tangents
3932 if (ent->animcache_normal3f)
3933 wantnormals = false;
3934 if (ent->animcache_svector3f)
3935 wanttangents = false;
3936 if (!wantnormals && !wanttangents)
3940 // check which kind of cache we need to generate
3941 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3943 // cache the skeleton so the vertex shader can use it
3944 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3945 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3946 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3947 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3948 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3949 // note: this can fail if the buffer is at the grow limit
3950 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3951 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3953 else if (ent->animcache_vertex3f)
3955 // mesh was already cached but we may need to add normals/tangents
3956 // (this only happens with multiple views, reflections, cameras, etc)
3957 if (wantnormals || wanttangents)
3959 numvertices = model->surfmesh.num_vertices;
3961 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3964 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3965 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3967 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3968 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
3969 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3970 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3971 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3976 // generate mesh cache
3977 numvertices = model->surfmesh.num_vertices;
3978 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3980 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3983 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3984 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3986 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3987 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
3988 if (wantnormals || wanttangents)
3990 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3991 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3992 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3994 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3995 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3996 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4001 void R_AnimCache_CacheVisibleEntities(void)
4005 // TODO: thread this
4006 // NOTE: R_PrepareRTLights() also caches entities
4008 for (i = 0;i < r_refdef.scene.numentities;i++)
4009 if (r_refdef.viewcache.entityvisible[i])
4010 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
4013 //==================================================================================
4015 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)
4018 vec3_t eyemins, eyemaxs;
4019 vec3_t boxmins, boxmaxs;
4020 vec3_t padmins, padmaxs;
4023 dp_model_t *model = r_refdef.scene.worldmodel;
4024 static vec3_t positions[] = {
4025 { 0.5f, 0.5f, 0.5f },
4026 { 0.0f, 0.0f, 0.0f },
4027 { 0.0f, 0.0f, 1.0f },
4028 { 0.0f, 1.0f, 0.0f },
4029 { 0.0f, 1.0f, 1.0f },
4030 { 1.0f, 0.0f, 0.0f },
4031 { 1.0f, 0.0f, 1.0f },
4032 { 1.0f, 1.0f, 0.0f },
4033 { 1.0f, 1.0f, 1.0f },
4036 // sample count can be set to -1 to skip this logic, for flicker-prone objects
4040 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
4041 if (!r_refdef.view.usevieworiginculling)
4044 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
4047 // expand the eye box a little
4048 eyemins[0] = eye[0] - eyejitter;
4049 eyemaxs[0] = eye[0] + eyejitter;
4050 eyemins[1] = eye[1] - eyejitter;
4051 eyemaxs[1] = eye[1] + eyejitter;
4052 eyemins[2] = eye[2] - eyejitter;
4053 eyemaxs[2] = eye[2] + eyejitter;
4054 // expand the box a little
4055 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4056 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4057 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4058 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4059 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4060 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4061 // make an even larger box for the acceptable area
4062 padmins[0] = boxmins[0] - pad;
4063 padmaxs[0] = boxmaxs[0] + pad;
4064 padmins[1] = boxmins[1] - pad;
4065 padmaxs[1] = boxmaxs[1] + pad;
4066 padmins[2] = boxmins[2] - pad;
4067 padmaxs[2] = boxmaxs[2] + pad;
4069 // return true if eye overlaps enlarged box
4070 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4073 // try specific positions in the box first - note that these can be cached
4074 if (r_cullentities_trace_entityocclusion.integer)
4076 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4078 VectorCopy(eye, start);
4079 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4080 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4081 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4082 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
4083 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4084 // not picky - if the trace ended anywhere in the box we're good
4085 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4089 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4092 // try various random positions
4093 for (i = 0; i < numsamples; i++)
4095 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4096 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4097 if (r_cullentities_trace_entityocclusion.integer)
4099 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4100 // not picky - if the trace ended anywhere in the box we're good
4101 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4104 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4112 static void R_View_UpdateEntityVisible (void)
4117 entity_render_t *ent;
4119 if (r_refdef.envmap || r_fb.water.hideplayer)
4120 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4121 else if (chase_active.integer || r_fb.water.renderingscene)
4122 renderimask = RENDER_VIEWMODEL;
4124 renderimask = RENDER_EXTERIORMODEL;
4125 if (!r_drawviewmodel.integer)
4126 renderimask |= RENDER_VIEWMODEL;
4127 if (!r_drawexteriormodel.integer)
4128 renderimask |= RENDER_EXTERIORMODEL;
4129 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4130 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4132 // worldmodel can check visibility
4133 for (i = 0;i < r_refdef.scene.numentities;i++)
4135 ent = r_refdef.scene.entities[i];
4136 if (!(ent->flags & renderimask))
4137 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)))
4138 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))
4139 r_refdef.viewcache.entityvisible[i] = true;
4144 // no worldmodel or it can't check visibility
4145 for (i = 0;i < r_refdef.scene.numentities;i++)
4147 ent = r_refdef.scene.entities[i];
4148 if (!(ent->flags & renderimask))
4149 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)))
4150 r_refdef.viewcache.entityvisible[i] = true;
4153 if (r_cullentities_trace.integer)
4155 for (i = 0;i < r_refdef.scene.numentities;i++)
4157 if (!r_refdef.viewcache.entityvisible[i])
4159 ent = r_refdef.scene.entities[i];
4160 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4162 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4163 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))
4164 ent->last_trace_visibility = realtime;
4165 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4166 r_refdef.viewcache.entityvisible[i] = 0;
4172 /// only used if skyrendermasked, and normally returns false
4173 static int R_DrawBrushModelsSky (void)
4176 entity_render_t *ent;
4179 for (i = 0;i < r_refdef.scene.numentities;i++)
4181 if (!r_refdef.viewcache.entityvisible[i])
4183 ent = r_refdef.scene.entities[i];
4184 if (!ent->model || !ent->model->DrawSky)
4186 ent->model->DrawSky(ent);
4192 static void R_DrawNoModel(entity_render_t *ent);
4193 static void R_DrawModels(void)
4196 entity_render_t *ent;
4198 for (i = 0;i < r_refdef.scene.numentities;i++)
4200 if (!r_refdef.viewcache.entityvisible[i])
4202 ent = r_refdef.scene.entities[i];
4203 r_refdef.stats[r_stat_entities]++;
4205 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4208 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4209 Con_Printf("R_DrawModels\n");
4210 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]);
4211 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);
4212 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);
4215 if (ent->model && ent->model->Draw != NULL)
4216 ent->model->Draw(ent);
4222 static void R_DrawModelsDepth(void)
4225 entity_render_t *ent;
4227 for (i = 0;i < r_refdef.scene.numentities;i++)
4229 if (!r_refdef.viewcache.entityvisible[i])
4231 ent = r_refdef.scene.entities[i];
4232 if (ent->model && ent->model->DrawDepth != NULL)
4233 ent->model->DrawDepth(ent);
4237 static void R_DrawModelsDebug(void)
4240 entity_render_t *ent;
4242 for (i = 0;i < r_refdef.scene.numentities;i++)
4244 if (!r_refdef.viewcache.entityvisible[i])
4246 ent = r_refdef.scene.entities[i];
4247 if (ent->model && ent->model->DrawDebug != NULL)
4248 ent->model->DrawDebug(ent);
4252 static void R_DrawModelsAddWaterPlanes(void)
4255 entity_render_t *ent;
4257 for (i = 0;i < r_refdef.scene.numentities;i++)
4259 if (!r_refdef.viewcache.entityvisible[i])
4261 ent = r_refdef.scene.entities[i];
4262 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4263 ent->model->DrawAddWaterPlanes(ent);
4267 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}};
4269 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4271 if (r_hdr_irisadaptation.integer)
4276 vec3_t diffusenormal;
4278 vec_t brightness = 0.0f;
4283 VectorCopy(r_refdef.view.forward, forward);
4284 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4286 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4287 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4288 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4289 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4290 d = DotProduct(forward, diffusenormal);
4291 brightness += VectorLength(ambient);
4293 brightness += d * VectorLength(diffuse);
4295 brightness *= 1.0f / c;
4296 brightness += 0.00001f; // make sure it's never zero
4297 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4298 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4299 current = r_hdr_irisadaptation_value.value;
4301 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4302 else if (current > goal)
4303 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4304 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4305 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4307 else if (r_hdr_irisadaptation_value.value != 1.0f)
4308 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4311 static void R_View_SetFrustum(const int *scissor)
4314 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4315 vec3_t forward, left, up, origin, v;
4319 // flipped x coordinates (because x points left here)
4320 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4321 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4322 // non-flipped y coordinates
4323 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4324 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4327 // we can't trust r_refdef.view.forward and friends in reflected scenes
4328 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4331 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4332 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4333 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4334 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4335 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4336 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4337 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4338 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4339 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4340 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4341 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4342 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4346 zNear = r_refdef.nearclip;
4347 nudge = 1.0 - 1.0 / (1<<23);
4348 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4349 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4350 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4351 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4352 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4353 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4354 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4355 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4361 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4362 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4363 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4364 r_refdef.view.frustum[0].dist = m[15] - m[12];
4366 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4367 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4368 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4369 r_refdef.view.frustum[1].dist = m[15] + m[12];
4371 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4372 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4373 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4374 r_refdef.view.frustum[2].dist = m[15] - m[13];
4376 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4377 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4378 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4379 r_refdef.view.frustum[3].dist = m[15] + m[13];
4381 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4382 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4383 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4384 r_refdef.view.frustum[4].dist = m[15] - m[14];
4386 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4387 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4388 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4389 r_refdef.view.frustum[5].dist = m[15] + m[14];
4392 if (r_refdef.view.useperspective)
4394 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4395 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]);
4396 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]);
4397 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]);
4398 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]);
4400 // then the normals from the corners relative to origin
4401 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4402 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4403 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4404 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4406 // in a NORMAL view, forward cross left == up
4407 // in a REFLECTED view, forward cross left == down
4408 // so our cross products above need to be adjusted for a left handed coordinate system
4409 CrossProduct(forward, left, v);
4410 if(DotProduct(v, up) < 0)
4412 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4413 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4414 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4415 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4418 // Leaving those out was a mistake, those were in the old code, and they
4419 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4420 // I couldn't reproduce it after adding those normalizations. --blub
4421 VectorNormalize(r_refdef.view.frustum[0].normal);
4422 VectorNormalize(r_refdef.view.frustum[1].normal);
4423 VectorNormalize(r_refdef.view.frustum[2].normal);
4424 VectorNormalize(r_refdef.view.frustum[3].normal);
4426 // make the corners absolute
4427 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4428 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4429 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4430 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4433 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4435 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4436 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4437 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4438 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4439 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4443 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4444 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4445 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4446 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4447 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4448 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4449 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4450 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4451 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4452 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4454 r_refdef.view.numfrustumplanes = 5;
4456 if (r_refdef.view.useclipplane)
4458 r_refdef.view.numfrustumplanes = 6;
4459 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4462 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4463 PlaneClassify(r_refdef.view.frustum + i);
4465 // LordHavoc: note to all quake engine coders, Quake had a special case
4466 // for 90 degrees which assumed a square view (wrong), so I removed it,
4467 // Quake2 has it disabled as well.
4469 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4470 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4471 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4472 //PlaneClassify(&frustum[0]);
4474 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4475 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4476 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4477 //PlaneClassify(&frustum[1]);
4479 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4480 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4481 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4482 //PlaneClassify(&frustum[2]);
4484 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4485 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4486 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4487 //PlaneClassify(&frustum[3]);
4490 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4491 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4492 //PlaneClassify(&frustum[4]);
4495 static void R_View_UpdateWithScissor(const int *myscissor)
4497 R_Main_ResizeViewCache();
4498 R_View_SetFrustum(myscissor);
4499 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4500 R_View_UpdateEntityVisible();
4503 static void R_View_Update(void)
4505 R_Main_ResizeViewCache();
4506 R_View_SetFrustum(NULL);
4507 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4508 R_View_UpdateEntityVisible();
4511 float viewscalefpsadjusted = 1.0f;
4513 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4515 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4516 scale = bound(0.03125f, scale, 1.0f);
4517 *outwidth = (int)ceil(width * scale);
4518 *outheight = (int)ceil(height * scale);
4521 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4523 const float *customclipplane = NULL;
4525 int /*rtwidth,*/ rtheight;
4526 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4528 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4529 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4530 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4531 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4532 dist = r_refdef.view.clipplane.dist;
4533 plane[0] = r_refdef.view.clipplane.normal[0];
4534 plane[1] = r_refdef.view.clipplane.normal[1];
4535 plane[2] = r_refdef.view.clipplane.normal[2];
4539 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4540 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4542 if (!r_refdef.view.useperspective)
4543 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);
4544 else if (vid.stencil && r_useinfinitefarclip.integer)
4545 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);
4547 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);
4548 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4549 R_SetViewport(&r_refdef.view.viewport);
4552 void R_EntityMatrix(const matrix4x4_t *matrix)
4554 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4556 gl_modelmatrixchanged = false;
4557 gl_modelmatrix = *matrix;
4558 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4559 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4560 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4561 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4563 switch(vid.renderpath)
4565 case RENDERPATH_GL20:
4566 case RENDERPATH_GLES2:
4567 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4568 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4574 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4576 r_viewport_t viewport;
4580 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4581 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4582 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4583 R_SetViewport(&viewport);
4584 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4585 GL_Color(1, 1, 1, 1);
4586 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4587 GL_BlendFunc(GL_ONE, GL_ZERO);
4588 GL_ScissorTest(false);
4589 GL_DepthMask(false);
4590 GL_DepthRange(0, 1);
4591 GL_DepthTest(false);
4592 GL_DepthFunc(GL_LEQUAL);
4593 R_EntityMatrix(&identitymatrix);
4594 R_Mesh_ResetTextureState();
4595 GL_PolygonOffset(0, 0);
4596 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
4597 switch(vid.renderpath)
4599 case RENDERPATH_GL20:
4600 case RENDERPATH_GLES2:
4601 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4604 GL_CullFace(GL_NONE);
4609 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4611 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4614 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4616 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4617 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4618 GL_Color(1, 1, 1, 1);
4619 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4620 GL_BlendFunc(GL_ONE, GL_ZERO);
4621 GL_ScissorTest(true);
4623 GL_DepthRange(0, 1);
4625 GL_DepthFunc(GL_LEQUAL);
4626 R_EntityMatrix(&identitymatrix);
4627 R_Mesh_ResetTextureState();
4628 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4629 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
4630 switch(vid.renderpath)
4632 case RENDERPATH_GL20:
4633 case RENDERPATH_GLES2:
4634 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4637 GL_CullFace(r_refdef.view.cullface_back);
4642 R_RenderView_UpdateViewVectors
4645 void R_RenderView_UpdateViewVectors(void)
4647 // break apart the view matrix into vectors for various purposes
4648 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4649 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4650 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4651 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4652 // make an inverted copy of the view matrix for tracking sprites
4653 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4656 void R_RenderTarget_FreeUnused(qboolean force)
4659 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4660 for (i = 0; i < end; i++)
4662 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4663 // free resources for rendertargets that have not been used for a while
4664 // (note: this check is run after the frame render, so any targets used
4665 // this frame will not be affected even at low framerates)
4666 if (r && (realtime - r->lastusetime > 0.2 || force))
4669 R_Mesh_DestroyFramebufferObject(r->fbo);
4670 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4671 if (r->colortexture[j])
4672 R_FreeTexture(r->colortexture[j]);
4673 if (r->depthtexture)
4674 R_FreeTexture(r->depthtexture);
4675 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4680 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4682 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4686 y2 = (th - y - h) * ih;
4697 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)
4700 r_rendertarget_t *r = NULL;
4702 // first try to reuse an existing slot if possible
4703 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4704 for (i = 0; i < end; i++)
4706 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4707 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)
4712 // no unused exact match found, so we have to make one in the first unused slot
4713 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4714 r->texturewidth = texturewidth;
4715 r->textureheight = textureheight;
4716 r->colortextype[0] = colortextype0;
4717 r->colortextype[1] = colortextype1;
4718 r->colortextype[2] = colortextype2;
4719 r->colortextype[3] = colortextype3;
4720 r->depthtextype = depthtextype;
4721 r->depthisrenderbuffer = depthisrenderbuffer;
4722 for (j = 0; j < 4; j++)
4723 if (r->colortextype[j])
4724 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);
4725 if (r->depthtextype)
4727 if (r->depthisrenderbuffer)
4728 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);
4730 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);
4732 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4734 r_refdef.stats[r_stat_rendertargets_used]++;
4735 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4736 r->lastusetime = realtime;
4737 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4741 static void R_Water_StartFrame(void)
4743 int waterwidth, waterheight;
4745 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4748 // set waterwidth and waterheight to the water resolution that will be
4749 // used (often less than the screen resolution for faster rendering)
4750 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4751 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4752 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4754 if (!r_water.integer || r_showsurfaces.integer)
4755 waterwidth = waterheight = 0;
4757 // set up variables that will be used in shader setup
4758 r_fb.water.waterwidth = waterwidth;
4759 r_fb.water.waterheight = waterheight;
4760 r_fb.water.texturewidth = waterwidth;
4761 r_fb.water.textureheight = waterheight;
4762 r_fb.water.camerawidth = waterwidth;
4763 r_fb.water.cameraheight = waterheight;
4764 r_fb.water.screenscale[0] = 0.5f;
4765 r_fb.water.screenscale[1] = 0.5f;
4766 r_fb.water.screencenter[0] = 0.5f;
4767 r_fb.water.screencenter[1] = 0.5f;
4768 r_fb.water.enabled = waterwidth != 0;
4770 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4771 r_fb.water.numwaterplanes = 0;
4774 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4776 int planeindex, bestplaneindex, vertexindex;
4777 vec3_t mins, maxs, normal, center, v, n;
4778 vec_t planescore, bestplanescore;
4780 r_waterstate_waterplane_t *p;
4781 texture_t *t = R_GetCurrentTexture(surface->texture);
4783 rsurface.texture = t;
4784 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4785 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4786 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4788 // average the vertex normals, find the surface bounds (after deformvertexes)
4789 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4790 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4791 VectorCopy(n, normal);
4792 VectorCopy(v, mins);
4793 VectorCopy(v, maxs);
4794 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4796 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4797 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4798 VectorAdd(normal, n, normal);
4799 mins[0] = min(mins[0], v[0]);
4800 mins[1] = min(mins[1], v[1]);
4801 mins[2] = min(mins[2], v[2]);
4802 maxs[0] = max(maxs[0], v[0]);
4803 maxs[1] = max(maxs[1], v[1]);
4804 maxs[2] = max(maxs[2], v[2]);
4806 VectorNormalize(normal);
4807 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4809 VectorCopy(normal, plane.normal);
4810 VectorNormalize(plane.normal);
4811 plane.dist = DotProduct(center, plane.normal);
4812 PlaneClassify(&plane);
4813 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4815 // skip backfaces (except if nocullface is set)
4816 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4818 VectorNegate(plane.normal, plane.normal);
4820 PlaneClassify(&plane);
4824 // find a matching plane if there is one
4825 bestplaneindex = -1;
4826 bestplanescore = 1048576.0f;
4827 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4829 if(p->camera_entity == t->camera_entity)
4831 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4832 if (bestplaneindex < 0 || bestplanescore > planescore)
4834 bestplaneindex = planeindex;
4835 bestplanescore = planescore;
4839 planeindex = bestplaneindex;
4841 // if this surface does not fit any known plane rendered this frame, add one
4842 if (planeindex < 0 || bestplanescore > 0.001f)
4844 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4846 // store the new plane
4847 planeindex = r_fb.water.numwaterplanes++;
4848 p = r_fb.water.waterplanes + planeindex;
4850 // clear materialflags and pvs
4851 p->materialflags = 0;
4852 p->pvsvalid = false;
4853 p->camera_entity = t->camera_entity;
4854 VectorCopy(mins, p->mins);
4855 VectorCopy(maxs, p->maxs);
4859 // We're totally screwed.
4865 // merge mins/maxs when we're adding this surface to the plane
4866 p = r_fb.water.waterplanes + planeindex;
4867 p->mins[0] = min(p->mins[0], mins[0]);
4868 p->mins[1] = min(p->mins[1], mins[1]);
4869 p->mins[2] = min(p->mins[2], mins[2]);
4870 p->maxs[0] = max(p->maxs[0], maxs[0]);
4871 p->maxs[1] = max(p->maxs[1], maxs[1]);
4872 p->maxs[2] = max(p->maxs[2], maxs[2]);
4874 // merge this surface's materialflags into the waterplane
4875 p->materialflags |= t->currentmaterialflags;
4876 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4878 // merge this surface's PVS into the waterplane
4879 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4880 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4882 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4888 extern cvar_t r_drawparticles;
4889 extern cvar_t r_drawdecals;
4891 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4894 r_refdef_view_t originalview;
4895 r_refdef_view_t myview;
4896 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;
4897 r_waterstate_waterplane_t *p;
4899 r_rendertarget_t *rt;
4901 originalview = r_refdef.view;
4903 // lowquality hack, temporarily shut down some cvars and restore afterwards
4904 qualityreduction = r_water_lowquality.integer;
4905 if (qualityreduction > 0)
4907 if (qualityreduction >= 1)
4909 old_r_shadows = r_shadows.integer;
4910 old_r_worldrtlight = r_shadow_realtime_world.integer;
4911 old_r_dlight = r_shadow_realtime_dlight.integer;
4912 Cvar_SetValueQuick(&r_shadows, 0);
4913 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4914 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4916 if (qualityreduction >= 2)
4918 old_r_dynamic = r_dynamic.integer;
4919 old_r_particles = r_drawparticles.integer;
4920 old_r_decals = r_drawdecals.integer;
4921 Cvar_SetValueQuick(&r_dynamic, 0);
4922 Cvar_SetValueQuick(&r_drawparticles, 0);
4923 Cvar_SetValueQuick(&r_drawdecals, 0);
4927 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4929 p->rt_reflection = NULL;
4930 p->rt_refraction = NULL;
4931 p->rt_camera = NULL;
4935 r_refdef.view = originalview;
4936 r_refdef.view.showdebug = false;
4937 r_refdef.view.width = r_fb.water.waterwidth;
4938 r_refdef.view.height = r_fb.water.waterheight;
4939 r_refdef.view.useclipplane = true;
4940 myview = r_refdef.view;
4941 r_fb.water.renderingscene = true;
4942 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4944 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4947 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
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;
4953 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4954 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4955 if(r_water_scissormode.integer)
4957 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4958 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4960 p->rt_reflection = NULL;
4961 p->rt_refraction = NULL;
4962 p->rt_camera = NULL;
4967 r_refdef.view.clipplane = p->plane;
4968 // reflected view origin may be in solid, so don't cull with it
4969 r_refdef.view.usevieworiginculling = false;
4970 // reverse the cullface settings for this render
4971 r_refdef.view.cullface_front = GL_FRONT;
4972 r_refdef.view.cullface_back = GL_BACK;
4973 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4975 r_refdef.view.usecustompvs = true;
4977 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4979 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4982 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4983 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4984 GL_ScissorTest(false);
4985 R_ClearScreen(r_refdef.fogenabled);
4986 GL_ScissorTest(true);
4987 if(r_water_scissormode.integer & 2)
4988 R_View_UpdateWithScissor(myscissor);
4991 R_AnimCache_CacheVisibleEntities();
4992 if(r_water_scissormode.integer & 1)
4993 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4994 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4996 r_fb.water.hideplayer = false;
4997 p->rt_reflection = rt;
5000 // render the normal view scene and copy into texture
5001 // (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)
5002 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5004 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);
5005 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5007 r_refdef.view = myview;
5008 if(r_water_scissormode.integer)
5010 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
5011 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
5013 p->rt_reflection = NULL;
5014 p->rt_refraction = NULL;
5015 p->rt_camera = NULL;
5020 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
5022 r_refdef.view.clipplane = p->plane;
5023 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5024 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5026 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5028 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5029 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5030 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5031 R_RenderView_UpdateViewVectors();
5032 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5034 r_refdef.view.usecustompvs = true;
5035 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);
5039 PlaneClassify(&r_refdef.view.clipplane);
5041 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5042 GL_ScissorTest(false);
5043 R_ClearScreen(r_refdef.fogenabled);
5044 GL_ScissorTest(true);
5045 if(r_water_scissormode.integer & 2)
5046 R_View_UpdateWithScissor(myscissor);
5049 R_AnimCache_CacheVisibleEntities();
5050 if(r_water_scissormode.integer & 1)
5051 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5052 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5054 r_fb.water.hideplayer = false;
5055 p->rt_refraction = rt;
5057 else if (p->materialflags & MATERIALFLAG_CAMERA)
5059 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);
5060 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5062 r_refdef.view = myview;
5064 r_refdef.view.clipplane = p->plane;
5065 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5066 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5068 r_refdef.view.width = r_fb.water.camerawidth;
5069 r_refdef.view.height = r_fb.water.cameraheight;
5070 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5071 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5072 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5073 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5075 if(p->camera_entity)
5077 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5078 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5081 // note: all of the view is used for displaying... so
5082 // there is no use in scissoring
5084 // reverse the cullface settings for this render
5085 r_refdef.view.cullface_front = GL_FRONT;
5086 r_refdef.view.cullface_back = GL_BACK;
5087 // also reverse the view matrix
5088 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
5089 R_RenderView_UpdateViewVectors();
5090 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5092 r_refdef.view.usecustompvs = true;
5093 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);
5096 // camera needs no clipplane
5097 r_refdef.view.useclipplane = false;
5098 // TODO: is the camera origin always valid? if so we don't need to clear this
5099 r_refdef.view.usevieworiginculling = false;
5101 PlaneClassify(&r_refdef.view.clipplane);
5103 r_fb.water.hideplayer = false;
5105 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5106 GL_ScissorTest(false);
5107 R_ClearScreen(r_refdef.fogenabled);
5108 GL_ScissorTest(true);
5110 R_AnimCache_CacheVisibleEntities();
5111 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5113 r_fb.water.hideplayer = false;
5118 r_fb.water.renderingscene = false;
5119 r_refdef.view = originalview;
5120 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5122 R_AnimCache_CacheVisibleEntities();
5125 r_refdef.view = originalview;
5126 r_fb.water.renderingscene = false;
5127 Cvar_SetValueQuick(&r_water, 0);
5128 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5130 // lowquality hack, restore cvars
5131 if (qualityreduction > 0)
5133 if (qualityreduction >= 1)
5135 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5136 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5137 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5139 if (qualityreduction >= 2)
5141 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5142 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5143 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5148 static void R_Bloom_StartFrame(void)
5150 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5151 int viewwidth, viewheight;
5152 textype_t textype = TEXTYPE_COLORBUFFER;
5154 // clear the pointers to rendertargets from last frame as they're stale
5155 r_fb.rt_screen = NULL;
5156 r_fb.rt_bloom = NULL;
5158 switch (vid.renderpath)
5160 case RENDERPATH_GL20:
5161 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5162 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5163 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5164 // for simplicity, bloom requires FBO render to texture, which basically all video drivers support now
5165 if (!vid.support.ext_framebuffer_object)
5168 case RENDERPATH_GLES2:
5169 r_fb.usedepthtextures = false;
5173 if (r_viewscale_fpsscaling.integer)
5175 double actualframetime;
5176 double targetframetime;
5178 actualframetime = r_refdef.lastdrawscreentime;
5179 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5180 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5181 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5182 if (r_viewscale_fpsscaling_stepsize.value > 0)
5183 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5184 viewscalefpsadjusted += adjust;
5185 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5188 viewscalefpsadjusted = 1.0f;
5190 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5192 // set bloomwidth and bloomheight to the bloom resolution that will be
5193 // used (often less than the screen resolution for faster rendering)
5194 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5195 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5196 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5197 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5198 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5200 // calculate desired texture sizes
5201 screentexturewidth = viewwidth;
5202 screentextureheight = viewheight;
5203 bloomtexturewidth = r_fb.bloomwidth;
5204 bloomtextureheight = r_fb.bloomheight;
5206 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))
5208 Cvar_SetValueQuick(&r_bloom, 0);
5209 Cvar_SetValueQuick(&r_motionblur, 0);
5210 Cvar_SetValueQuick(&r_damageblur, 0);
5213 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5214 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5216 if (r_fb.ghosttexture)
5217 R_FreeTexture(r_fb.ghosttexture);
5218 r_fb.ghosttexture = NULL;
5220 r_fb.screentexturewidth = screentexturewidth;
5221 r_fb.screentextureheight = screentextureheight;
5222 r_fb.textype = textype;
5224 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5226 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5227 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);
5228 r_fb.ghosttexture_valid = false;
5232 if (r_bloom.integer)
5234 // bloom texture is a different resolution
5235 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5236 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5237 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5240 r_fb.bloomwidth = r_fb.bloomheight = 0;
5242 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5244 r_refdef.view.clear = true;
5247 static void R_Bloom_MakeTexture(void)
5250 float xoffset, yoffset, r, brighten;
5251 float colorscale = r_bloom_colorscale.value;
5252 r_viewport_t bloomviewport;
5253 r_rendertarget_t *prev, *cur;
5254 textype_t textype = r_fb.rt_screen->colortextype[0];
5256 r_refdef.stats[r_stat_bloom]++;
5258 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5260 // scale down screen texture to the bloom texture size
5262 prev = r_fb.rt_screen;
5263 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5264 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5265 R_SetViewport(&bloomviewport);
5266 GL_CullFace(GL_NONE);
5267 GL_DepthTest(false);
5268 GL_BlendFunc(GL_ONE, GL_ZERO);
5269 GL_Color(colorscale, colorscale, colorscale, 1);
5270 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5271 // TODO: do boxfilter scale-down in shader?
5272 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, true);
5273 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5274 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5275 // we now have a properly scaled bloom image
5277 // multiply bloom image by itself as many times as desired to darken it
5278 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5279 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5282 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5283 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5285 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5287 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
5288 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5289 GL_Color(1,1,1,1); // no fix factor supported here
5290 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5291 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
5292 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5293 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5296 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5297 brighten = r_bloom_brighten.value;
5298 brighten = sqrt(brighten);
5300 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5302 for (dir = 0;dir < 2;dir++)
5305 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5306 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5307 // blend on at multiple vertical offsets to achieve a vertical blur
5308 // TODO: do offset blends using GLSL
5309 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5310 GL_BlendFunc(GL_ONE, GL_ZERO);
5311 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
5312 for (x = -range;x <= range;x++)
5314 if (!dir){xoffset = 0;yoffset = x;}
5315 else {xoffset = x;yoffset = 0;}
5316 xoffset /= (float)prev->texturewidth;
5317 yoffset /= (float)prev->textureheight;
5318 // compute a texcoord array with the specified x and y offset
5319 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5320 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5321 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5322 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5323 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5324 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5325 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5326 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5327 // this r value looks like a 'dot' particle, fading sharply to
5328 // black at the edges
5329 // (probably not realistic but looks good enough)
5330 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5331 //r = brighten/(range*2+1);
5332 r = brighten / (range * 2 + 1);
5334 r *= (1 - x*x/(float)((range+1)*(range+1)));
5337 GL_Color(r, r, r, 1);
5338 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5339 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5340 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5341 GL_BlendFunc(GL_ONE, GL_ONE);
5345 // now we have the bloom image, so keep track of it
5346 r_fb.rt_bloom = cur;
5349 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5351 dpuint64 permutation;
5352 float uservecs[4][4];
5353 rtexture_t *viewtexture;
5354 rtexture_t *bloomtexture;
5356 R_EntityMatrix(&identitymatrix);
5358 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5360 // declare variables
5361 float blur_factor, blur_mouseaccel, blur_velocity;
5362 static float blur_average;
5363 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5365 // set a goal for the factoring
5366 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5367 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5368 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5369 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5370 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5371 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5373 // from the goal, pick an averaged value between goal and last value
5374 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5375 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5377 // enforce minimum amount of blur
5378 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5380 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5382 // calculate values into a standard alpha
5383 cl.motionbluralpha = 1 - exp(-
5385 (r_motionblur.value * blur_factor / 80)
5387 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5390 max(0.0001, cl.time - cl.oldtime) // fps independent
5393 // randomization for the blur value to combat persistent ghosting
5394 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5395 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5398 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5399 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5401 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5402 GL_Color(1, 1, 1, cl.motionbluralpha);
5403 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5404 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5405 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
5406 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5407 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5410 // updates old view angles for next pass
5411 VectorCopy(cl.viewangles, blur_oldangles);
5413 // copy view into the ghost texture
5414 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5415 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5416 r_fb.ghosttexture_valid = true;
5419 if (r_fb.bloomwidth)
5421 // make the bloom texture
5422 R_Bloom_MakeTexture();
5425 #if _MSC_VER >= 1400
5426 #define sscanf sscanf_s
5428 memset(uservecs, 0, sizeof(uservecs));
5429 if (r_glsl_postprocess_uservec1_enable.integer)
5430 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5431 if (r_glsl_postprocess_uservec2_enable.integer)
5432 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5433 if (r_glsl_postprocess_uservec3_enable.integer)
5434 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5435 if (r_glsl_postprocess_uservec4_enable.integer)
5436 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5438 // render to the screen fbo
5439 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5440 GL_Color(1, 1, 1, 1);
5441 GL_BlendFunc(GL_ONE, GL_ZERO);
5443 viewtexture = r_fb.rt_screen->colortexture[0];
5444 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5446 if (r_rendertarget_debug.integer >= 0)
5448 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5449 if (rt && rt->colortexture[0])
5451 viewtexture = rt->colortexture[0];
5452 bloomtexture = NULL;
5456 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5457 switch(vid.renderpath)
5459 case RENDERPATH_GL20:
5460 case RENDERPATH_GLES2:
5462 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5463 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5464 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5465 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5466 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5467 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5468 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5469 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5470 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5471 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]);
5472 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5473 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]);
5474 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]);
5475 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]);
5476 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]);
5477 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5478 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5479 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);
5482 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5483 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5486 matrix4x4_t r_waterscrollmatrix;
5488 void R_UpdateFog(void)
5491 if (gamemode == GAME_NEHAHRA)
5493 if (gl_fogenable.integer)
5495 r_refdef.oldgl_fogenable = true;
5496 r_refdef.fog_density = gl_fogdensity.value;
5497 r_refdef.fog_red = gl_fogred.value;
5498 r_refdef.fog_green = gl_foggreen.value;
5499 r_refdef.fog_blue = gl_fogblue.value;
5500 r_refdef.fog_alpha = 1;
5501 r_refdef.fog_start = 0;
5502 r_refdef.fog_end = gl_skyclip.value;
5503 r_refdef.fog_height = 1<<30;
5504 r_refdef.fog_fadedepth = 128;
5506 else if (r_refdef.oldgl_fogenable)
5508 r_refdef.oldgl_fogenable = false;
5509 r_refdef.fog_density = 0;
5510 r_refdef.fog_red = 0;
5511 r_refdef.fog_green = 0;
5512 r_refdef.fog_blue = 0;
5513 r_refdef.fog_alpha = 0;
5514 r_refdef.fog_start = 0;
5515 r_refdef.fog_end = 0;
5516 r_refdef.fog_height = 1<<30;
5517 r_refdef.fog_fadedepth = 128;
5522 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5523 r_refdef.fog_start = max(0, r_refdef.fog_start);
5524 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5526 if (r_refdef.fog_density && r_drawfog.integer)
5528 r_refdef.fogenabled = true;
5529 // this is the point where the fog reaches 0.9986 alpha, which we
5530 // consider a good enough cutoff point for the texture
5531 // (0.9986 * 256 == 255.6)
5532 if (r_fog_exp2.integer)
5533 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5535 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5536 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5537 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5538 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5539 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5540 R_BuildFogHeightTexture();
5541 // fog color was already set
5542 // update the fog texture
5543 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)
5544 R_BuildFogTexture();
5545 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5546 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5549 r_refdef.fogenabled = false;
5552 if (r_refdef.fog_density)
5554 r_refdef.fogcolor[0] = r_refdef.fog_red;
5555 r_refdef.fogcolor[1] = r_refdef.fog_green;
5556 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5558 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5559 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5560 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5561 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5565 VectorCopy(r_refdef.fogcolor, fogvec);
5566 // color.rgb *= ContrastBoost * SceneBrightness;
5567 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5568 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5569 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5570 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5575 void R_UpdateVariables(void)
5579 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5581 r_refdef.farclip = r_farclip_base.value;
5582 if (r_refdef.scene.worldmodel)
5583 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5584 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5586 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5587 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5588 r_refdef.polygonfactor = 0;
5589 r_refdef.polygonoffset = 0;
5590 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
5591 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
5593 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5594 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5595 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5596 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5597 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5598 if (FAKELIGHT_ENABLED)
5600 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5602 else if (r_refdef.scene.worldmodel)
5604 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5606 if (r_showsurfaces.integer)
5608 r_refdef.scene.rtworld = false;
5609 r_refdef.scene.rtworldshadows = false;
5610 r_refdef.scene.rtdlight = false;
5611 r_refdef.scene.rtdlightshadows = false;
5612 r_refdef.scene.lightmapintensity = 0;
5615 r_gpuskeletal = false;
5616 switch(vid.renderpath)
5618 case RENDERPATH_GL20:
5619 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
5620 case RENDERPATH_GLES2:
5621 if(!vid_gammatables_trivial)
5623 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5625 // build GLSL gamma texture
5626 #define RAMPWIDTH 256
5627 unsigned short ramp[RAMPWIDTH * 3];
5628 unsigned char rampbgr[RAMPWIDTH][4];
5631 r_texture_gammaramps_serial = vid_gammatables_serial;
5633 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5634 for(i = 0; i < RAMPWIDTH; ++i)
5636 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5637 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5638 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5641 if (r_texture_gammaramps)
5643 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5647 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5653 // remove GLSL gamma texture
5659 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5660 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5666 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5667 if( scenetype != r_currentscenetype ) {
5668 // store the old scenetype
5669 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5670 r_currentscenetype = scenetype;
5671 // move in the new scene
5672 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5681 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5683 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5684 if( scenetype == r_currentscenetype ) {
5685 return &r_refdef.scene;
5687 return &r_scenes_store[ scenetype ];
5691 static int R_SortEntities_Compare(const void *ap, const void *bp)
5693 const entity_render_t *a = *(const entity_render_t **)ap;
5694 const entity_render_t *b = *(const entity_render_t **)bp;
5697 if(a->model < b->model)
5699 if(a->model > b->model)
5703 // TODO possibly calculate the REAL skinnum here first using
5705 if(a->skinnum < b->skinnum)
5707 if(a->skinnum > b->skinnum)
5710 // everything we compared is equal
5713 static void R_SortEntities(void)
5715 // below or equal 2 ents, sorting never gains anything
5716 if(r_refdef.scene.numentities <= 2)
5719 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5727 extern cvar_t r_shadow_bouncegrid;
5728 extern cvar_t v_isometric;
5729 extern void V_MakeViewIsometric(void);
5730 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5732 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5734 rtexture_t *viewdepthtexture = NULL;
5735 rtexture_t *viewcolortexture = NULL;
5736 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5738 // finish any 2D rendering that was queued
5741 if (r_timereport_active)
5742 R_TimeReport("start");
5743 r_textureframe++; // used only by R_GetCurrentTexture
5744 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5746 if(R_CompileShader_CheckStaticParms())
5749 if (!r_drawentities.integer)
5750 r_refdef.scene.numentities = 0;
5751 else if (r_sortentities.integer)
5754 R_AnimCache_ClearCache();
5756 /* adjust for stereo display */
5757 if(R_Stereo_Active())
5759 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);
5760 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5763 if (r_refdef.view.isoverlay)
5765 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5766 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5767 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5768 R_TimeReport("depthclear");
5770 r_refdef.view.showdebug = false;
5772 r_fb.water.enabled = false;
5773 r_fb.water.numwaterplanes = 0;
5775 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5777 r_refdef.view.matrix = originalmatrix;
5783 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5785 r_refdef.view.matrix = originalmatrix;
5789 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5790 if (v_isometric.integer && r_refdef.view.ismain)
5791 V_MakeViewIsometric();
5793 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5795 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5796 // in sRGB fallback, behave similar to true sRGB: convert this
5797 // value from linear to sRGB
5798 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5800 R_RenderView_UpdateViewVectors();
5802 R_Shadow_UpdateWorldLightSelection();
5804 // this will set up r_fb.rt_screen
5805 R_Bloom_StartFrame();
5807 // apply bloom brightness offset
5809 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5811 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5814 viewfbo = r_fb.rt_screen->fbo;
5815 viewdepthtexture = r_fb.rt_screen->depthtexture;
5816 viewcolortexture = r_fb.rt_screen->colortexture[0];
5820 viewheight = height;
5823 R_Water_StartFrame();
5826 if (r_timereport_active)
5827 R_TimeReport("viewsetup");
5829 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5831 // clear the whole fbo every frame - otherwise the driver will consider
5832 // it to be an inter-frame texture and stall in multi-gpu configurations
5834 GL_ScissorTest(false);
5835 R_ClearScreen(r_refdef.fogenabled);
5836 if (r_timereport_active)
5837 R_TimeReport("viewclear");
5839 r_refdef.view.clear = true;
5841 r_refdef.view.showdebug = true;
5844 if (r_timereport_active)
5845 R_TimeReport("visibility");
5847 R_AnimCache_CacheVisibleEntities();
5848 if (r_timereport_active)
5849 R_TimeReport("animcache");
5851 R_Shadow_UpdateBounceGridTexture();
5852 if (r_timereport_active && r_shadow_bouncegrid.integer)
5853 R_TimeReport("bouncegrid");
5855 r_fb.water.numwaterplanes = 0;
5856 if (r_fb.water.enabled)
5857 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5859 // for the actual view render we use scissoring a fair amount, so scissor
5860 // test needs to be on
5862 GL_ScissorTest(true);
5863 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5864 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5865 r_fb.water.numwaterplanes = 0;
5867 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5868 GL_ScissorTest(false);
5870 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5871 if (r_timereport_active)
5872 R_TimeReport("blendview");
5874 r_refdef.view.matrix = originalmatrix;
5878 // go back to 2d rendering
5882 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5884 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5886 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5887 if (r_timereport_active)
5888 R_TimeReport("waterworld");
5891 // don't let sound skip if going slow
5892 if (r_refdef.scene.extraupdate)
5895 R_DrawModelsAddWaterPlanes();
5896 if (r_timereport_active)
5897 R_TimeReport("watermodels");
5899 if (r_fb.water.numwaterplanes)
5901 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5902 if (r_timereport_active)
5903 R_TimeReport("waterscenes");
5907 extern cvar_t cl_locs_show;
5908 static void R_DrawLocs(void);
5909 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5910 static void R_DrawModelDecals(void);
5911 extern cvar_t cl_decals_newsystem;
5912 extern qboolean r_shadow_usingdeferredprepass;
5913 extern int r_shadow_shadowmapatlas_modelshadows_size;
5914 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5916 qboolean shadowmapping = false;
5918 if (r_timereport_active)
5919 R_TimeReport("beginscene");
5921 r_refdef.stats[r_stat_renders]++;
5925 // don't let sound skip if going slow
5926 if (r_refdef.scene.extraupdate)
5929 R_MeshQueue_BeginScene();
5933 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);
5935 if (r_timereport_active)
5936 R_TimeReport("skystartframe");
5938 if (cl.csqc_vidvars.drawworld)
5940 // don't let sound skip if going slow
5941 if (r_refdef.scene.extraupdate)
5944 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5946 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5947 if (r_timereport_active)
5948 R_TimeReport("worldsky");
5951 if (R_DrawBrushModelsSky() && r_timereport_active)
5952 R_TimeReport("bmodelsky");
5954 if (skyrendermasked && skyrenderlater)
5956 // we have to force off the water clipping plane while rendering sky
5957 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5959 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5960 if (r_timereport_active)
5961 R_TimeReport("sky");
5965 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5966 r_shadow_viewfbo = viewfbo;
5967 r_shadow_viewdepthtexture = viewdepthtexture;
5968 r_shadow_viewcolortexture = viewcolortexture;
5969 r_shadow_viewx = viewx;
5970 r_shadow_viewy = viewy;
5971 r_shadow_viewwidth = viewwidth;
5972 r_shadow_viewheight = viewheight;
5974 R_Shadow_PrepareModelShadows();
5975 R_Shadow_PrepareLights();
5976 if (r_timereport_active)
5977 R_TimeReport("preparelights");
5979 // render all the shadowmaps that will be used for this view
5980 shadowmapping = R_Shadow_ShadowMappingEnabled();
5981 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5983 R_Shadow_DrawShadowMaps();
5984 if (r_timereport_active)
5985 R_TimeReport("shadowmaps");
5988 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5989 if (r_shadow_usingdeferredprepass)
5990 R_Shadow_DrawPrepass();
5992 // now we begin the forward pass of the view render
5993 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5995 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5996 if (r_timereport_active)
5997 R_TimeReport("worlddepth");
5999 if (r_depthfirst.integer >= 2)
6001 R_DrawModelsDepth();
6002 if (r_timereport_active)
6003 R_TimeReport("modeldepth");
6006 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6008 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6009 if (r_timereport_active)
6010 R_TimeReport("world");
6013 // don't let sound skip if going slow
6014 if (r_refdef.scene.extraupdate)
6018 if (r_timereport_active)
6019 R_TimeReport("models");
6021 // don't let sound skip if going slow
6022 if (r_refdef.scene.extraupdate)
6025 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
6027 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6028 R_Shadow_DrawModelShadows();
6029 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6030 // don't let sound skip if going slow
6031 if (r_refdef.scene.extraupdate)
6035 if (!r_shadow_usingdeferredprepass)
6037 R_Shadow_DrawLights();
6038 if (r_timereport_active)
6039 R_TimeReport("rtlights");
6042 // don't let sound skip if going slow
6043 if (r_refdef.scene.extraupdate)
6046 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
6048 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6049 R_Shadow_DrawModelShadows();
6050 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
6051 // don't let sound skip if going slow
6052 if (r_refdef.scene.extraupdate)
6056 if (cl.csqc_vidvars.drawworld)
6058 if (cl_decals_newsystem.integer)
6060 R_DrawModelDecals();
6061 if (r_timereport_active)
6062 R_TimeReport("modeldecals");
6067 if (r_timereport_active)
6068 R_TimeReport("decals");
6072 if (r_timereport_active)
6073 R_TimeReport("particles");
6076 if (r_timereport_active)
6077 R_TimeReport("explosions");
6080 if (r_refdef.view.showdebug)
6082 if (cl_locs_show.integer)
6085 if (r_timereport_active)
6086 R_TimeReport("showlocs");
6089 if (r_drawportals.integer)
6092 if (r_timereport_active)
6093 R_TimeReport("portals");
6096 if (r_showbboxes_client.value > 0)
6098 R_DrawEntityBBoxes(CLVM_prog);
6099 if (r_timereport_active)
6100 R_TimeReport("clbboxes");
6102 if (r_showbboxes.value > 0)
6104 R_DrawEntityBBoxes(SVVM_prog);
6105 if (r_timereport_active)
6106 R_TimeReport("svbboxes");
6110 if (r_transparent.integer)
6112 R_MeshQueue_RenderTransparent();
6113 if (r_timereport_active)
6114 R_TimeReport("drawtrans");
6117 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))
6119 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6120 if (r_timereport_active)
6121 R_TimeReport("worlddebug");
6122 R_DrawModelsDebug();
6123 if (r_timereport_active)
6124 R_TimeReport("modeldebug");
6127 if (cl.csqc_vidvars.drawworld)
6129 R_Shadow_DrawCoronas();
6130 if (r_timereport_active)
6131 R_TimeReport("coronas");
6134 // don't let sound skip if going slow
6135 if (r_refdef.scene.extraupdate)
6139 static const unsigned short bboxelements[36] =
6149 #define BBOXEDGES 13
6150 static const float bboxedges[BBOXEDGES][6] =
6153 { 0, 0, 0, 1, 1, 1 },
6155 { 0, 0, 0, 0, 1, 0 },
6156 { 0, 0, 0, 1, 0, 0 },
6157 { 0, 1, 0, 1, 1, 0 },
6158 { 1, 0, 0, 1, 1, 0 },
6160 { 0, 0, 1, 0, 1, 1 },
6161 { 0, 0, 1, 1, 0, 1 },
6162 { 0, 1, 1, 1, 1, 1 },
6163 { 1, 0, 1, 1, 1, 1 },
6165 { 0, 0, 0, 0, 0, 1 },
6166 { 1, 0, 0, 1, 0, 1 },
6167 { 0, 1, 0, 0, 1, 1 },
6168 { 1, 1, 0, 1, 1, 1 },
6171 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6173 int numvertices = BBOXEDGES * 8;
6174 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6175 int numtriangles = BBOXEDGES * 12;
6176 unsigned short elements[BBOXEDGES * 36];
6178 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6180 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6182 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6183 GL_DepthMask(false);
6184 GL_DepthRange(0, 1);
6185 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6187 for (edge = 0; edge < BBOXEDGES; edge++)
6189 for (i = 0; i < 3; i++)
6191 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6192 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6194 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6195 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6196 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6197 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6198 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6199 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6200 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6201 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6202 for (i = 0; i < 36; i++)
6203 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6205 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6206 if (r_refdef.fogenabled)
6208 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6210 f1 = RSurf_FogVertex(v);
6212 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6213 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6214 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6217 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6218 R_Mesh_ResetTextureState();
6219 R_SetupShader_Generic_NoTexture(false, false);
6220 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6223 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6225 // hacky overloading of the parameters
6226 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6229 prvm_edict_t *edict;
6231 GL_CullFace(GL_NONE);
6232 R_SetupShader_Generic_NoTexture(false, false);
6234 for (i = 0;i < numsurfaces;i++)
6236 edict = PRVM_EDICT_NUM(surfacelist[i]);
6237 switch ((int)PRVM_serveredictfloat(edict, solid))
6239 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6240 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6241 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6242 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6243 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6244 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6245 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6247 if (prog == CLVM_prog)
6248 color[3] *= r_showbboxes_client.value;
6250 color[3] *= r_showbboxes.value;
6251 color[3] = bound(0, color[3], 1);
6252 GL_DepthTest(!r_showdisabledepthtest.integer);
6253 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6257 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6260 prvm_edict_t *edict;
6266 for (i = 0; i < prog->num_edicts; i++)
6268 edict = PRVM_EDICT_NUM(i);
6269 if (edict->priv.server->free)
6271 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6272 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6274 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6276 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6277 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6281 static const int nomodelelement3i[24] =
6293 static const unsigned short nomodelelement3s[24] =
6305 static const float nomodelvertex3f[6*3] =
6315 static const float nomodelcolor4f[6*4] =
6317 0.0f, 0.0f, 0.5f, 1.0f,
6318 0.0f, 0.0f, 0.5f, 1.0f,
6319 0.0f, 0.5f, 0.0f, 1.0f,
6320 0.0f, 0.5f, 0.0f, 1.0f,
6321 0.5f, 0.0f, 0.0f, 1.0f,
6322 0.5f, 0.0f, 0.0f, 1.0f
6325 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6331 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);
6333 // this is only called once per entity so numsurfaces is always 1, and
6334 // surfacelist is always {0}, so this code does not handle batches
6336 if (rsurface.ent_flags & RENDER_ADDITIVE)
6338 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6339 GL_DepthMask(false);
6341 else if (ent->alpha < 1)
6343 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6344 GL_DepthMask(false);
6348 GL_BlendFunc(GL_ONE, GL_ZERO);
6351 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6352 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6353 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6354 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6355 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6356 for (i = 0, c = color4f;i < 6;i++, c += 4)
6358 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6359 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6360 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6363 if (r_refdef.fogenabled)
6365 for (i = 0, c = color4f;i < 6;i++, c += 4)
6367 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6369 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6370 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6371 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6374 // R_Mesh_ResetTextureState();
6375 R_SetupShader_Generic_NoTexture(false, false);
6376 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6377 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6380 void R_DrawNoModel(entity_render_t *ent)
6383 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6384 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6385 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6387 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6390 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6392 vec3_t right1, right2, diff, normal;
6394 VectorSubtract (org2, org1, normal);
6396 // calculate 'right' vector for start
6397 VectorSubtract (r_refdef.view.origin, org1, diff);
6398 CrossProduct (normal, diff, right1);
6399 VectorNormalize (right1);
6401 // calculate 'right' vector for end
6402 VectorSubtract (r_refdef.view.origin, org2, diff);
6403 CrossProduct (normal, diff, right2);
6404 VectorNormalize (right2);
6406 vert[ 0] = org1[0] + width * right1[0];
6407 vert[ 1] = org1[1] + width * right1[1];
6408 vert[ 2] = org1[2] + width * right1[2];
6409 vert[ 3] = org1[0] - width * right1[0];
6410 vert[ 4] = org1[1] - width * right1[1];
6411 vert[ 5] = org1[2] - width * right1[2];
6412 vert[ 6] = org2[0] - width * right2[0];
6413 vert[ 7] = org2[1] - width * right2[1];
6414 vert[ 8] = org2[2] - width * right2[2];
6415 vert[ 9] = org2[0] + width * right2[0];
6416 vert[10] = org2[1] + width * right2[1];
6417 vert[11] = org2[2] + width * right2[2];
6420 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)
6422 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6423 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6424 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6425 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6426 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6427 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6428 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6429 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6430 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6431 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6432 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6433 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6436 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6441 VectorSet(v, x, y, z);
6442 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6443 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6445 if (i == mesh->numvertices)
6447 if (mesh->numvertices < mesh->maxvertices)
6449 VectorCopy(v, vertex3f);
6450 mesh->numvertices++;
6452 return mesh->numvertices;
6458 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6462 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6463 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6464 e = mesh->element3i + mesh->numtriangles * 3;
6465 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6467 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6468 if (mesh->numtriangles < mesh->maxtriangles)
6473 mesh->numtriangles++;
6475 element[1] = element[2];
6479 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6483 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6484 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6485 e = mesh->element3i + mesh->numtriangles * 3;
6486 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6488 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6489 if (mesh->numtriangles < mesh->maxtriangles)
6494 mesh->numtriangles++;
6496 element[1] = element[2];
6500 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6501 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6503 int planenum, planenum2;
6506 mplane_t *plane, *plane2;
6508 double temppoints[2][256*3];
6509 // figure out how large a bounding box we need to properly compute this brush
6511 for (w = 0;w < numplanes;w++)
6512 maxdist = max(maxdist, fabs(planes[w].dist));
6513 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6514 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6515 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6519 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6520 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6522 if (planenum2 == planenum)
6524 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);
6527 if (tempnumpoints < 3)
6529 // generate elements forming a triangle fan for this polygon
6530 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6534 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
6536 texturelayer_t *layer;
6537 layer = t->currentlayers + t->currentnumlayers++;
6539 layer->depthmask = depthmask;
6540 layer->blendfunc1 = blendfunc1;
6541 layer->blendfunc2 = blendfunc2;
6542 layer->texture = texture;
6543 layer->texmatrix = *matrix;
6544 layer->color[0] = r;
6545 layer->color[1] = g;
6546 layer->color[2] = b;
6547 layer->color[3] = a;
6550 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6552 if(parms[0] == 0 && parms[1] == 0)
6554 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6555 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6560 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6563 index = parms[2] + rsurface.shadertime * parms[3];
6564 index -= floor(index);
6565 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6568 case Q3WAVEFUNC_NONE:
6569 case Q3WAVEFUNC_NOISE:
6570 case Q3WAVEFUNC_COUNT:
6573 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6574 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6575 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6576 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6577 case Q3WAVEFUNC_TRIANGLE:
6579 f = index - floor(index);
6592 f = parms[0] + parms[1] * f;
6593 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6594 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6598 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6605 matrix4x4_t matrix, temp;
6606 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6607 // it's better to have one huge fixup every 9 hours than gradual
6608 // degradation over time which looks consistently bad after many hours.
6610 // tcmod scroll in particular suffers from this degradation which can't be
6611 // effectively worked around even with floor() tricks because we don't
6612 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6613 // a workaround involving floor() would be incorrect anyway...
6614 shadertime = rsurface.shadertime;
6615 if (shadertime >= 32768.0f)
6616 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6617 switch(tcmod->tcmod)
6621 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6622 matrix = r_waterscrollmatrix;
6624 matrix = identitymatrix;
6626 case Q3TCMOD_ENTITYTRANSLATE:
6627 // this is used in Q3 to allow the gamecode to control texcoord
6628 // scrolling on the entity, which is not supported in darkplaces yet.
6629 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6631 case Q3TCMOD_ROTATE:
6632 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6633 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6634 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6637 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6639 case Q3TCMOD_SCROLL:
6640 // this particular tcmod is a "bug for bug" compatible one with regards to
6641 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6642 // specifically did the wrapping and so we must mimic that...
6643 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6644 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6645 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6647 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6648 w = (int) tcmod->parms[0];
6649 h = (int) tcmod->parms[1];
6650 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6652 idx = (int) floor(f * w * h);
6653 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6655 case Q3TCMOD_STRETCH:
6656 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6657 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6659 case Q3TCMOD_TRANSFORM:
6660 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6661 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6662 VectorSet(tcmat + 6, 0 , 0 , 1);
6663 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6664 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6666 case Q3TCMOD_TURBULENT:
6667 // this is handled in the RSurf_PrepareVertices function
6668 matrix = identitymatrix;
6672 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6675 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6677 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6678 char name[MAX_QPATH];
6679 skinframe_t *skinframe;
6680 unsigned char pixels[296*194];
6681 strlcpy(cache->name, skinname, sizeof(cache->name));
6682 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6683 if (developer_loading.integer)
6684 Con_Printf("loading %s\n", name);
6685 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6686 if (!skinframe || !skinframe->base)
6689 fs_offset_t filesize;
6691 f = FS_LoadFile(name, tempmempool, true, &filesize);
6694 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6695 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6699 cache->skinframe = skinframe;
6702 texture_t *R_GetCurrentTexture(texture_t *t)
6705 const entity_render_t *ent = rsurface.entity;
6706 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6707 q3shaderinfo_layer_tcmod_t *tcmod;
6708 float specularscale = 0.0f;
6710 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6711 return t->currentframe;
6712 t->update_lastrenderframe = r_textureframe;
6713 t->update_lastrenderentity = (void *)ent;
6715 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6716 t->camera_entity = ent->entitynumber;
6718 t->camera_entity = 0;
6720 // switch to an alternate material if this is a q1bsp animated material
6722 texture_t *texture = t;
6723 int s = rsurface.ent_skinnum;
6724 if ((unsigned int)s >= (unsigned int)model->numskins)
6726 if (model->skinscenes)
6728 if (model->skinscenes[s].framecount > 1)
6729 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6731 s = model->skinscenes[s].firstframe;
6734 t = t + s * model->num_surfaces;
6737 // use an alternate animation if the entity's frame is not 0,
6738 // and only if the texture has an alternate animation
6739 if (t->animated == 2) // q2bsp
6740 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6741 else if (rsurface.ent_alttextures && t->anim_total[1])
6742 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6744 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6746 texture->currentframe = t;
6749 // update currentskinframe to be a qw skin or animation frame
6750 if (rsurface.ent_qwskin >= 0)
6752 i = rsurface.ent_qwskin;
6753 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6755 r_qwskincache_size = cl.maxclients;
6757 Mem_Free(r_qwskincache);
6758 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6760 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6761 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6762 t->currentskinframe = r_qwskincache[i].skinframe;
6763 if (t->materialshaderpass && t->currentskinframe == NULL)
6764 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6766 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6767 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6768 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6769 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6771 t->currentmaterialflags = t->basematerialflags;
6772 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6773 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
6774 t->currentalpha *= r_wateralpha.value;
6775 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6776 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6777 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6778 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6780 // decide on which type of lighting to use for this surface
6781 if (rsurface.entity->render_modellight_forced)
6782 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6783 if (rsurface.entity->render_rtlight_disabled)
6784 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6785 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6787 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6788 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6789 for (q = 0; q < 3; q++)
6791 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6792 t->render_modellight_lightdir[q] = q == 2;
6793 t->render_modellight_ambient[q] = 1;
6794 t->render_modellight_diffuse[q] = 0;
6795 t->render_modellight_specular[q] = 0;
6796 t->render_lightmap_ambient[q] = 0;
6797 t->render_lightmap_diffuse[q] = 0;
6798 t->render_lightmap_specular[q] = 0;
6799 t->render_rtlight_diffuse[q] = 0;
6800 t->render_rtlight_specular[q] = 0;
6803 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6805 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6806 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6807 for (q = 0; q < 3; q++)
6809 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6810 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6811 t->render_modellight_lightdir[q] = q == 2;
6812 t->render_modellight_diffuse[q] = 0;
6813 t->render_modellight_specular[q] = 0;
6814 t->render_lightmap_ambient[q] = 0;
6815 t->render_lightmap_diffuse[q] = 0;
6816 t->render_lightmap_specular[q] = 0;
6817 t->render_rtlight_diffuse[q] = 0;
6818 t->render_rtlight_specular[q] = 0;
6821 else if (FAKELIGHT_ENABLED)
6823 // no modellight if using fakelight for the map
6824 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6825 for (q = 0; q < 3; q++)
6827 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6828 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6829 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6830 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6831 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6832 t->render_lightmap_ambient[q] = 0;
6833 t->render_lightmap_diffuse[q] = 0;
6834 t->render_lightmap_specular[q] = 0;
6835 t->render_rtlight_diffuse[q] = 0;
6836 t->render_rtlight_specular[q] = 0;
6839 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6841 // ambient + single direction light (modellight)
6842 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6843 for (q = 0; q < 3; q++)
6845 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6846 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6847 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6848 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6849 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6850 t->render_lightmap_ambient[q] = 0;
6851 t->render_lightmap_diffuse[q] = 0;
6852 t->render_lightmap_specular[q] = 0;
6853 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6854 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6859 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6860 for (q = 0; q < 3; q++)
6862 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6863 t->render_modellight_lightdir[q] = q == 2;
6864 t->render_modellight_ambient[q] = 0;
6865 t->render_modellight_diffuse[q] = 0;
6866 t->render_modellight_specular[q] = 0;
6867 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6868 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6869 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6870 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6871 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6875 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6877 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6878 // attribute, we punt it to the lightmap path and hope for the best,
6879 // but lighting doesn't work.
6881 // FIXME: this is fine for effects but CSQC polygons should be subject
6883 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6884 for (q = 0; q < 3; q++)
6886 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6887 t->render_modellight_lightdir[q] = q == 2;
6888 t->render_modellight_ambient[q] = 0;
6889 t->render_modellight_diffuse[q] = 0;
6890 t->render_modellight_specular[q] = 0;
6891 t->render_lightmap_ambient[q] = 0;
6892 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6893 t->render_lightmap_specular[q] = 0;
6894 t->render_rtlight_diffuse[q] = 0;
6895 t->render_rtlight_specular[q] = 0;
6899 for (q = 0; q < 3; q++)
6901 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6902 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6905 if (rsurface.ent_flags & RENDER_ADDITIVE)
6906 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6907 else if (t->currentalpha < 1)
6908 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6909 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6910 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6911 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6912 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6913 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6914 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6915 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6916 if (t->backgroundshaderpass)
6917 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6918 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6920 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6921 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6924 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6925 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6927 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6928 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6930 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6931 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6933 // there is no tcmod
6934 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6936 t->currenttexmatrix = r_waterscrollmatrix;
6937 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6939 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6941 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6942 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6945 if (t->materialshaderpass)
6946 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6947 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6949 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6950 if (t->currentskinframe->qpixels)
6951 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6952 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6953 if (!t->basetexture)
6954 t->basetexture = r_texture_notexture;
6955 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6956 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6957 t->nmaptexture = t->currentskinframe->nmap;
6958 if (!t->nmaptexture)
6959 t->nmaptexture = r_texture_blanknormalmap;
6960 t->glosstexture = r_texture_black;
6961 t->glowtexture = t->currentskinframe->glow;
6962 t->fogtexture = t->currentskinframe->fog;
6963 t->reflectmasktexture = t->currentskinframe->reflect;
6964 if (t->backgroundshaderpass)
6966 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6967 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6968 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6969 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6970 t->backgroundglosstexture = r_texture_black;
6971 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6972 if (!t->backgroundnmaptexture)
6973 t->backgroundnmaptexture = r_texture_blanknormalmap;
6974 // make sure that if glow is going to be used, both textures are not NULL
6975 if (!t->backgroundglowtexture && t->glowtexture)
6976 t->backgroundglowtexture = r_texture_black;
6977 if (!t->glowtexture && t->backgroundglowtexture)
6978 t->glowtexture = r_texture_black;
6982 t->backgroundbasetexture = r_texture_white;
6983 t->backgroundnmaptexture = r_texture_blanknormalmap;
6984 t->backgroundglosstexture = r_texture_black;
6985 t->backgroundglowtexture = NULL;
6987 t->specularpower = r_shadow_glossexponent.value;
6988 // TODO: store reference values for these in the texture?
6989 if (r_shadow_gloss.integer > 0)
6991 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6993 if (r_shadow_glossintensity.value > 0)
6995 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6996 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6997 specularscale = r_shadow_glossintensity.value;
7000 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7002 t->glosstexture = r_texture_white;
7003 t->backgroundglosstexture = r_texture_white;
7004 specularscale = r_shadow_gloss2intensity.value;
7005 t->specularpower = r_shadow_gloss2exponent.value;
7008 specularscale *= t->specularscalemod;
7009 t->specularpower *= t->specularpowermod;
7011 // lightmaps mode looks bad with dlights using actual texturing, so turn
7012 // off the colormap and glossmap, but leave the normalmap on as it still
7013 // accurately represents the shading involved
7014 if (gl_lightmaps.integer)
7016 t->basetexture = r_texture_grey128;
7017 t->pantstexture = r_texture_black;
7018 t->shirttexture = r_texture_black;
7019 if (gl_lightmaps.integer < 2)
7020 t->nmaptexture = r_texture_blanknormalmap;
7021 t->glosstexture = r_texture_black;
7022 t->glowtexture = NULL;
7023 t->fogtexture = NULL;
7024 t->reflectmasktexture = NULL;
7025 t->backgroundbasetexture = NULL;
7026 if (gl_lightmaps.integer < 2)
7027 t->backgroundnmaptexture = r_texture_blanknormalmap;
7028 t->backgroundglosstexture = r_texture_black;
7029 t->backgroundglowtexture = NULL;
7031 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7034 if (specularscale != 1.0f)
7036 for (q = 0; q < 3; q++)
7038 t->render_modellight_specular[q] *= specularscale;
7039 t->render_lightmap_specular[q] *= specularscale;
7040 t->render_rtlight_specular[q] *= specularscale;
7044 t->currentnumlayers = 0;
7045 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7047 int blendfunc1, blendfunc2;
7049 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7051 blendfunc1 = GL_SRC_ALPHA;
7052 blendfunc2 = GL_ONE;
7054 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7056 blendfunc1 = GL_SRC_ALPHA;
7057 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7059 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7061 blendfunc1 = t->customblendfunc[0];
7062 blendfunc2 = t->customblendfunc[1];
7066 blendfunc1 = GL_ONE;
7067 blendfunc2 = GL_ZERO;
7069 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7070 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7072 // basic lit geometry
7073 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
7074 // add pants/shirt if needed
7075 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7076 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
7077 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7078 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
7082 // basic lit geometry
7083 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
7084 // add pants/shirt if needed
7085 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7086 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7087 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7088 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7089 // now add ambient passes if needed
7090 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
7092 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
7093 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7094 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
7095 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7096 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
7099 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7100 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
7101 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7103 // if this is opaque use alpha blend which will darken the earlier
7106 // if this is an alpha blended material, all the earlier passes
7107 // were darkened by fog already, so we only need to add the fog
7108 // color ontop through the fog mask texture
7110 // if this is an additive blended material, all the earlier passes
7111 // were darkened by fog already, and we should not add fog color
7112 // (because the background was not darkened, there is no fog color
7113 // that was lost behind it).
7114 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
7121 rsurfacestate_t rsurface;
7123 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7125 dp_model_t *model = ent->model;
7126 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7128 rsurface.entity = (entity_render_t *)ent;
7129 rsurface.skeleton = ent->skeleton;
7130 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7131 rsurface.ent_skinnum = ent->skinnum;
7132 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;
7133 rsurface.ent_flags = ent->flags;
7134 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7135 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7136 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7137 rsurface.matrix = ent->matrix;
7138 rsurface.inversematrix = ent->inversematrix;
7139 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7140 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7141 R_EntityMatrix(&rsurface.matrix);
7142 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7143 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7144 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7145 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7146 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7147 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7148 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7149 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7150 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7151 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7152 if (ent->model->brush.submodel && !prepass)
7154 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7155 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7157 // if the animcache code decided it should use the shader path, skip the deform step
7158 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7159 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7160 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7161 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7162 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7163 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7165 if (ent->animcache_vertex3f)
7167 r_refdef.stats[r_stat_batch_entitycache_count]++;
7168 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7169 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7170 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7171 rsurface.modelvertex3f = ent->animcache_vertex3f;
7172 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7173 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7174 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7175 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7176 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7177 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7178 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7179 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7180 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7181 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7182 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7183 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
7184 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
7185 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
7187 else if (wanttangents)
7189 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7190 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7191 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7192 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7193 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7194 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7195 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7196 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7197 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7198 rsurface.modelvertexmesh = NULL;
7199 rsurface.modelvertexmesh_vertexbuffer = NULL;
7200 rsurface.modelvertexmesh_bufferoffset = 0;
7201 rsurface.modelvertex3f_vertexbuffer = NULL;
7202 rsurface.modelvertex3f_bufferoffset = 0;
7203 rsurface.modelvertex3f_vertexbuffer = 0;
7204 rsurface.modelvertex3f_bufferoffset = 0;
7205 rsurface.modelsvector3f_vertexbuffer = 0;
7206 rsurface.modelsvector3f_bufferoffset = 0;
7207 rsurface.modeltvector3f_vertexbuffer = 0;
7208 rsurface.modeltvector3f_bufferoffset = 0;
7209 rsurface.modelnormal3f_vertexbuffer = 0;
7210 rsurface.modelnormal3f_bufferoffset = 0;
7212 else if (wantnormals)
7214 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7215 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7216 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7217 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7218 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7219 rsurface.modelsvector3f = NULL;
7220 rsurface.modeltvector3f = NULL;
7221 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7222 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7223 rsurface.modelvertexmesh = NULL;
7224 rsurface.modelvertexmesh_vertexbuffer = NULL;
7225 rsurface.modelvertexmesh_bufferoffset = 0;
7226 rsurface.modelvertex3f_vertexbuffer = NULL;
7227 rsurface.modelvertex3f_bufferoffset = 0;
7228 rsurface.modelvertex3f_vertexbuffer = 0;
7229 rsurface.modelvertex3f_bufferoffset = 0;
7230 rsurface.modelsvector3f_vertexbuffer = 0;
7231 rsurface.modelsvector3f_bufferoffset = 0;
7232 rsurface.modeltvector3f_vertexbuffer = 0;
7233 rsurface.modeltvector3f_bufferoffset = 0;
7234 rsurface.modelnormal3f_vertexbuffer = 0;
7235 rsurface.modelnormal3f_bufferoffset = 0;
7239 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7240 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7241 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7242 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7243 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7244 rsurface.modelsvector3f = NULL;
7245 rsurface.modeltvector3f = NULL;
7246 rsurface.modelnormal3f = NULL;
7247 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7248 rsurface.modelvertexmesh = NULL;
7249 rsurface.modelvertexmesh_vertexbuffer = NULL;
7250 rsurface.modelvertexmesh_bufferoffset = 0;
7251 rsurface.modelvertex3f_vertexbuffer = NULL;
7252 rsurface.modelvertex3f_bufferoffset = 0;
7253 rsurface.modelvertex3f_vertexbuffer = 0;
7254 rsurface.modelvertex3f_bufferoffset = 0;
7255 rsurface.modelsvector3f_vertexbuffer = 0;
7256 rsurface.modelsvector3f_bufferoffset = 0;
7257 rsurface.modeltvector3f_vertexbuffer = 0;
7258 rsurface.modeltvector3f_bufferoffset = 0;
7259 rsurface.modelnormal3f_vertexbuffer = 0;
7260 rsurface.modelnormal3f_bufferoffset = 0;
7262 rsurface.modelgeneratedvertex = true;
7266 if (rsurface.entityskeletaltransform3x4)
7268 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7269 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7270 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7271 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7275 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7276 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7277 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7278 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7280 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7281 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7282 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7283 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7284 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7285 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7286 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7287 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7288 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7289 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7290 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7291 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7292 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
7293 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7294 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7295 rsurface.modelgeneratedvertex = false;
7297 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7298 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7299 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7300 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7301 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7302 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7303 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7304 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7305 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7306 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7307 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7308 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
7309 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7310 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7311 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
7312 rsurface.modelelement3i = model->surfmesh.data_element3i;
7313 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7314 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7315 rsurface.modelelement3s = model->surfmesh.data_element3s;
7316 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7317 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7318 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7319 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7320 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7321 rsurface.modelsurfaces = model->data_surfaces;
7322 rsurface.batchgeneratedvertex = false;
7323 rsurface.batchfirstvertex = 0;
7324 rsurface.batchnumvertices = 0;
7325 rsurface.batchfirsttriangle = 0;
7326 rsurface.batchnumtriangles = 0;
7327 rsurface.batchvertex3f = NULL;
7328 rsurface.batchvertex3f_vertexbuffer = NULL;
7329 rsurface.batchvertex3f_bufferoffset = 0;
7330 rsurface.batchsvector3f = NULL;
7331 rsurface.batchsvector3f_vertexbuffer = NULL;
7332 rsurface.batchsvector3f_bufferoffset = 0;
7333 rsurface.batchtvector3f = NULL;
7334 rsurface.batchtvector3f_vertexbuffer = NULL;
7335 rsurface.batchtvector3f_bufferoffset = 0;
7336 rsurface.batchnormal3f = NULL;
7337 rsurface.batchnormal3f_vertexbuffer = NULL;
7338 rsurface.batchnormal3f_bufferoffset = 0;
7339 rsurface.batchlightmapcolor4f = NULL;
7340 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7341 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7342 rsurface.batchtexcoordtexture2f = NULL;
7343 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7344 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7345 rsurface.batchtexcoordlightmap2f = NULL;
7346 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7347 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7348 rsurface.batchskeletalindex4ub = NULL;
7349 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7350 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7351 rsurface.batchskeletalweight4ub = NULL;
7352 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7353 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7354 rsurface.batchvertexmesh = NULL;
7355 rsurface.batchvertexmesh_vertexbuffer = NULL;
7356 rsurface.batchvertexmesh_bufferoffset = 0;
7357 rsurface.batchelement3i = NULL;
7358 rsurface.batchelement3i_indexbuffer = NULL;
7359 rsurface.batchelement3i_bufferoffset = 0;
7360 rsurface.batchelement3s = NULL;
7361 rsurface.batchelement3s_indexbuffer = NULL;
7362 rsurface.batchelement3s_bufferoffset = 0;
7363 rsurface.forcecurrenttextureupdate = false;
7366 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)
7368 rsurface.entity = r_refdef.scene.worldentity;
7369 rsurface.skeleton = NULL;
7370 rsurface.ent_skinnum = 0;
7371 rsurface.ent_qwskin = -1;
7372 rsurface.ent_flags = entflags;
7373 rsurface.shadertime = r_refdef.scene.time - shadertime;
7374 rsurface.modelnumvertices = numvertices;
7375 rsurface.modelnumtriangles = numtriangles;
7376 rsurface.matrix = *matrix;
7377 rsurface.inversematrix = *inversematrix;
7378 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7379 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7380 R_EntityMatrix(&rsurface.matrix);
7381 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7382 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7383 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7384 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7385 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7386 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7387 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7388 rsurface.frameblend[0].lerp = 1;
7389 rsurface.ent_alttextures = false;
7390 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7391 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7392 rsurface.entityskeletaltransform3x4 = NULL;
7393 rsurface.entityskeletaltransform3x4buffer = NULL;
7394 rsurface.entityskeletaltransform3x4offset = 0;
7395 rsurface.entityskeletaltransform3x4size = 0;
7396 rsurface.entityskeletalnumtransforms = 0;
7397 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7398 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7399 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7400 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7403 rsurface.modelvertex3f = (float *)vertex3f;
7404 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7405 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7406 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7408 else if (wantnormals)
7410 rsurface.modelvertex3f = (float *)vertex3f;
7411 rsurface.modelsvector3f = NULL;
7412 rsurface.modeltvector3f = NULL;
7413 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7417 rsurface.modelvertex3f = (float *)vertex3f;
7418 rsurface.modelsvector3f = NULL;
7419 rsurface.modeltvector3f = NULL;
7420 rsurface.modelnormal3f = NULL;
7422 rsurface.modelvertexmesh = NULL;
7423 rsurface.modelvertexmesh_vertexbuffer = NULL;
7424 rsurface.modelvertexmesh_bufferoffset = 0;
7425 rsurface.modelvertex3f_vertexbuffer = 0;
7426 rsurface.modelvertex3f_bufferoffset = 0;
7427 rsurface.modelsvector3f_vertexbuffer = 0;
7428 rsurface.modelsvector3f_bufferoffset = 0;
7429 rsurface.modeltvector3f_vertexbuffer = 0;
7430 rsurface.modeltvector3f_bufferoffset = 0;
7431 rsurface.modelnormal3f_vertexbuffer = 0;
7432 rsurface.modelnormal3f_bufferoffset = 0;
7433 rsurface.modelgeneratedvertex = true;
7434 rsurface.modellightmapcolor4f = (float *)color4f;
7435 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7436 rsurface.modellightmapcolor4f_bufferoffset = 0;
7437 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7438 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7439 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7440 rsurface.modeltexcoordlightmap2f = NULL;
7441 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7442 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7443 rsurface.modelskeletalindex4ub = NULL;
7444 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7445 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7446 rsurface.modelskeletalweight4ub = NULL;
7447 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7448 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7449 rsurface.modelelement3i = (int *)element3i;
7450 rsurface.modelelement3i_indexbuffer = NULL;
7451 rsurface.modelelement3i_bufferoffset = 0;
7452 rsurface.modelelement3s = (unsigned short *)element3s;
7453 rsurface.modelelement3s_indexbuffer = NULL;
7454 rsurface.modelelement3s_bufferoffset = 0;
7455 rsurface.modellightmapoffsets = NULL;
7456 rsurface.modelsurfaces = NULL;
7457 rsurface.batchgeneratedvertex = false;
7458 rsurface.batchfirstvertex = 0;
7459 rsurface.batchnumvertices = 0;
7460 rsurface.batchfirsttriangle = 0;
7461 rsurface.batchnumtriangles = 0;
7462 rsurface.batchvertex3f = NULL;
7463 rsurface.batchvertex3f_vertexbuffer = NULL;
7464 rsurface.batchvertex3f_bufferoffset = 0;
7465 rsurface.batchsvector3f = NULL;
7466 rsurface.batchsvector3f_vertexbuffer = NULL;
7467 rsurface.batchsvector3f_bufferoffset = 0;
7468 rsurface.batchtvector3f = NULL;
7469 rsurface.batchtvector3f_vertexbuffer = NULL;
7470 rsurface.batchtvector3f_bufferoffset = 0;
7471 rsurface.batchnormal3f = NULL;
7472 rsurface.batchnormal3f_vertexbuffer = NULL;
7473 rsurface.batchnormal3f_bufferoffset = 0;
7474 rsurface.batchlightmapcolor4f = NULL;
7475 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7476 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7477 rsurface.batchtexcoordtexture2f = NULL;
7478 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7479 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7480 rsurface.batchtexcoordlightmap2f = NULL;
7481 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7482 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7483 rsurface.batchskeletalindex4ub = NULL;
7484 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7485 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7486 rsurface.batchskeletalweight4ub = NULL;
7487 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7488 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7489 rsurface.batchvertexmesh = NULL;
7490 rsurface.batchvertexmesh_vertexbuffer = NULL;
7491 rsurface.batchvertexmesh_bufferoffset = 0;
7492 rsurface.batchelement3i = NULL;
7493 rsurface.batchelement3i_indexbuffer = NULL;
7494 rsurface.batchelement3i_bufferoffset = 0;
7495 rsurface.batchelement3s = NULL;
7496 rsurface.batchelement3s_indexbuffer = NULL;
7497 rsurface.batchelement3s_bufferoffset = 0;
7498 rsurface.forcecurrenttextureupdate = true;
7500 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7502 if ((wantnormals || wanttangents) && !normal3f)
7504 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7505 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7507 if (wanttangents && !svector3f)
7509 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7510 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7511 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7516 float RSurf_FogPoint(const float *v)
7518 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7519 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7520 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7521 float FogHeightFade = r_refdef.fogheightfade;
7523 unsigned int fogmasktableindex;
7524 if (r_refdef.fogplaneviewabove)
7525 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7527 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7528 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7529 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7532 float RSurf_FogVertex(const float *v)
7534 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7535 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7536 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7537 float FogHeightFade = rsurface.fogheightfade;
7539 unsigned int fogmasktableindex;
7540 if (r_refdef.fogplaneviewabove)
7541 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7543 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7544 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7545 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7548 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7551 for (i = 0;i < numelements;i++)
7552 outelement3i[i] = inelement3i[i] + adjust;
7555 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7556 extern cvar_t gl_vbo;
7557 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7565 int surfacefirsttriangle;
7566 int surfacenumtriangles;
7567 int surfacefirstvertex;
7568 int surfaceendvertex;
7569 int surfacenumvertices;
7570 int batchnumsurfaces = texturenumsurfaces;
7571 int batchnumvertices;
7572 int batchnumtriangles;
7576 qboolean dynamicvertex;
7579 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7582 q3shaderinfo_deform_t *deform;
7583 const msurface_t *surface, *firstsurface;
7584 r_vertexmesh_t *vertexmesh;
7585 if (!texturenumsurfaces)
7587 // find vertex range of this surface batch
7589 firstsurface = texturesurfacelist[0];
7590 firsttriangle = firstsurface->num_firsttriangle;
7591 batchnumvertices = 0;
7592 batchnumtriangles = 0;
7593 firstvertex = endvertex = firstsurface->num_firstvertex;
7594 for (i = 0;i < texturenumsurfaces;i++)
7596 surface = texturesurfacelist[i];
7597 if (surface != firstsurface + i)
7599 surfacefirstvertex = surface->num_firstvertex;
7600 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7601 surfacenumvertices = surface->num_vertices;
7602 surfacenumtriangles = surface->num_triangles;
7603 if (firstvertex > surfacefirstvertex)
7604 firstvertex = surfacefirstvertex;
7605 if (endvertex < surfaceendvertex)
7606 endvertex = surfaceendvertex;
7607 batchnumvertices += surfacenumvertices;
7608 batchnumtriangles += surfacenumtriangles;
7611 r_refdef.stats[r_stat_batch_batches]++;
7613 r_refdef.stats[r_stat_batch_withgaps]++;
7614 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7615 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7616 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7618 // we now know the vertex range used, and if there are any gaps in it
7619 rsurface.batchfirstvertex = firstvertex;
7620 rsurface.batchnumvertices = endvertex - firstvertex;
7621 rsurface.batchfirsttriangle = firsttriangle;
7622 rsurface.batchnumtriangles = batchnumtriangles;
7624 // this variable holds flags for which properties have been updated that
7625 // may require regenerating vertexmesh array...
7628 // check if any dynamic vertex processing must occur
7629 dynamicvertex = false;
7631 // a cvar to force the dynamic vertex path to be taken, for debugging
7632 if (r_batch_debugdynamicvertexpath.integer)
7636 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7637 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7638 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7639 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7641 dynamicvertex = true;
7644 // if there is a chance of animated vertex colors, it's a dynamic batch
7645 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
7649 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7650 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7651 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7652 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7654 dynamicvertex = true;
7655 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
7658 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7660 switch (deform->deform)
7663 case Q3DEFORM_PROJECTIONSHADOW:
7664 case Q3DEFORM_TEXT0:
7665 case Q3DEFORM_TEXT1:
7666 case Q3DEFORM_TEXT2:
7667 case Q3DEFORM_TEXT3:
7668 case Q3DEFORM_TEXT4:
7669 case Q3DEFORM_TEXT5:
7670 case Q3DEFORM_TEXT6:
7671 case Q3DEFORM_TEXT7:
7674 case Q3DEFORM_AUTOSPRITE:
7677 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7678 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7679 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7680 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7682 dynamicvertex = true;
7683 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7684 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
7686 case Q3DEFORM_AUTOSPRITE2:
7689 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7690 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7691 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7692 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7694 dynamicvertex = true;
7695 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7696 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
7698 case Q3DEFORM_NORMAL:
7701 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7702 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7703 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7704 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7706 dynamicvertex = true;
7707 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7708 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
7711 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7712 break; // if wavefunc is a nop, ignore this transform
7715 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7716 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7717 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7718 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7720 dynamicvertex = true;
7721 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7722 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
7724 case Q3DEFORM_BULGE:
7727 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7728 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7729 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7730 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7732 dynamicvertex = true;
7733 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7734 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
7737 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7738 break; // if wavefunc is a nop, ignore this transform
7741 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7742 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7743 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7744 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7746 dynamicvertex = true;
7747 batchneed |= BATCHNEED_ARRAY_VERTEX;
7748 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
7752 if (rsurface.texture->materialshaderpass)
7754 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7757 case Q3TCGEN_TEXTURE:
7759 case Q3TCGEN_LIGHTMAP:
7762 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7763 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7764 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7765 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7767 dynamicvertex = true;
7768 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7769 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
7771 case Q3TCGEN_VECTOR:
7774 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7775 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7776 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7777 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7779 dynamicvertex = true;
7780 batchneed |= BATCHNEED_ARRAY_VERTEX;
7781 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
7783 case Q3TCGEN_ENVIRONMENT:
7786 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7787 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7788 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7789 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7791 dynamicvertex = true;
7792 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7793 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
7796 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7800 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7801 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7802 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7803 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7805 dynamicvertex = true;
7806 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7807 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
7811 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
7815 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
7816 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
7817 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
7818 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
7820 dynamicvertex = true;
7821 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
7824 // when the model data has no vertex buffer (dynamic mesh), we need to
7826 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
7827 batchneed |= BATCHNEED_NOGAPS;
7829 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7830 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7831 // we ensure this by treating the vertex batch as dynamic...
7832 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
7836 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7837 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7838 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7839 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7841 dynamicvertex = true;
7846 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
7847 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
7848 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
7849 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
7850 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
7851 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
7852 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7853 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
7856 // if needsupdate, we have to do a dynamic vertex batch for sure
7857 if (needsupdate & batchneed)
7861 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
7862 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
7863 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
7864 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
7866 dynamicvertex = true;
7869 // see if we need to build vertexmesh from arrays
7870 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
7874 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
7875 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
7876 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
7877 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
7879 dynamicvertex = true;
7882 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7883 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7884 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7886 rsurface.batchvertex3f = rsurface.modelvertex3f;
7887 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7888 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7889 rsurface.batchsvector3f = rsurface.modelsvector3f;
7890 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7891 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7892 rsurface.batchtvector3f = rsurface.modeltvector3f;
7893 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7894 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7895 rsurface.batchnormal3f = rsurface.modelnormal3f;
7896 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7897 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7898 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7899 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7900 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7901 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7902 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7903 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7904 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7905 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7906 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7907 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7908 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7909 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7910 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7911 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7912 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7913 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
7914 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
7915 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
7916 rsurface.batchelement3i = rsurface.modelelement3i;
7917 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7918 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7919 rsurface.batchelement3s = rsurface.modelelement3s;
7920 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7921 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7922 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7923 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7924 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7925 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7926 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7928 // if any dynamic vertex processing has to occur in software, we copy the
7929 // entire surface list together before processing to rebase the vertices
7930 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7932 // if any gaps exist and we do not have a static vertex buffer, we have to
7933 // copy the surface list together to avoid wasting upload bandwidth on the
7934 // vertices in the gaps.
7936 // if gaps exist and we have a static vertex buffer, we can choose whether
7937 // to combine the index buffer ranges into one dynamic index buffer or
7938 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7940 // in many cases the batch is reduced to one draw call.
7942 rsurface.batchmultidraw = false;
7943 rsurface.batchmultidrawnumsurfaces = 0;
7944 rsurface.batchmultidrawsurfacelist = NULL;
7948 // static vertex data, just set pointers...
7949 rsurface.batchgeneratedvertex = false;
7950 // if there are gaps, we want to build a combined index buffer,
7951 // otherwise use the original static buffer with an appropriate offset
7954 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7955 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7956 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7957 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7958 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7960 rsurface.batchmultidraw = true;
7961 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7962 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7965 // build a new triangle elements array for this batch
7966 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7967 rsurface.batchfirsttriangle = 0;
7969 for (i = 0;i < texturenumsurfaces;i++)
7971 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7972 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7973 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7974 numtriangles += surfacenumtriangles;
7976 rsurface.batchelement3i_indexbuffer = NULL;
7977 rsurface.batchelement3i_bufferoffset = 0;
7978 rsurface.batchelement3s = NULL;
7979 rsurface.batchelement3s_indexbuffer = NULL;
7980 rsurface.batchelement3s_bufferoffset = 0;
7981 if (endvertex <= 65536)
7983 // make a 16bit (unsigned short) index array if possible
7984 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7985 for (i = 0;i < numtriangles*3;i++)
7986 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7988 // upload buffer data for the copytriangles batch
7989 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
7991 if (rsurface.batchelement3s)
7992 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7993 else if (rsurface.batchelement3i)
7994 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7999 r_refdef.stats[r_stat_batch_fast_batches] += 1;
8000 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
8001 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
8002 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
8007 // something needs software processing, do it for real...
8008 // we only directly handle separate array data in this case and then
8009 // generate interleaved data if needed...
8010 rsurface.batchgeneratedvertex = true;
8011 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
8012 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
8013 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
8014 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
8016 // now copy the vertex data into a combined array and make an index array
8017 // (this is what Quake3 does all the time)
8018 // we also apply any skeletal animation here that would have been done in
8019 // the vertex shader, because most of the dynamic vertex animation cases
8020 // need actual vertex positions and normals
8021 //if (dynamicvertex)
8023 rsurface.batchvertexmesh = NULL;
8024 rsurface.batchvertexmesh_vertexbuffer = NULL;
8025 rsurface.batchvertexmesh_bufferoffset = 0;
8026 rsurface.batchvertex3f = NULL;
8027 rsurface.batchvertex3f_vertexbuffer = NULL;
8028 rsurface.batchvertex3f_bufferoffset = 0;
8029 rsurface.batchsvector3f = NULL;
8030 rsurface.batchsvector3f_vertexbuffer = NULL;
8031 rsurface.batchsvector3f_bufferoffset = 0;
8032 rsurface.batchtvector3f = NULL;
8033 rsurface.batchtvector3f_vertexbuffer = NULL;
8034 rsurface.batchtvector3f_bufferoffset = 0;
8035 rsurface.batchnormal3f = NULL;
8036 rsurface.batchnormal3f_vertexbuffer = NULL;
8037 rsurface.batchnormal3f_bufferoffset = 0;
8038 rsurface.batchlightmapcolor4f = NULL;
8039 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8040 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8041 rsurface.batchtexcoordtexture2f = NULL;
8042 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8043 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8044 rsurface.batchtexcoordlightmap2f = NULL;
8045 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8046 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8047 rsurface.batchskeletalindex4ub = NULL;
8048 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8049 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8050 rsurface.batchskeletalweight4ub = NULL;
8051 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8052 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8053 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8054 rsurface.batchelement3i_indexbuffer = NULL;
8055 rsurface.batchelement3i_bufferoffset = 0;
8056 rsurface.batchelement3s = NULL;
8057 rsurface.batchelement3s_indexbuffer = NULL;
8058 rsurface.batchelement3s_bufferoffset = 0;
8059 rsurface.batchskeletaltransform3x4buffer = NULL;
8060 rsurface.batchskeletaltransform3x4offset = 0;
8061 rsurface.batchskeletaltransform3x4size = 0;
8062 // we'll only be setting up certain arrays as needed
8063 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8064 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8065 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8066 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8067 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8068 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8069 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8071 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8072 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8074 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8075 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8076 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8077 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8078 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8079 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8080 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
8082 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
8083 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
8087 for (i = 0;i < texturenumsurfaces;i++)
8089 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8090 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8091 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8092 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8093 // copy only the data requested
8094 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8095 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8096 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8098 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8100 if (rsurface.batchvertex3f)
8101 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8103 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8105 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8107 if (rsurface.modelnormal3f)
8108 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8110 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8112 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8114 if (rsurface.modelsvector3f)
8116 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8117 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8121 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8122 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8125 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8127 if (rsurface.modellightmapcolor4f)
8128 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8130 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8132 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8134 if (rsurface.modeltexcoordtexture2f)
8135 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8137 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8139 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8141 if (rsurface.modeltexcoordlightmap2f)
8142 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8144 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8146 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
8148 if (rsurface.modelskeletalindex4ub)
8150 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8151 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8155 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8156 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8157 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
8158 for (j = 0;j < surfacenumvertices;j++)
8163 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8164 numvertices += surfacenumvertices;
8165 numtriangles += surfacenumtriangles;
8168 // generate a 16bit index array as well if possible
8169 // (in general, dynamic batches fit)
8170 if (numvertices <= 65536)
8172 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8173 for (i = 0;i < numtriangles*3;i++)
8174 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8177 // since we've copied everything, the batch now starts at 0
8178 rsurface.batchfirstvertex = 0;
8179 rsurface.batchnumvertices = batchnumvertices;
8180 rsurface.batchfirsttriangle = 0;
8181 rsurface.batchnumtriangles = batchnumtriangles;
8184 // apply skeletal animation that would have been done in the vertex shader
8185 if (rsurface.batchskeletaltransform3x4)
8187 const unsigned char *si;
8188 const unsigned char *sw;
8190 const float *b = rsurface.batchskeletaltransform3x4;
8191 float *vp, *vs, *vt, *vn;
8193 float m[3][4], n[3][4];
8194 float tp[3], ts[3], tt[3], tn[3];
8195 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8196 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8197 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8198 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8199 si = rsurface.batchskeletalindex4ub;
8200 sw = rsurface.batchskeletalweight4ub;
8201 vp = rsurface.batchvertex3f;
8202 vs = rsurface.batchsvector3f;
8203 vt = rsurface.batchtvector3f;
8204 vn = rsurface.batchnormal3f;
8205 memset(m[0], 0, sizeof(m));
8206 memset(n[0], 0, sizeof(n));
8207 for (i = 0;i < batchnumvertices;i++)
8209 t[0] = b + si[0]*12;
8212 // common case - only one matrix
8226 else if (sw[2] + sw[3])
8229 t[1] = b + si[1]*12;
8230 t[2] = b + si[2]*12;
8231 t[3] = b + si[3]*12;
8232 w[0] = sw[0] * (1.0f / 255.0f);
8233 w[1] = sw[1] * (1.0f / 255.0f);
8234 w[2] = sw[2] * (1.0f / 255.0f);
8235 w[3] = sw[3] * (1.0f / 255.0f);
8236 // blend the matrices
8237 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8238 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8239 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8240 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8241 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8242 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8243 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8244 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8245 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8246 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8247 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8248 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8253 t[1] = b + si[1]*12;
8254 w[0] = sw[0] * (1.0f / 255.0f);
8255 w[1] = sw[1] * (1.0f / 255.0f);
8256 // blend the matrices
8257 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8258 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8259 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8260 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8261 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8262 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8263 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8264 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8265 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8266 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8267 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8268 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8272 // modify the vertex
8274 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8275 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8276 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8280 // the normal transformation matrix is a set of cross products...
8281 CrossProduct(m[1], m[2], n[0]);
8282 CrossProduct(m[2], m[0], n[1]);
8283 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8285 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8286 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8287 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8288 VectorNormalize(vn);
8293 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8294 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8295 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8296 VectorNormalize(vs);
8299 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8300 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8301 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8302 VectorNormalize(vt);
8307 rsurface.batchskeletaltransform3x4 = NULL;
8308 rsurface.batchskeletalnumtransforms = 0;
8311 // q1bsp surfaces rendered in vertex color mode have to have colors
8312 // calculated based on lightstyles
8313 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8315 // generate color arrays for the surfaces in this list
8320 const unsigned char *lm;
8321 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8322 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8323 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8325 for (i = 0;i < texturenumsurfaces;i++)
8327 surface = texturesurfacelist[i];
8328 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8329 surfacenumvertices = surface->num_vertices;
8330 if (surface->lightmapinfo->samples)
8332 for (j = 0;j < surfacenumvertices;j++)
8334 lm = surface->lightmapinfo->samples + offsets[j];
8335 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8336 VectorScale(lm, scale, c);
8337 if (surface->lightmapinfo->styles[1] != 255)
8339 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8341 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8342 VectorMA(c, scale, lm, c);
8343 if (surface->lightmapinfo->styles[2] != 255)
8346 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8347 VectorMA(c, scale, lm, c);
8348 if (surface->lightmapinfo->styles[3] != 255)
8351 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8352 VectorMA(c, scale, lm, c);
8359 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);
8365 for (j = 0;j < surfacenumvertices;j++)
8367 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8374 // if vertices are deformed (sprite flares and things in maps, possibly
8375 // water waves, bulges and other deformations), modify the copied vertices
8377 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8380 switch (deform->deform)
8383 case Q3DEFORM_PROJECTIONSHADOW:
8384 case Q3DEFORM_TEXT0:
8385 case Q3DEFORM_TEXT1:
8386 case Q3DEFORM_TEXT2:
8387 case Q3DEFORM_TEXT3:
8388 case Q3DEFORM_TEXT4:
8389 case Q3DEFORM_TEXT5:
8390 case Q3DEFORM_TEXT6:
8391 case Q3DEFORM_TEXT7:
8394 case Q3DEFORM_AUTOSPRITE:
8395 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8396 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8397 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8398 VectorNormalize(newforward);
8399 VectorNormalize(newright);
8400 VectorNormalize(newup);
8401 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8402 // rsurface.batchvertex3f_vertexbuffer = NULL;
8403 // rsurface.batchvertex3f_bufferoffset = 0;
8404 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8405 // rsurface.batchsvector3f_vertexbuffer = NULL;
8406 // rsurface.batchsvector3f_bufferoffset = 0;
8407 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8408 // rsurface.batchtvector3f_vertexbuffer = NULL;
8409 // rsurface.batchtvector3f_bufferoffset = 0;
8410 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8411 // rsurface.batchnormal3f_vertexbuffer = NULL;
8412 // rsurface.batchnormal3f_bufferoffset = 0;
8413 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8414 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8415 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8416 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8417 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);
8418 // a single autosprite surface can contain multiple sprites...
8419 for (j = 0;j < batchnumvertices - 3;j += 4)
8421 VectorClear(center);
8422 for (i = 0;i < 4;i++)
8423 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8424 VectorScale(center, 0.25f, center);
8425 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8426 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8427 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8428 for (i = 0;i < 4;i++)
8430 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8431 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8434 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8435 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8436 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8438 case Q3DEFORM_AUTOSPRITE2:
8439 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8440 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8441 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8442 VectorNormalize(newforward);
8443 VectorNormalize(newright);
8444 VectorNormalize(newup);
8445 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8446 // rsurface.batchvertex3f_vertexbuffer = NULL;
8447 // rsurface.batchvertex3f_bufferoffset = 0;
8449 const float *v1, *v2;
8459 memset(shortest, 0, sizeof(shortest));
8460 // a single autosprite surface can contain multiple sprites...
8461 for (j = 0;j < batchnumvertices - 3;j += 4)
8463 VectorClear(center);
8464 for (i = 0;i < 4;i++)
8465 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8466 VectorScale(center, 0.25f, center);
8467 // find the two shortest edges, then use them to define the
8468 // axis vectors for rotating around the central axis
8469 for (i = 0;i < 6;i++)
8471 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8472 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8473 l = VectorDistance2(v1, v2);
8474 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8476 l += (1.0f / 1024.0f);
8477 if (shortest[0].length2 > l || i == 0)
8479 shortest[1] = shortest[0];
8480 shortest[0].length2 = l;
8481 shortest[0].v1 = v1;
8482 shortest[0].v2 = v2;
8484 else if (shortest[1].length2 > l || i == 1)
8486 shortest[1].length2 = l;
8487 shortest[1].v1 = v1;
8488 shortest[1].v2 = v2;
8491 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8492 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8493 // this calculates the right vector from the shortest edge
8494 // and the up vector from the edge midpoints
8495 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8496 VectorNormalize(right);
8497 VectorSubtract(end, start, up);
8498 VectorNormalize(up);
8499 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8500 VectorSubtract(rsurface.localvieworigin, center, forward);
8501 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8502 VectorNegate(forward, forward);
8503 VectorReflect(forward, 0, up, forward);
8504 VectorNormalize(forward);
8505 CrossProduct(up, forward, newright);
8506 VectorNormalize(newright);
8507 // rotate the quad around the up axis vector, this is made
8508 // especially easy by the fact we know the quad is flat,
8509 // so we only have to subtract the center position and
8510 // measure distance along the right vector, and then
8511 // multiply that by the newright vector and add back the
8513 // we also need to subtract the old position to undo the
8514 // displacement from the center, which we do with a
8515 // DotProduct, the subtraction/addition of center is also
8516 // optimized into DotProducts here
8517 l = DotProduct(right, center);
8518 for (i = 0;i < 4;i++)
8520 v1 = rsurface.batchvertex3f + 3*(j+i);
8521 f = DotProduct(right, v1) - l;
8522 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8526 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8528 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8529 // rsurface.batchnormal3f_vertexbuffer = NULL;
8530 // rsurface.batchnormal3f_bufferoffset = 0;
8531 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8533 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8535 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8536 // rsurface.batchsvector3f_vertexbuffer = NULL;
8537 // rsurface.batchsvector3f_bufferoffset = 0;
8538 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8539 // rsurface.batchtvector3f_vertexbuffer = NULL;
8540 // rsurface.batchtvector3f_bufferoffset = 0;
8541 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);
8544 case Q3DEFORM_NORMAL:
8545 // deform the normals to make reflections wavey
8546 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8547 rsurface.batchnormal3f_vertexbuffer = NULL;
8548 rsurface.batchnormal3f_bufferoffset = 0;
8549 for (j = 0;j < batchnumvertices;j++)
8552 float *normal = rsurface.batchnormal3f + 3*j;
8553 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8554 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8555 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8556 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8557 VectorNormalize(normal);
8559 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8561 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8562 // rsurface.batchsvector3f_vertexbuffer = NULL;
8563 // rsurface.batchsvector3f_bufferoffset = 0;
8564 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8565 // rsurface.batchtvector3f_vertexbuffer = NULL;
8566 // rsurface.batchtvector3f_bufferoffset = 0;
8567 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);
8571 // deform vertex array to make wavey water and flags and such
8572 waveparms[0] = deform->waveparms[0];
8573 waveparms[1] = deform->waveparms[1];
8574 waveparms[2] = deform->waveparms[2];
8575 waveparms[3] = deform->waveparms[3];
8576 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8577 break; // if wavefunc is a nop, don't make a dynamic vertex array
8578 // this is how a divisor of vertex influence on deformation
8579 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8580 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8581 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8582 // rsurface.batchvertex3f_vertexbuffer = NULL;
8583 // rsurface.batchvertex3f_bufferoffset = 0;
8584 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8585 // rsurface.batchnormal3f_vertexbuffer = NULL;
8586 // rsurface.batchnormal3f_bufferoffset = 0;
8587 for (j = 0;j < batchnumvertices;j++)
8589 // if the wavefunc depends on time, evaluate it per-vertex
8592 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8593 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8595 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8597 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8598 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8599 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8601 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8602 // rsurface.batchsvector3f_vertexbuffer = NULL;
8603 // rsurface.batchsvector3f_bufferoffset = 0;
8604 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8605 // rsurface.batchtvector3f_vertexbuffer = NULL;
8606 // rsurface.batchtvector3f_bufferoffset = 0;
8607 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);
8610 case Q3DEFORM_BULGE:
8611 // deform vertex array to make the surface have moving bulges
8612 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8613 // rsurface.batchvertex3f_vertexbuffer = NULL;
8614 // rsurface.batchvertex3f_bufferoffset = 0;
8615 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8616 // rsurface.batchnormal3f_vertexbuffer = NULL;
8617 // rsurface.batchnormal3f_bufferoffset = 0;
8618 for (j = 0;j < batchnumvertices;j++)
8620 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8621 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8623 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8624 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8625 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8627 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8628 // rsurface.batchsvector3f_vertexbuffer = NULL;
8629 // rsurface.batchsvector3f_bufferoffset = 0;
8630 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8631 // rsurface.batchtvector3f_vertexbuffer = NULL;
8632 // rsurface.batchtvector3f_bufferoffset = 0;
8633 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);
8637 // deform vertex array
8638 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8639 break; // if wavefunc is a nop, don't make a dynamic vertex array
8640 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8641 VectorScale(deform->parms, scale, waveparms);
8642 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8643 // rsurface.batchvertex3f_vertexbuffer = NULL;
8644 // rsurface.batchvertex3f_bufferoffset = 0;
8645 for (j = 0;j < batchnumvertices;j++)
8646 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8651 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8653 // generate texcoords based on the chosen texcoord source
8654 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8657 case Q3TCGEN_TEXTURE:
8659 case Q3TCGEN_LIGHTMAP:
8660 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8661 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8662 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8663 if (rsurface.batchtexcoordlightmap2f)
8664 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8666 case Q3TCGEN_VECTOR:
8667 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8668 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8669 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8670 for (j = 0;j < batchnumvertices;j++)
8672 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8673 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8676 case Q3TCGEN_ENVIRONMENT:
8677 // make environment reflections using a spheremap
8678 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8679 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8680 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8681 for (j = 0;j < batchnumvertices;j++)
8683 // identical to Q3A's method, but executed in worldspace so
8684 // carried models can be shiny too
8686 float viewer[3], d, reflected[3], worldreflected[3];
8688 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8689 // VectorNormalize(viewer);
8691 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8693 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8694 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8695 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8696 // note: this is proportinal to viewer, so we can normalize later
8698 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8699 VectorNormalize(worldreflected);
8701 // note: this sphere map only uses world x and z!
8702 // so positive and negative y will LOOK THE SAME.
8703 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8704 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8708 // the only tcmod that needs software vertex processing is turbulent, so
8709 // check for it here and apply the changes if needed
8710 // and we only support that as the first one
8711 // (handling a mixture of turbulent and other tcmods would be problematic
8712 // without punting it entirely to a software path)
8713 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8715 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8716 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8717 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8718 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8719 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8720 for (j = 0;j < batchnumvertices;j++)
8722 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);
8723 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8728 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8730 // convert the modified arrays to vertex structs
8731 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8732 // rsurface.batchvertexmesh_vertexbuffer = NULL;
8733 // rsurface.batchvertexmesh_bufferoffset = 0;
8734 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
8735 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8736 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
8737 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
8738 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8739 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
8740 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
8742 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8744 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
8745 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
8748 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
8749 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8750 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
8751 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
8752 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8753 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
8754 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
8755 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8756 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
8757 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
8759 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8761 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
8762 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
8767 // upload buffer data for the dynamic batch
8768 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
8770 if (rsurface.batchvertexmesh)
8771 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
8774 if (rsurface.batchvertex3f)
8775 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
8776 if (rsurface.batchsvector3f)
8777 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
8778 if (rsurface.batchtvector3f)
8779 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
8780 if (rsurface.batchnormal3f)
8781 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
8782 if (rsurface.batchlightmapcolor4f)
8783 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
8784 if (rsurface.batchtexcoordtexture2f)
8785 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
8786 if (rsurface.batchtexcoordlightmap2f)
8787 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
8788 if (rsurface.batchskeletalindex4ub)
8789 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
8790 if (rsurface.batchskeletalweight4ub)
8791 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
8793 if (rsurface.batchelement3s)
8794 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
8795 else if (rsurface.batchelement3i)
8796 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
8800 void RSurf_DrawBatch(void)
8802 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8803 // through the pipeline, killing it earlier in the pipeline would have
8804 // per-surface overhead rather than per-batch overhead, so it's best to
8805 // reject it here, before it hits glDraw.
8806 if (rsurface.batchnumtriangles == 0)
8809 // batch debugging code
8810 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8816 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8817 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8820 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8822 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8824 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8825 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);
8832 if (rsurface.batchmultidraw)
8834 // issue multiple draws rather than copying index data
8835 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8836 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8837 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8838 for (i = 0;i < numsurfaces;)
8840 // combine consecutive surfaces as one draw
8841 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8842 if (surfacelist[j] != surfacelist[k] + 1)
8844 firstvertex = surfacelist[i]->num_firstvertex;
8845 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8846 firsttriangle = surfacelist[i]->num_firsttriangle;
8847 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8848 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);
8854 // there is only one consecutive run of index data (may have been combined)
8855 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);
8859 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8861 // pick the closest matching water plane
8862 int planeindex, vertexindex, bestplaneindex = -1;
8866 r_waterstate_waterplane_t *p;
8867 qboolean prepared = false;
8869 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8871 if(p->camera_entity != rsurface.texture->camera_entity)
8876 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8878 if(rsurface.batchnumvertices == 0)
8881 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8883 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8884 d += fabs(PlaneDiff(vert, &p->plane));
8886 if (bestd > d || bestplaneindex < 0)
8889 bestplaneindex = planeindex;
8892 return bestplaneindex;
8893 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8894 // this situation though, as it might be better to render single larger
8895 // batches with useless stuff (backface culled for example) than to
8896 // render multiple smaller batches
8899 void RSurf_SetupDepthAndCulling(void)
8901 // submodels are biased to avoid z-fighting with world surfaces that they
8902 // may be exactly overlapping (avoids z-fighting artifacts on certain
8903 // doors and things in Quake maps)
8904 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8905 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8906 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8907 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8910 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8913 // transparent sky would be ridiculous
8914 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8916 R_SetupShader_Generic_NoTexture(false, false);
8917 skyrenderlater = true;
8918 RSurf_SetupDepthAndCulling();
8921 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8922 if (r_sky_scissor.integer)
8924 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8925 for (i = 0; i < texturenumsurfaces; i++)
8927 const msurface_t *surf = texturesurfacelist[i];
8930 float mins[3], maxs[3];
8932 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8934 Matrix4x4_Transform(&rsurface.matrix, v, p);
8937 if (mins[0] > p[0]) mins[0] = p[0];
8938 if (mins[1] > p[1]) mins[1] = p[1];
8939 if (mins[2] > p[2]) mins[2] = p[2];
8940 if (maxs[0] < p[0]) maxs[0] = p[0];
8941 if (maxs[1] < p[1]) maxs[1] = p[1];
8942 if (maxs[2] < p[2]) maxs[2] = p[2];
8946 VectorCopy(p, mins);
8947 VectorCopy(p, maxs);
8950 if (!R_ScissorForBBox(mins, maxs, scissor))
8954 if (skyscissor[0] > scissor[0])
8956 skyscissor[2] += skyscissor[0] - scissor[0];
8957 skyscissor[0] = scissor[0];
8959 if (skyscissor[1] > scissor[1])
8961 skyscissor[3] += skyscissor[1] - scissor[1];
8962 skyscissor[1] = scissor[1];
8964 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8965 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8966 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8967 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8970 Vector4Copy(scissor, skyscissor);
8975 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8976 // skymasking on them, and Quake3 never did sky masking (unlike
8977 // software Quake and software Quake2), so disable the sky masking
8978 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8979 // and skymasking also looks very bad when noclipping outside the
8980 // level, so don't use it then either.
8981 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)
8983 R_Mesh_ResetTextureState();
8984 if (skyrendermasked)
8986 R_SetupShader_DepthOrShadow(false, false, false);
8987 // depth-only (masking)
8988 GL_ColorMask(0, 0, 0, 0);
8989 // just to make sure that braindead drivers don't draw
8990 // anything despite that colormask...
8991 GL_BlendFunc(GL_ZERO, GL_ONE);
8992 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8993 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8997 R_SetupShader_Generic_NoTexture(false, false);
8999 GL_BlendFunc(GL_ONE, GL_ZERO);
9000 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9001 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9002 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9005 if (skyrendermasked)
9006 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9008 R_Mesh_ResetTextureState();
9009 GL_Color(1, 1, 1, 1);
9012 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9013 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9014 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9016 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9020 // render screenspace normalmap to texture
9022 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9027 // bind lightmap texture
9029 // water/refraction/reflection/camera surfaces have to be handled specially
9030 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9032 int start, end, startplaneindex;
9033 for (start = 0;start < texturenumsurfaces;start = end)
9035 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9036 if(startplaneindex < 0)
9038 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9039 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9043 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9045 // now that we have a batch using the same planeindex, render it
9046 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9048 // render water or distortion background
9050 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9052 // blend surface on top
9053 GL_DepthMask(false);
9054 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9057 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9059 // render surface with reflection texture as input
9060 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9061 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9068 // render surface batch normally
9069 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9070 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9074 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9078 r_vertexgeneric_t *batchvertex;
9080 texture_t *t = rsurface.texture;
9082 // R_Mesh_ResetTextureState();
9083 R_SetupShader_Generic_NoTexture(false, false);
9085 if(t && t->currentskinframe)
9087 memcpy(c, t->currentskinframe->avgcolor, sizeof(c));
9088 c[3] *= t->currentalpha;
9098 if (t->pantstexture || t->shirttexture)
9100 c[0] = 0.5 * (t->render_colormap_pants[0] * 0.3 + t->render_colormap_shirt[0] * 0.7);
9101 c[1] = 0.5 * (t->render_colormap_pants[1] * 0.3 + t->render_colormap_shirt[1] * 0.7);
9102 c[2] = 0.5 * (t->render_colormap_pants[2] * 0.3 + t->render_colormap_shirt[2] * 0.7);
9105 // brighten it up (as texture value 127 means "unlit")
9106 c[0] *= 2 * r_refdef.view.colorscale;
9107 c[1] *= 2 * r_refdef.view.colorscale;
9108 c[2] *= 2 * r_refdef.view.colorscale;
9110 if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
9111 c[3] *= r_wateralpha.value;
9113 if(t->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
9115 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9116 GL_DepthMask(false);
9118 else if(t->currentmaterialflags & MATERIALFLAG_ADD)
9120 GL_BlendFunc(GL_ONE, GL_ONE);
9121 GL_DepthMask(false);
9123 else if(t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9125 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
9126 GL_DepthMask(false);
9128 else if(t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9130 GL_BlendFunc(t->customblendfunc[0], t->customblendfunc[1]);
9131 GL_DepthMask(false);
9135 GL_BlendFunc(GL_ONE, GL_ZERO);
9136 GL_DepthMask(writedepth);
9139 if (!r_refdef.view.showdebug)
9141 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9142 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
9143 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
9145 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9146 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
9148 R_Mesh_PrepareVertices_Generic_Unlock();
9151 else if (r_showsurfaces.integer == 4)
9153 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9154 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
9155 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
9157 float d = (vi << 3) * (1.0f / 256.0f);
9158 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9159 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
9161 R_Mesh_PrepareVertices_Generic_Unlock();
9164 else if (r_showsurfaces.integer == 2)
9167 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9168 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
9169 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
9171 float d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
9172 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
9173 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
9174 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
9175 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
9176 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
9177 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
9179 R_Mesh_PrepareVertices_Generic_Unlock();
9180 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
9184 int texturesurfaceindex;
9186 const msurface_t *surface;
9187 float surfacecolor4f[4];
9188 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9189 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
9191 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9193 surface = texturesurfacelist[texturesurfaceindex];
9194 k = (int)(((size_t)surface) / sizeof(msurface_t));
9195 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
9196 for (j = 0;j < surface->num_vertices;j++)
9198 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9199 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
9203 R_Mesh_PrepareVertices_Generic_Unlock();
9208 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9211 RSurf_SetupDepthAndCulling();
9212 if (r_showsurfaces.integer)
9214 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
9217 switch (vid.renderpath)
9219 case RENDERPATH_GL20:
9220 case RENDERPATH_GLES2:
9221 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9227 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9230 int texturenumsurfaces, endsurface;
9232 const msurface_t *surface;
9233 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
9235 RSurf_ActiveModelEntity(ent, true, true, false);
9237 if (r_transparentdepthmasking.integer)
9239 qboolean setup = false;
9240 for (i = 0;i < numsurfaces;i = j)
9243 surface = rsurface.modelsurfaces + surfacelist[i];
9244 texture = surface->texture;
9245 rsurface.texture = R_GetCurrentTexture(texture);
9246 rsurface.lightmaptexture = NULL;
9247 rsurface.deluxemaptexture = NULL;
9248 rsurface.uselightmaptexture = false;
9249 // scan ahead until we find a different texture
9250 endsurface = min(i + 1024, numsurfaces);
9251 texturenumsurfaces = 0;
9252 texturesurfacelist[texturenumsurfaces++] = surface;
9253 for (;j < endsurface;j++)
9255 surface = rsurface.modelsurfaces + surfacelist[j];
9256 if (texture != surface->texture)
9258 texturesurfacelist[texturenumsurfaces++] = surface;
9260 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
9262 // render the range of surfaces as depth
9266 GL_ColorMask(0,0,0,0);
9269 GL_BlendFunc(GL_ONE, GL_ZERO);
9271 // R_Mesh_ResetTextureState();
9273 RSurf_SetupDepthAndCulling();
9274 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9275 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9276 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9280 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9283 for (i = 0;i < numsurfaces;i = j)
9286 surface = rsurface.modelsurfaces + surfacelist[i];
9287 texture = surface->texture;
9288 rsurface.texture = R_GetCurrentTexture(texture);
9289 // scan ahead until we find a different texture
9290 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
9291 texturenumsurfaces = 0;
9292 texturesurfacelist[texturenumsurfaces++] = surface;
9293 if(FAKELIGHT_ENABLED)
9295 rsurface.lightmaptexture = NULL;
9296 rsurface.deluxemaptexture = NULL;
9297 rsurface.uselightmaptexture = false;
9298 for (;j < endsurface;j++)
9300 surface = rsurface.modelsurfaces + surfacelist[j];
9301 if (texture != surface->texture)
9303 texturesurfacelist[texturenumsurfaces++] = surface;
9308 rsurface.lightmaptexture = surface->lightmaptexture;
9309 rsurface.deluxemaptexture = surface->deluxemaptexture;
9310 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
9311 for (;j < endsurface;j++)
9313 surface = rsurface.modelsurfaces + surfacelist[j];
9314 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
9316 texturesurfacelist[texturenumsurfaces++] = surface;
9319 // render the range of surfaces
9320 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9322 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9325 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9327 // transparent surfaces get pushed off into the transparent queue
9328 int surfacelistindex;
9329 const msurface_t *surface;
9330 vec3_t tempcenter, center;
9331 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9333 surface = texturesurfacelist[surfacelistindex];
9334 if (r_transparent_sortsurfacesbynearest.integer)
9336 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9337 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9338 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9342 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9343 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9344 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9346 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9347 if (rsurface.entity->transparent_offset) // transparent offset
9349 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9350 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9351 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9353 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);
9357 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9359 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9361 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9363 RSurf_SetupDepthAndCulling();
9364 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9365 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9366 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9370 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
9374 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9377 if (!rsurface.texture->currentnumlayers)
9379 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9380 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9382 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9384 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9385 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9386 else if (!rsurface.texture->currentnumlayers)
9388 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9390 // in the deferred case, transparent surfaces were queued during prepass
9391 if (!r_shadow_usingdeferredprepass)
9392 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9396 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9397 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9402 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
9406 R_FrameData_SetMark();
9407 // break the surface list down into batches by texture and use of lightmapping
9408 for (i = 0;i < numsurfaces;i = j)
9411 // texture is the base texture pointer, rsurface.texture is the
9412 // current frame/skin the texture is directing us to use (for example
9413 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9414 // use skin 1 instead)
9415 texture = surfacelist[i]->texture;
9416 rsurface.texture = R_GetCurrentTexture(texture);
9417 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9419 // if this texture is not the kind we want, skip ahead to the next one
9420 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9424 if(FAKELIGHT_ENABLED || depthonly || prepass)
9426 rsurface.lightmaptexture = NULL;
9427 rsurface.deluxemaptexture = NULL;
9428 rsurface.uselightmaptexture = false;
9429 // simply scan ahead until we find a different texture or lightmap state
9430 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9435 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9436 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9437 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9438 // simply scan ahead until we find a different texture or lightmap state
9439 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9442 // render the range of surfaces
9443 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
9445 R_FrameData_ReturnToMark();
9448 float locboxvertex3f[6*4*3] =
9450 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9451 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9452 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9453 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9454 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9455 1,0,0, 0,0,0, 0,1,0, 1,1,0
9458 unsigned short locboxelements[6*2*3] =
9468 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9471 cl_locnode_t *loc = (cl_locnode_t *)ent;
9473 float vertex3f[6*4*3];
9475 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9476 GL_DepthMask(false);
9477 GL_DepthRange(0, 1);
9478 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9480 GL_CullFace(GL_NONE);
9481 R_EntityMatrix(&identitymatrix);
9483 // R_Mesh_ResetTextureState();
9486 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9487 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9488 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9489 surfacelist[0] < 0 ? 0.5f : 0.125f);
9491 if (VectorCompare(loc->mins, loc->maxs))
9493 VectorSet(size, 2, 2, 2);
9494 VectorMA(loc->mins, -0.5f, size, mins);
9498 VectorCopy(loc->mins, mins);
9499 VectorSubtract(loc->maxs, loc->mins, size);
9502 for (i = 0;i < 6*4*3;)
9503 for (j = 0;j < 3;j++, i++)
9504 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9506 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9507 R_SetupShader_Generic_NoTexture(false, false);
9508 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9511 void R_DrawLocs(void)
9514 cl_locnode_t *loc, *nearestloc;
9516 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9517 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9519 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9520 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9524 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9526 if (decalsystem->decals)
9527 Mem_Free(decalsystem->decals);
9528 memset(decalsystem, 0, sizeof(*decalsystem));
9531 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)
9537 // expand or initialize the system
9538 if (decalsystem->maxdecals <= decalsystem->numdecals)
9540 decalsystem_t old = *decalsystem;
9541 qboolean useshortelements;
9542 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9543 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9544 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)));
9545 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9546 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9547 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9548 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9549 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9550 if (decalsystem->numdecals)
9551 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9553 Mem_Free(old.decals);
9554 for (i = 0;i < decalsystem->maxdecals*3;i++)
9555 decalsystem->element3i[i] = i;
9556 if (useshortelements)
9557 for (i = 0;i < decalsystem->maxdecals*3;i++)
9558 decalsystem->element3s[i] = i;
9561 // grab a decal and search for another free slot for the next one
9562 decals = decalsystem->decals;
9563 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9564 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9566 decalsystem->freedecal = i;
9567 if (decalsystem->numdecals <= i)
9568 decalsystem->numdecals = i + 1;
9570 // initialize the decal
9572 decal->triangleindex = triangleindex;
9573 decal->surfaceindex = surfaceindex;
9574 decal->decalsequence = decalsequence;
9575 decal->color4f[0][0] = c0[0];
9576 decal->color4f[0][1] = c0[1];
9577 decal->color4f[0][2] = c0[2];
9578 decal->color4f[0][3] = 1;
9579 decal->color4f[1][0] = c1[0];
9580 decal->color4f[1][1] = c1[1];
9581 decal->color4f[1][2] = c1[2];
9582 decal->color4f[1][3] = 1;
9583 decal->color4f[2][0] = c2[0];
9584 decal->color4f[2][1] = c2[1];
9585 decal->color4f[2][2] = c2[2];
9586 decal->color4f[2][3] = 1;
9587 decal->vertex3f[0][0] = v0[0];
9588 decal->vertex3f[0][1] = v0[1];
9589 decal->vertex3f[0][2] = v0[2];
9590 decal->vertex3f[1][0] = v1[0];
9591 decal->vertex3f[1][1] = v1[1];
9592 decal->vertex3f[1][2] = v1[2];
9593 decal->vertex3f[2][0] = v2[0];
9594 decal->vertex3f[2][1] = v2[1];
9595 decal->vertex3f[2][2] = v2[2];
9596 decal->texcoord2f[0][0] = t0[0];
9597 decal->texcoord2f[0][1] = t0[1];
9598 decal->texcoord2f[1][0] = t1[0];
9599 decal->texcoord2f[1][1] = t1[1];
9600 decal->texcoord2f[2][0] = t2[0];
9601 decal->texcoord2f[2][1] = t2[1];
9602 TriangleNormal(v0, v1, v2, decal->plane);
9603 VectorNormalize(decal->plane);
9604 decal->plane[3] = DotProduct(v0, decal->plane);
9607 extern cvar_t cl_decals_bias;
9608 extern cvar_t cl_decals_models;
9609 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9610 // baseparms, parms, temps
9611 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)
9616 const float *vertex3f;
9617 const float *normal3f;
9619 float points[2][9][3];
9626 e = rsurface.modelelement3i + 3*triangleindex;
9628 vertex3f = rsurface.modelvertex3f;
9629 normal3f = rsurface.modelnormal3f;
9633 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9635 index = 3*e[cornerindex];
9636 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9641 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9643 index = 3*e[cornerindex];
9644 VectorCopy(vertex3f + index, v[cornerindex]);
9649 //TriangleNormal(v[0], v[1], v[2], normal);
9650 //if (DotProduct(normal, localnormal) < 0.0f)
9652 // clip by each of the box planes formed from the projection matrix
9653 // if anything survives, we emit the decal
9654 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]);
9657 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]);
9660 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]);
9663 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]);
9666 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]);
9669 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]);
9672 // some part of the triangle survived, so we have to accept it...
9675 // dynamic always uses the original triangle
9677 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9679 index = 3*e[cornerindex];
9680 VectorCopy(vertex3f + index, v[cornerindex]);
9683 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9685 // convert vertex positions to texcoords
9686 Matrix4x4_Transform(projection, v[cornerindex], temp);
9687 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9688 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9689 // calculate distance fade from the projection origin
9690 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9691 f = bound(0.0f, f, 1.0f);
9692 c[cornerindex][0] = r * f;
9693 c[cornerindex][1] = g * f;
9694 c[cornerindex][2] = b * f;
9695 c[cornerindex][3] = 1.0f;
9696 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9699 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);
9701 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9702 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);
9704 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)
9706 matrix4x4_t projection;
9707 decalsystem_t *decalsystem;
9710 const msurface_t *surface;
9711 const msurface_t *surfaces;
9712 const int *surfacelist;
9713 const texture_t *texture;
9716 int surfacelistindex;
9719 float localorigin[3];
9720 float localnormal[3];
9728 int bih_triangles_count;
9729 int bih_triangles[256];
9730 int bih_surfaces[256];
9732 decalsystem = &ent->decalsystem;
9734 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9736 R_DecalSystem_Reset(&ent->decalsystem);
9740 if (!model->brush.data_leafs && !cl_decals_models.integer)
9742 if (decalsystem->model)
9743 R_DecalSystem_Reset(decalsystem);
9747 if (decalsystem->model != model)
9748 R_DecalSystem_Reset(decalsystem);
9749 decalsystem->model = model;
9751 RSurf_ActiveModelEntity(ent, true, false, false);
9753 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9754 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9755 VectorNormalize(localnormal);
9756 localsize = worldsize*rsurface.inversematrixscale;
9757 localmins[0] = localorigin[0] - localsize;
9758 localmins[1] = localorigin[1] - localsize;
9759 localmins[2] = localorigin[2] - localsize;
9760 localmaxs[0] = localorigin[0] + localsize;
9761 localmaxs[1] = localorigin[1] + localsize;
9762 localmaxs[2] = localorigin[2] + localsize;
9764 //VectorCopy(localnormal, planes[4]);
9765 //VectorVectors(planes[4], planes[2], planes[0]);
9766 AnglesFromVectors(angles, localnormal, NULL, false);
9767 AngleVectors(angles, planes[0], planes[2], planes[4]);
9768 VectorNegate(planes[0], planes[1]);
9769 VectorNegate(planes[2], planes[3]);
9770 VectorNegate(planes[4], planes[5]);
9771 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9772 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9773 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9774 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9775 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9776 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9781 matrix4x4_t forwardprojection;
9782 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9783 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9788 float projectionvector[4][3];
9789 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9790 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9791 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9792 projectionvector[0][0] = planes[0][0] * ilocalsize;
9793 projectionvector[0][1] = planes[1][0] * ilocalsize;
9794 projectionvector[0][2] = planes[2][0] * ilocalsize;
9795 projectionvector[1][0] = planes[0][1] * ilocalsize;
9796 projectionvector[1][1] = planes[1][1] * ilocalsize;
9797 projectionvector[1][2] = planes[2][1] * ilocalsize;
9798 projectionvector[2][0] = planes[0][2] * ilocalsize;
9799 projectionvector[2][1] = planes[1][2] * ilocalsize;
9800 projectionvector[2][2] = planes[2][2] * ilocalsize;
9801 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9802 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9803 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9804 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9808 dynamic = model->surfmesh.isanimated;
9809 numsurfacelist = model->nummodelsurfaces;
9810 surfacelist = model->sortedmodelsurfaces;
9811 surfaces = model->data_surfaces;
9814 bih_triangles_count = -1;
9817 if(model->render_bih.numleafs)
9818 bih = &model->render_bih;
9819 else if(model->collision_bih.numleafs)
9820 bih = &model->collision_bih;
9823 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9824 if(bih_triangles_count == 0)
9826 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9828 if(bih_triangles_count > 0)
9830 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9832 surfaceindex = bih_surfaces[triangleindex];
9833 surface = surfaces + surfaceindex;
9834 texture = surface->texture;
9835 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9837 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9839 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9844 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9846 surfaceindex = surfacelist[surfacelistindex];
9847 surface = surfaces + surfaceindex;
9848 // check cull box first because it rejects more than any other check
9849 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9851 // skip transparent surfaces
9852 texture = surface->texture;
9853 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9855 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9857 numtriangles = surface->num_triangles;
9858 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9859 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9864 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9865 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)
9867 int renderentityindex;
9870 entity_render_t *ent;
9872 if (!cl_decals_newsystem.integer)
9875 worldmins[0] = worldorigin[0] - worldsize;
9876 worldmins[1] = worldorigin[1] - worldsize;
9877 worldmins[2] = worldorigin[2] - worldsize;
9878 worldmaxs[0] = worldorigin[0] + worldsize;
9879 worldmaxs[1] = worldorigin[1] + worldsize;
9880 worldmaxs[2] = worldorigin[2] + worldsize;
9882 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9884 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9886 ent = r_refdef.scene.entities[renderentityindex];
9887 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9890 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9894 typedef struct r_decalsystem_splatqueue_s
9901 unsigned int decalsequence;
9903 r_decalsystem_splatqueue_t;
9905 int r_decalsystem_numqueued = 0;
9906 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9908 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)
9910 r_decalsystem_splatqueue_t *queue;
9912 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9915 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9916 VectorCopy(worldorigin, queue->worldorigin);
9917 VectorCopy(worldnormal, queue->worldnormal);
9918 Vector4Set(queue->color, r, g, b, a);
9919 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9920 queue->worldsize = worldsize;
9921 queue->decalsequence = cl.decalsequence++;
9924 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9927 r_decalsystem_splatqueue_t *queue;
9929 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9930 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);
9931 r_decalsystem_numqueued = 0;
9934 extern cvar_t cl_decals_max;
9935 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9938 decalsystem_t *decalsystem = &ent->decalsystem;
9940 unsigned int killsequence;
9945 if (!decalsystem->numdecals)
9948 if (r_showsurfaces.integer)
9951 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9953 R_DecalSystem_Reset(decalsystem);
9957 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9958 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9960 if (decalsystem->lastupdatetime)
9961 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9964 decalsystem->lastupdatetime = r_refdef.scene.time;
9965 numdecals = decalsystem->numdecals;
9967 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9969 if (decal->color4f[0][3])
9971 decal->lived += frametime;
9972 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9974 memset(decal, 0, sizeof(*decal));
9975 if (decalsystem->freedecal > i)
9976 decalsystem->freedecal = i;
9980 decal = decalsystem->decals;
9981 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9984 // collapse the array by shuffling the tail decals into the gaps
9987 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9988 decalsystem->freedecal++;
9989 if (decalsystem->freedecal == numdecals)
9991 decal[decalsystem->freedecal] = decal[--numdecals];
9994 decalsystem->numdecals = numdecals;
9998 // if there are no decals left, reset decalsystem
9999 R_DecalSystem_Reset(decalsystem);
10003 extern skinframe_t *decalskinframe;
10004 static void R_DrawModelDecals_Entity(entity_render_t *ent)
10007 decalsystem_t *decalsystem = &ent->decalsystem;
10016 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
10019 numdecals = decalsystem->numdecals;
10023 if (r_showsurfaces.integer)
10026 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
10028 R_DecalSystem_Reset(decalsystem);
10032 // if the model is static it doesn't matter what value we give for
10033 // wantnormals and wanttangents, so this logic uses only rules applicable
10034 // to a model, knowing that they are meaningless otherwise
10035 RSurf_ActiveModelEntity(ent, false, false, false);
10037 decalsystem->lastupdatetime = r_refdef.scene.time;
10039 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
10041 // update vertex positions for animated models
10042 v3f = decalsystem->vertex3f;
10043 c4f = decalsystem->color4f;
10044 t2f = decalsystem->texcoord2f;
10045 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
10047 if (!decal->color4f[0][3])
10050 if (surfacevisible && !surfacevisible[decal->surfaceindex])
10054 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
10057 // update color values for fading decals
10058 if (decal->lived >= cl_decals_time.value)
10059 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
10063 c4f[ 0] = decal->color4f[0][0] * alpha;
10064 c4f[ 1] = decal->color4f[0][1] * alpha;
10065 c4f[ 2] = decal->color4f[0][2] * alpha;
10067 c4f[ 4] = decal->color4f[1][0] * alpha;
10068 c4f[ 5] = decal->color4f[1][1] * alpha;
10069 c4f[ 6] = decal->color4f[1][2] * alpha;
10071 c4f[ 8] = decal->color4f[2][0] * alpha;
10072 c4f[ 9] = decal->color4f[2][1] * alpha;
10073 c4f[10] = decal->color4f[2][2] * alpha;
10076 t2f[0] = decal->texcoord2f[0][0];
10077 t2f[1] = decal->texcoord2f[0][1];
10078 t2f[2] = decal->texcoord2f[1][0];
10079 t2f[3] = decal->texcoord2f[1][1];
10080 t2f[4] = decal->texcoord2f[2][0];
10081 t2f[5] = decal->texcoord2f[2][1];
10083 // update vertex positions for animated models
10084 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
10086 e = rsurface.modelelement3i + 3*decal->triangleindex;
10087 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
10088 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
10089 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
10093 VectorCopy(decal->vertex3f[0], v3f);
10094 VectorCopy(decal->vertex3f[1], v3f + 3);
10095 VectorCopy(decal->vertex3f[2], v3f + 6);
10098 if (r_refdef.fogenabled)
10100 alpha = RSurf_FogVertex(v3f);
10101 VectorScale(c4f, alpha, c4f);
10102 alpha = RSurf_FogVertex(v3f + 3);
10103 VectorScale(c4f + 4, alpha, c4f + 4);
10104 alpha = RSurf_FogVertex(v3f + 6);
10105 VectorScale(c4f + 8, alpha, c4f + 8);
10116 r_refdef.stats[r_stat_drawndecals] += numtris;
10118 // now render the decals all at once
10119 // (this assumes they all use one particle font texture!)
10120 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);
10121 // R_Mesh_ResetTextureState();
10122 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
10123 GL_DepthMask(false);
10124 GL_DepthRange(0, 1);
10125 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
10126 GL_DepthTest(true);
10127 GL_CullFace(GL_NONE);
10128 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
10129 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
10130 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
10134 static void R_DrawModelDecals(void)
10138 // fade faster when there are too many decals
10139 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
10140 for (i = 0;i < r_refdef.scene.numentities;i++)
10141 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
10143 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
10144 for (i = 0;i < r_refdef.scene.numentities;i++)
10145 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
10146 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
10148 R_DecalSystem_ApplySplatEntitiesQueue();
10150 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
10151 for (i = 0;i < r_refdef.scene.numentities;i++)
10152 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
10154 r_refdef.stats[r_stat_totaldecals] += numdecals;
10156 if (r_showsurfaces.integer)
10159 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
10161 for (i = 0;i < r_refdef.scene.numentities;i++)
10163 if (!r_refdef.viewcache.entityvisible[i])
10165 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
10166 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
10170 extern cvar_t mod_collision_bih;
10171 static void R_DrawDebugModel(void)
10173 entity_render_t *ent = rsurface.entity;
10174 int i, j, flagsmask;
10175 const msurface_t *surface;
10176 dp_model_t *model = ent->model;
10178 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
10181 if (r_showoverdraw.value > 0)
10183 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
10184 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
10185 R_SetupShader_Generic_NoTexture(false, false);
10186 GL_DepthTest(false);
10187 GL_DepthMask(false);
10188 GL_DepthRange(0, 1);
10189 GL_BlendFunc(GL_ONE, GL_ONE);
10190 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10192 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10194 rsurface.texture = R_GetCurrentTexture(surface->texture);
10195 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10197 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
10198 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10199 if (!rsurface.texture->currentlayers->depthmask)
10200 GL_Color(c, 0, 0, 1.0f);
10201 else if (ent == r_refdef.scene.worldentity)
10202 GL_Color(c, c, c, 1.0f);
10204 GL_Color(0, c, 0, 1.0f);
10205 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10209 rsurface.texture = NULL;
10212 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
10214 // R_Mesh_ResetTextureState();
10215 R_SetupShader_Generic_NoTexture(false, false);
10216 GL_DepthRange(0, 1);
10217 GL_DepthTest(!r_showdisabledepthtest.integer);
10218 GL_DepthMask(false);
10219 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10221 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
10225 qboolean cullbox = false;
10226 const q3mbrush_t *brush;
10227 const bih_t *bih = &model->collision_bih;
10228 const bih_leaf_t *bihleaf;
10229 float vertex3f[3][3];
10230 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
10231 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
10233 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
10235 switch (bihleaf->type)
10238 brush = model->brush.data_brushes + bihleaf->itemindex;
10239 if (brush->colbrushf && brush->colbrushf->numtriangles)
10241 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);
10242 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
10243 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
10246 case BIH_COLLISIONTRIANGLE:
10247 triangleindex = bihleaf->itemindex;
10248 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
10249 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
10250 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
10251 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);
10252 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
10253 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
10255 case BIH_RENDERTRIANGLE:
10256 triangleindex = bihleaf->itemindex;
10257 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
10258 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
10259 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
10260 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);
10261 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
10262 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
10268 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10271 if (r_showtris.value > 0 && qglPolygonMode)
10273 if (r_showdisabledepthtest.integer)
10275 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10276 GL_DepthMask(false);
10280 GL_BlendFunc(GL_ONE, GL_ZERO);
10281 GL_DepthMask(true);
10283 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
10284 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10286 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10288 rsurface.texture = R_GetCurrentTexture(surface->texture);
10289 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10291 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10292 if (!rsurface.texture->currentlayers->depthmask)
10293 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
10294 else if (ent == r_refdef.scene.worldentity)
10295 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
10297 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
10298 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10302 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
10303 rsurface.texture = NULL;
10307 // FIXME! implement r_shownormals with just triangles
10308 if (r_shownormals.value != 0 && qglBegin)
10312 if (r_showdisabledepthtest.integer)
10314 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10315 GL_DepthMask(false);
10319 GL_BlendFunc(GL_ONE, GL_ZERO);
10320 GL_DepthMask(true);
10322 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10324 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10326 rsurface.texture = R_GetCurrentTexture(surface->texture);
10327 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10329 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10330 qglBegin(GL_LINES);
10331 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10333 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10335 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10336 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10337 qglVertex3f(v[0], v[1], v[2]);
10338 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10339 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10340 qglVertex3f(v[0], v[1], v[2]);
10343 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10345 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10347 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10348 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10349 qglVertex3f(v[0], v[1], v[2]);
10350 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10351 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10352 qglVertex3f(v[0], v[1], v[2]);
10355 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10357 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10359 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10360 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10361 qglVertex3f(v[0], v[1], v[2]);
10362 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10363 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10364 qglVertex3f(v[0], v[1], v[2]);
10367 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10369 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10371 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10372 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10373 qglVertex3f(v[0], v[1], v[2]);
10374 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10375 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10376 qglVertex3f(v[0], v[1], v[2]);
10383 rsurface.texture = NULL;
10389 int r_maxsurfacelist = 0;
10390 const msurface_t **r_surfacelist = NULL;
10391 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
10393 int i, j, endj, flagsmask;
10394 dp_model_t *model = ent->model;
10395 msurface_t *surfaces;
10396 unsigned char *update;
10397 int numsurfacelist = 0;
10401 if (r_maxsurfacelist < model->num_surfaces)
10403 r_maxsurfacelist = model->num_surfaces;
10405 Mem_Free((msurface_t **)r_surfacelist);
10406 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10409 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10410 RSurf_ActiveModelEntity(ent, false, false, false);
10412 RSurf_ActiveModelEntity(ent, true, true, true);
10413 else if (depthonly)
10414 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10416 RSurf_ActiveModelEntity(ent, true, true, false);
10418 surfaces = model->data_surfaces;
10419 update = model->brushq1.lightmapupdateflags;
10421 // update light styles
10422 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10424 model_brush_lightstyleinfo_t *style;
10425 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10427 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10429 int *list = style->surfacelist;
10430 style->value = r_refdef.scene.lightstylevalue[style->style];
10431 for (j = 0;j < style->numsurfaces;j++)
10432 update[list[j]] = true;
10437 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10441 R_DrawDebugModel();
10442 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10446 rsurface.lightmaptexture = NULL;
10447 rsurface.deluxemaptexture = NULL;
10448 rsurface.uselightmaptexture = false;
10449 rsurface.texture = NULL;
10450 rsurface.rtlight = NULL;
10451 numsurfacelist = 0;
10452 // add visible surfaces to draw list
10453 if (ent == r_refdef.scene.worldentity)
10455 // for the world entity, check surfacevisible
10456 for (i = 0;i < model->nummodelsurfaces;i++)
10458 j = model->sortedmodelsurfaces[i];
10459 if (r_refdef.viewcache.world_surfacevisible[j])
10460 r_surfacelist[numsurfacelist++] = surfaces + j;
10465 // add all surfaces
10466 for (i = 0; i < model->nummodelsurfaces; i++)
10467 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10469 // don't do anything if there were no surfaces
10470 if (!numsurfacelist)
10472 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10475 // update lightmaps if needed
10479 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10484 R_BuildLightMap(ent, surfaces + j);
10489 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
10491 // add to stats if desired
10492 if (r_speeds.integer && !skysurfaces && !depthonly)
10494 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10495 for (j = 0;j < numsurfacelist;j++)
10496 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10499 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10502 void R_DebugLine(vec3_t start, vec3_t end)
10504 dp_model_t *mod = CL_Mesh_UI();
10506 int e0, e1, e2, e3;
10507 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10508 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10509 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10512 // transform to screen coords first
10513 Vector4Set(w[0], start[0], start[1], start[2], 1);
10514 Vector4Set(w[1], end[0], end[1], end[2], 1);
10515 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10516 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10517 x1 = s[0][0] * vid_conwidth.value / vid.width;
10518 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10519 x2 = s[1][0] * vid_conwidth.value / vid.width;
10520 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10521 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10523 // add the line to the UI mesh for drawing later
10525 // width is measured in real pixels
10526 if (fabs(x2 - x1) > fabs(y2 - y1))
10529 offsety = 0.5f * width * vid_conheight.value / vid.height;
10533 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10536 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true);
10537 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10538 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10539 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10540 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10541 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10542 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10547 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10550 static texture_t texture;
10551 static msurface_t surface;
10552 const msurface_t *surfacelist = &surface;
10554 // fake enough texture and surface state to render this geometry
10556 texture.update_lastrenderframe = -1; // regenerate this texture
10557 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10558 texture.basealpha = 1.0f;
10559 texture.currentskinframe = skinframe;
10560 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10561 texture.offsetmapping = OFFSETMAPPING_OFF;
10562 texture.offsetscale = 1;
10563 texture.specularscalemod = 1;
10564 texture.specularpowermod = 1;
10565 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10566 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10567 // JUST GREP FOR "specularscalemod = 1".
10569 for (q = 0; q < 3; q++)
10571 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10572 texture.render_modellight_lightdir[q] = q == 2;
10573 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10574 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10575 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10576 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10577 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10578 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10579 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10580 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10582 texture.currentalpha = 1.0f;
10584 surface.texture = &texture;
10585 surface.num_triangles = numtriangles;
10586 surface.num_firsttriangle = firsttriangle;
10587 surface.num_vertices = numvertices;
10588 surface.num_firstvertex = firstvertex;
10591 rsurface.texture = R_GetCurrentTexture(surface.texture);
10592 rsurface.lightmaptexture = NULL;
10593 rsurface.deluxemaptexture = NULL;
10594 rsurface.uselightmaptexture = false;
10595 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10598 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)
10600 static msurface_t surface;
10601 const msurface_t *surfacelist = &surface;
10603 // fake enough texture and surface state to render this geometry
10604 surface.texture = texture;
10605 surface.num_triangles = numtriangles;
10606 surface.num_firsttriangle = firsttriangle;
10607 surface.num_vertices = numvertices;
10608 surface.num_firstvertex = firstvertex;
10611 rsurface.texture = R_GetCurrentTexture(surface.texture);
10612 rsurface.lightmaptexture = NULL;
10613 rsurface.deluxemaptexture = NULL;
10614 rsurface.uselightmaptexture = false;
10615 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);