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.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 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"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 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)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 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)"};
88 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)"};
89 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)"};
90 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)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 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)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 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"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 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"};
119 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"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
852 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
855 "#ifdef USEDIFFUSE\n"
856 " // get the surface normal and the gloss color\n"
857 "# ifdef USEVERTEXTEXTUREBLEND\n"
858 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
859 "# ifdef USESPECULAR\n"
860 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
863 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
864 "# ifdef USESPECULAR\n"
865 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
872 "#ifdef MODE_LIGHTSOURCE\n"
875 " // calculate surface normal, light normal, and specular normal\n"
876 " // compute color intensity for the two textures (colormap and glossmap)\n"
877 " // scale by light color and attenuation as efficiently as possible\n"
878 " // (do as much scalar math as possible rather than vector math)\n"
879 "# ifdef USEDIFFUSE\n"
880 " // get the light normal\n"
881 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
883 "# ifdef USESPECULAR\n"
884 " // calculate directional shading\n"
885 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
887 "# ifdef USEDIFFUSE\n"
888 " // calculate directional shading\n"
889 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
891 " // calculate directionless shading\n"
892 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
896 "# ifdef USECUBEFILTER\n"
897 " // apply light cubemap filter\n"
898 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
899 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
901 "#endif // MODE_LIGHTSOURCE\n"
906 "#ifdef MODE_LIGHTDIRECTION\n"
907 " // directional model lighting\n"
908 "# ifdef USEDIFFUSE\n"
909 " // get the light normal\n"
910 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
912 "# ifdef USESPECULAR\n"
913 " // calculate directional shading\n"
914 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
915 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
917 "# ifdef USEDIFFUSE\n"
919 " // calculate directional shading\n"
920 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
922 " color.rgb *= AmbientColor;\n"
925 "#endif // MODE_LIGHTDIRECTION\n"
930 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
931 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
933 " // get the light normal\n"
934 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
935 " myhalf3 diffusenormal;\n"
936 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
937 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
938 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
939 " // calculate directional shading\n"
940 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
941 "# ifdef USESPECULAR\n"
942 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
945 " // apply lightmap color\n"
946 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
947 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
952 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
953 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
955 " // get the light normal\n"
956 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
957 " // calculate directional shading\n"
958 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
959 "# ifdef USESPECULAR\n"
960 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
963 " // apply lightmap color\n"
964 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
965 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
970 "#ifdef MODE_LIGHTMAP\n"
971 " // apply lightmap color\n"
972 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
973 "#endif // MODE_LIGHTMAP\n"
978 "#ifdef MODE_VERTEXCOLOR\n"
979 " // apply lightmap color\n"
980 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
981 "#endif // MODE_VERTEXCOLOR\n"
986 "#ifdef MODE_FLATCOLOR\n"
987 "#endif // MODE_FLATCOLOR\n"
995 " color *= TintColor;\n"
998 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1001 "#ifdef USECONTRASTBOOST\n"
1002 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1005 " color.rgb *= SceneBrightness;\n"
1007 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1009 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1012 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1013 "#ifdef USEREFLECTION\n"
1014 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1015 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1016 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1017 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1020 " gl_FragColor = vec4(color);\n"
1022 "#endif // !MODE_REFRACTION\n"
1023 "#endif // !MODE_WATER\n"
1025 "#endif // FRAGMENT_SHADER\n"
1027 "#endif // !MODE_GENERIC\n"
1028 "#endif // !MODE_POSTPROCESS\n"
1029 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1032 typedef struct shaderpermutationinfo_s
1034 const char *pretext;
1037 shaderpermutationinfo_t;
1039 typedef struct shadermodeinfo_s
1041 const char *vertexfilename;
1042 const char *geometryfilename;
1043 const char *fragmentfilename;
1044 const char *pretext;
1049 typedef enum shaderpermutation_e
1051 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1052 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1053 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1054 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1055 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1056 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1057 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1058 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1059 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1060 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1061 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1062 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1063 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1064 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1065 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1067 shaderpermutation_t;
1069 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1070 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1072 {"#define USEDIFFUSE\n", " diffuse"},
1073 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1074 {"#define USECOLORMAPPING\n", " colormapping"},
1075 {"#define USECONTRASTBOOST\n", " contrastboost"},
1076 {"#define USEFOG\n", " fog"},
1077 {"#define USECUBEFILTER\n", " cubefilter"},
1078 {"#define USEGLOW\n", " glow"},
1079 {"#define USESPECULAR\n", " specular"},
1080 {"#define USEREFLECTION\n", " reflection"},
1081 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1082 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1083 {"#define USEGAMMARAMPS\n", " gammaramps"},
1084 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1087 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1088 typedef enum shadermode_e
1090 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1091 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1092 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1093 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1094 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1095 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1096 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1097 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1098 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1099 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1100 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1101 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1106 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1107 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1109 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1110 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1111 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1112 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1113 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1114 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1115 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1116 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1117 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1118 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1119 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1120 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1123 typedef struct r_glsl_permutation_s
1125 // indicates if we have tried compiling this permutation already
1127 // 0 if compilation failed
1129 // locations of detected uniforms in program object, or -1 if not found
1130 int loc_Texture_First;
1131 int loc_Texture_Second;
1132 int loc_Texture_GammaRamps;
1133 int loc_Texture_Normal;
1134 int loc_Texture_Color;
1135 int loc_Texture_Gloss;
1136 int loc_Texture_Glow;
1137 int loc_Texture_SecondaryNormal;
1138 int loc_Texture_SecondaryColor;
1139 int loc_Texture_SecondaryGloss;
1140 int loc_Texture_SecondaryGlow;
1141 int loc_Texture_Pants;
1142 int loc_Texture_Shirt;
1143 int loc_Texture_FogMask;
1144 int loc_Texture_Lightmap;
1145 int loc_Texture_Deluxemap;
1146 int loc_Texture_Attenuation;
1147 int loc_Texture_Cube;
1148 int loc_Texture_Refraction;
1149 int loc_Texture_Reflection;
1151 int loc_LightPosition;
1152 int loc_EyePosition;
1153 int loc_Color_Pants;
1154 int loc_Color_Shirt;
1155 int loc_FogRangeRecip;
1156 int loc_AmbientScale;
1157 int loc_DiffuseScale;
1158 int loc_SpecularScale;
1159 int loc_SpecularPower;
1161 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1162 int loc_OffsetMapping_Scale;
1164 int loc_AmbientColor;
1165 int loc_DiffuseColor;
1166 int loc_SpecularColor;
1168 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1169 int loc_GammaCoeff; // 1 / gamma
1170 int loc_DistortScaleRefractReflect;
1171 int loc_ScreenScaleRefractReflect;
1172 int loc_ScreenCenterRefractReflect;
1173 int loc_RefractColor;
1174 int loc_ReflectColor;
1175 int loc_ReflectFactor;
1176 int loc_ReflectOffset;
1184 r_glsl_permutation_t;
1186 // information about each possible shader permutation
1187 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1188 // currently selected permutation
1189 r_glsl_permutation_t *r_glsl_permutation;
1191 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1194 if (!filename || !filename[0])
1196 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1199 if (printfromdisknotice)
1200 Con_DPrint("from disk... ");
1201 return shaderstring;
1203 else if (!strcmp(filename, "glsl/default.glsl"))
1205 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1206 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1208 return shaderstring;
1211 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1214 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1215 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1216 int vertstrings_count = 0;
1217 int geomstrings_count = 0;
1218 int fragstrings_count = 0;
1219 char *vertexstring, *geometrystring, *fragmentstring;
1220 const char *vertstrings_list[32+3];
1221 const char *geomstrings_list[32+3];
1222 const char *fragstrings_list[32+3];
1223 char permutationname[256];
1230 permutationname[0] = 0;
1231 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1232 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1233 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1235 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1237 // the first pretext is which type of shader to compile as
1238 // (later these will all be bound together as a program object)
1239 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1240 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1241 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1243 // the second pretext is the mode (for example a light source)
1244 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1245 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1246 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1247 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1249 // now add all the permutation pretexts
1250 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1252 if (permutation & (1<<i))
1254 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1255 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1256 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1257 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1261 // keep line numbers correct
1262 vertstrings_list[vertstrings_count++] = "\n";
1263 geomstrings_list[geomstrings_count++] = "\n";
1264 fragstrings_list[fragstrings_count++] = "\n";
1268 // now append the shader text itself
1269 vertstrings_list[vertstrings_count++] = vertexstring;
1270 geomstrings_list[geomstrings_count++] = geometrystring;
1271 fragstrings_list[fragstrings_count++] = fragmentstring;
1273 // if any sources were NULL, clear the respective list
1275 vertstrings_count = 0;
1276 if (!geometrystring)
1277 geomstrings_count = 0;
1278 if (!fragmentstring)
1279 fragstrings_count = 0;
1281 // compile the shader program
1282 if (vertstrings_count + geomstrings_count + fragstrings_count)
1283 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1287 qglUseProgramObjectARB(p->program);CHECKGLERROR
1288 // look up all the uniform variable names we care about, so we don't
1289 // have to look them up every time we set them
1290 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1291 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1292 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1293 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1294 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1295 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1296 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1297 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1298 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1299 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1300 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1301 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1302 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1303 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1304 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1305 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1306 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1307 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1308 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1309 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1310 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1311 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1312 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1313 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1314 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1315 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1316 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1317 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1318 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1319 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1320 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1321 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1322 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1323 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1324 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1325 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1326 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1327 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1328 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1329 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1330 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1331 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1332 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1333 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1334 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1335 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1336 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1337 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1338 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1339 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1340 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1341 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1342 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1343 // initialize the samplers to refer to the texture units we use
1344 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1345 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1346 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1347 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1348 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1349 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1350 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1351 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1352 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1353 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1354 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1355 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1356 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1357 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1358 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1359 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1360 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1361 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1362 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1363 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1365 if (developer.integer)
1366 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1369 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1373 Mem_Free(vertexstring);
1375 Mem_Free(geometrystring);
1377 Mem_Free(fragmentstring);
1380 void R_GLSL_Restart_f(void)
1383 shaderpermutation_t permutation;
1384 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1385 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1386 if (r_glsl_permutations[mode][permutation].program)
1387 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1388 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1391 void R_GLSL_DumpShader_f(void)
1395 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1398 Con_Printf("failed to write to glsl/default.glsl\n");
1402 FS_Print(file, "// The engine may define the following macros:\n");
1403 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1404 for (i = 0;i < SHADERMODE_COUNT;i++)
1405 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1406 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1407 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1408 FS_Print(file, "\n");
1409 FS_Print(file, builtinshaderstring);
1412 Con_Printf("glsl/default.glsl written\n");
1415 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1417 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1418 if (r_glsl_permutation != perm)
1420 r_glsl_permutation = perm;
1421 if (!r_glsl_permutation->program)
1423 if (!r_glsl_permutation->compiled)
1424 R_GLSL_CompilePermutation(mode, permutation);
1425 if (!r_glsl_permutation->program)
1427 // remove features until we find a valid permutation
1429 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1431 // reduce i more quickly whenever it would not remove any bits
1432 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1433 if (!(permutation & j))
1436 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1437 if (!r_glsl_permutation->compiled)
1438 R_GLSL_CompilePermutation(mode, permutation);
1439 if (r_glsl_permutation->program)
1442 if (i >= SHADERPERMUTATION_COUNT)
1444 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1445 Cvar_SetValueQuick(&r_glsl, 0);
1446 R_GLSL_Restart_f(); // unload shaders
1447 return; // no bit left to clear
1452 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1456 void R_SetupGenericShader(qboolean usetexture)
1458 if (gl_support_fragment_shader)
1460 if (r_glsl.integer && r_glsl_usegeneric.integer)
1461 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1462 else if (r_glsl_permutation)
1464 r_glsl_permutation = NULL;
1465 qglUseProgramObjectARB(0);CHECKGLERROR
1470 void R_SetupGenericTwoTextureShader(int texturemode)
1472 if (gl_support_fragment_shader)
1474 if (r_glsl.integer && r_glsl_usegeneric.integer)
1475 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1476 else if (r_glsl_permutation)
1478 r_glsl_permutation = NULL;
1479 qglUseProgramObjectARB(0);CHECKGLERROR
1482 if (!r_glsl_permutation)
1484 if (texturemode == GL_DECAL && gl_combine.integer)
1485 texturemode = GL_INTERPOLATE_ARB;
1486 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1490 void R_SetupDepthOrShadowShader(void)
1492 if (gl_support_fragment_shader)
1494 if (r_glsl.integer && r_glsl_usegeneric.integer)
1495 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1496 else if (r_glsl_permutation)
1498 r_glsl_permutation = NULL;
1499 qglUseProgramObjectARB(0);CHECKGLERROR
1504 extern rtexture_t *r_shadow_attenuationgradienttexture;
1505 extern rtexture_t *r_shadow_attenuation2dtexture;
1506 extern rtexture_t *r_shadow_attenuation3dtexture;
1507 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1509 // select a permutation of the lighting shader appropriate to this
1510 // combination of texture, entity, light source, and fogging, only use the
1511 // minimum features necessary to avoid wasting rendering time in the
1512 // fragment shader on features that are not being used
1513 unsigned int permutation = 0;
1514 shadermode_t mode = 0;
1515 // TODO: implement geometry-shader based shadow volumes someday
1516 if (r_glsl_offsetmapping.integer)
1518 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1519 if (r_glsl_offsetmapping_reliefmapping.integer)
1520 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1522 if (rsurfacepass == RSURFPASS_BACKGROUND)
1524 // distorted background
1525 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1526 mode = SHADERMODE_WATER;
1528 mode = SHADERMODE_REFRACTION;
1530 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1533 mode = SHADERMODE_LIGHTSOURCE;
1534 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1535 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1536 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1537 permutation |= SHADERPERMUTATION_CUBEFILTER;
1538 if (diffusescale > 0)
1539 permutation |= SHADERPERMUTATION_DIFFUSE;
1540 if (specularscale > 0)
1541 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1542 if (r_refdef.fogenabled)
1543 permutation |= SHADERPERMUTATION_FOG;
1544 if (rsurface.texture->colormapping)
1545 permutation |= SHADERPERMUTATION_COLORMAPPING;
1546 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1547 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1549 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1551 // unshaded geometry (fullbright or ambient model lighting)
1552 mode = SHADERMODE_FLATCOLOR;
1553 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1554 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1555 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1556 permutation |= SHADERPERMUTATION_GLOW;
1557 if (r_refdef.fogenabled)
1558 permutation |= SHADERPERMUTATION_FOG;
1559 if (rsurface.texture->colormapping)
1560 permutation |= SHADERPERMUTATION_COLORMAPPING;
1561 if (r_glsl_offsetmapping.integer)
1563 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1564 if (r_glsl_offsetmapping_reliefmapping.integer)
1565 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1567 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1568 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1569 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1570 permutation |= SHADERPERMUTATION_REFLECTION;
1572 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1574 // directional model lighting
1575 mode = SHADERMODE_LIGHTDIRECTION;
1576 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1577 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1578 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1579 permutation |= SHADERPERMUTATION_GLOW;
1580 permutation |= SHADERPERMUTATION_DIFFUSE;
1581 if (specularscale > 0)
1582 permutation |= SHADERPERMUTATION_SPECULAR;
1583 if (r_refdef.fogenabled)
1584 permutation |= SHADERPERMUTATION_FOG;
1585 if (rsurface.texture->colormapping)
1586 permutation |= SHADERPERMUTATION_COLORMAPPING;
1587 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1588 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1589 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1590 permutation |= SHADERPERMUTATION_REFLECTION;
1592 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1594 // ambient model lighting
1595 mode = SHADERMODE_LIGHTDIRECTION;
1596 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1597 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1598 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1599 permutation |= SHADERPERMUTATION_GLOW;
1600 if (r_refdef.fogenabled)
1601 permutation |= SHADERPERMUTATION_FOG;
1602 if (rsurface.texture->colormapping)
1603 permutation |= SHADERPERMUTATION_COLORMAPPING;
1604 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1605 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1606 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1607 permutation |= SHADERPERMUTATION_REFLECTION;
1612 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1614 // deluxemapping (light direction texture)
1615 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1616 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1618 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1619 permutation |= SHADERPERMUTATION_DIFFUSE;
1620 if (specularscale > 0)
1621 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1623 else if (r_glsl_deluxemapping.integer >= 2)
1625 // fake deluxemapping (uniform light direction in tangentspace)
1626 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1627 permutation |= SHADERPERMUTATION_DIFFUSE;
1628 if (specularscale > 0)
1629 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1631 else if (rsurface.uselightmaptexture)
1633 // ordinary lightmapping (q1bsp, q3bsp)
1634 mode = SHADERMODE_LIGHTMAP;
1638 // ordinary vertex coloring (q3bsp)
1639 mode = SHADERMODE_VERTEXCOLOR;
1641 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1642 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1643 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1644 permutation |= SHADERPERMUTATION_GLOW;
1645 if (r_refdef.fogenabled)
1646 permutation |= SHADERPERMUTATION_FOG;
1647 if (rsurface.texture->colormapping)
1648 permutation |= SHADERPERMUTATION_COLORMAPPING;
1649 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1650 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1651 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1652 permutation |= SHADERPERMUTATION_REFLECTION;
1654 R_SetupShader_SetPermutation(mode, permutation);
1655 if (mode == SHADERMODE_LIGHTSOURCE)
1657 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1658 if (permutation & SHADERPERMUTATION_DIFFUSE)
1660 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1661 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1662 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1663 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1667 // ambient only is simpler
1668 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1669 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1670 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1671 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1673 // additive passes are only darkened by fog, not tinted
1674 if (r_glsl_permutation->loc_FogColor >= 0)
1675 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1679 if (mode == SHADERMODE_LIGHTDIRECTION)
1681 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1682 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1683 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1684 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1688 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1689 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1690 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1692 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1693 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1694 // additive passes are only darkened by fog, not tinted
1695 if (r_glsl_permutation->loc_FogColor >= 0)
1697 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1698 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1700 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1702 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1703 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1704 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1705 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1706 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1707 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1708 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1710 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1712 // The formula used is actually:
1713 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1714 // color.rgb *= SceneBrightness;
1716 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1717 // and do [[calculations]] here in the engine
1718 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1719 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1722 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1723 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1724 if (r_glsl_permutation->loc_Color_Pants >= 0)
1726 if (rsurface.texture->currentskinframe->pants)
1727 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1729 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1731 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1733 if (rsurface.texture->currentskinframe->shirt)
1734 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1736 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1738 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1739 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1740 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1744 #define SKINFRAME_HASH 1024
1748 int loadsequence; // incremented each level change
1749 memexpandablearray_t array;
1750 skinframe_t *hash[SKINFRAME_HASH];
1754 void R_SkinFrame_PrepareForPurge(void)
1756 r_skinframe.loadsequence++;
1757 // wrap it without hitting zero
1758 if (r_skinframe.loadsequence >= 200)
1759 r_skinframe.loadsequence = 1;
1762 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1766 // mark the skinframe as used for the purging code
1767 skinframe->loadsequence = r_skinframe.loadsequence;
1770 void R_SkinFrame_Purge(void)
1774 for (i = 0;i < SKINFRAME_HASH;i++)
1776 for (s = r_skinframe.hash[i];s;s = s->next)
1778 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1780 if (s->merged == s->base)
1782 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1783 R_PurgeTexture(s->stain );s->stain = NULL;
1784 R_PurgeTexture(s->merged);s->merged = NULL;
1785 R_PurgeTexture(s->base );s->base = NULL;
1786 R_PurgeTexture(s->pants );s->pants = NULL;
1787 R_PurgeTexture(s->shirt );s->shirt = NULL;
1788 R_PurgeTexture(s->nmap );s->nmap = NULL;
1789 R_PurgeTexture(s->gloss );s->gloss = NULL;
1790 R_PurgeTexture(s->glow );s->glow = NULL;
1791 R_PurgeTexture(s->fog );s->fog = NULL;
1792 s->loadsequence = 0;
1798 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1800 char basename[MAX_QPATH];
1802 Image_StripImageExtension(name, basename, sizeof(basename));
1804 if( last == NULL ) {
1806 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1807 item = r_skinframe.hash[hashindex];
1812 // linearly search through the hash bucket
1813 for( ; item ; item = item->next ) {
1814 if( !strcmp( item->basename, basename ) ) {
1821 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1825 char basename[MAX_QPATH];
1827 Image_StripImageExtension(name, basename, sizeof(basename));
1829 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1830 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1831 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1835 rtexture_t *dyntexture;
1836 // check whether its a dynamic texture
1837 dyntexture = CL_GetDynTexture( basename );
1838 if (!add && !dyntexture)
1840 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1841 memset(item, 0, sizeof(*item));
1842 strlcpy(item->basename, basename, sizeof(item->basename));
1843 item->base = dyntexture; // either NULL or dyntexture handle
1844 item->textureflags = textureflags;
1845 item->comparewidth = comparewidth;
1846 item->compareheight = compareheight;
1847 item->comparecrc = comparecrc;
1848 item->next = r_skinframe.hash[hashindex];
1849 r_skinframe.hash[hashindex] = item;
1851 else if( item->base == NULL )
1853 rtexture_t *dyntexture;
1854 // check whether its a dynamic texture
1855 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1856 dyntexture = CL_GetDynTexture( basename );
1857 item->base = dyntexture; // either NULL or dyntexture handle
1860 R_SkinFrame_MarkUsed(item);
1864 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1866 // FIXME: it should be possible to disable loading various layers using
1867 // cvars, to prevent wasted loading time and memory usage if the user does
1869 qboolean loadnormalmap = true;
1870 qboolean loadgloss = true;
1871 qboolean loadpantsandshirt = true;
1872 qboolean loadglow = true;
1874 unsigned char *pixels;
1875 unsigned char *bumppixels;
1876 unsigned char *basepixels = NULL;
1877 int basepixels_width;
1878 int basepixels_height;
1879 skinframe_t *skinframe;
1883 if (cls.state == ca_dedicated)
1886 // return an existing skinframe if already loaded
1887 // if loading of the first image fails, don't make a new skinframe as it
1888 // would cause all future lookups of this to be missing
1889 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1890 if (skinframe && skinframe->base)
1893 basepixels = loadimagepixelsbgra(name, complain, true);
1894 if (basepixels == NULL)
1897 if (developer_loading.integer)
1898 Con_Printf("loading skin \"%s\"\n", name);
1900 // we've got some pixels to store, so really allocate this new texture now
1902 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1903 skinframe->stain = NULL;
1904 skinframe->merged = NULL;
1905 skinframe->base = r_texture_notexture;
1906 skinframe->pants = NULL;
1907 skinframe->shirt = NULL;
1908 skinframe->nmap = r_texture_blanknormalmap;
1909 skinframe->gloss = NULL;
1910 skinframe->glow = NULL;
1911 skinframe->fog = NULL;
1913 basepixels_width = image_width;
1914 basepixels_height = image_height;
1915 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1917 if (textureflags & TEXF_ALPHA)
1919 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1920 if (basepixels[j] < 255)
1922 if (j < basepixels_width * basepixels_height * 4)
1924 // has transparent pixels
1926 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1927 for (j = 0;j < image_width * image_height * 4;j += 4)
1932 pixels[j+3] = basepixels[j+3];
1934 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1939 // _norm is the name used by tenebrae and has been adopted as standard
1942 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1944 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1948 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1950 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1951 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1952 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1954 Mem_Free(bumppixels);
1956 else if (r_shadow_bumpscale_basetexture.value > 0)
1958 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1959 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1960 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1964 // _luma is supported for tenebrae compatibility
1965 // (I think it's a very stupid name, but oh well)
1966 // _glow is the preferred name
1967 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1968 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1969 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1970 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1973 Mem_Free(basepixels);
1978 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1981 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
1984 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1989 for (i = 0;i < width*height;i++)
1990 if (((unsigned char *)&palette[in[i]])[3] > 0)
1992 if (i == width*height)
1995 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1998 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1999 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2002 unsigned char *temp1, *temp2;
2003 skinframe_t *skinframe;
2005 if (cls.state == ca_dedicated)
2008 // if already loaded just return it, otherwise make a new skinframe
2009 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2010 if (skinframe && skinframe->base)
2013 skinframe->stain = NULL;
2014 skinframe->merged = NULL;
2015 skinframe->base = r_texture_notexture;
2016 skinframe->pants = NULL;
2017 skinframe->shirt = NULL;
2018 skinframe->nmap = r_texture_blanknormalmap;
2019 skinframe->gloss = NULL;
2020 skinframe->glow = NULL;
2021 skinframe->fog = NULL;
2023 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2027 if (developer_loading.integer)
2028 Con_Printf("loading 32bit skin \"%s\"\n", name);
2030 if (r_shadow_bumpscale_basetexture.value > 0)
2032 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2033 temp2 = temp1 + width * height * 4;
2034 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2035 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2038 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2039 if (textureflags & TEXF_ALPHA)
2041 for (i = 3;i < width * height * 4;i += 4)
2042 if (skindata[i] < 255)
2044 if (i < width * height * 4)
2046 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2047 memcpy(fogpixels, skindata, width * height * 4);
2048 for (i = 0;i < width * height * 4;i += 4)
2049 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2050 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2051 Mem_Free(fogpixels);
2058 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2061 unsigned char *temp1, *temp2;
2062 skinframe_t *skinframe;
2064 if (cls.state == ca_dedicated)
2067 // if already loaded just return it, otherwise make a new skinframe
2068 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2069 if (skinframe && skinframe->base)
2072 skinframe->stain = NULL;
2073 skinframe->merged = NULL;
2074 skinframe->base = r_texture_notexture;
2075 skinframe->pants = NULL;
2076 skinframe->shirt = NULL;
2077 skinframe->nmap = r_texture_blanknormalmap;
2078 skinframe->gloss = NULL;
2079 skinframe->glow = NULL;
2080 skinframe->fog = NULL;
2082 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2086 if (developer_loading.integer)
2087 Con_Printf("loading quake skin \"%s\"\n", name);
2089 if (r_shadow_bumpscale_basetexture.value > 0)
2091 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2092 temp2 = temp1 + width * height * 4;
2093 // use either a custom palette or the quake palette
2094 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2095 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2096 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2099 // use either a custom palette, or the quake palette
2100 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2101 if (loadglowtexture)
2102 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2103 if (loadpantsandshirt)
2105 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2106 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2108 if (skinframe->pants || skinframe->shirt)
2109 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2110 if (textureflags & TEXF_ALPHA)
2112 for (i = 0;i < width * height;i++)
2113 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2115 if (i < width * height)
2116 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2122 skinframe_t *R_SkinFrame_LoadMissing(void)
2124 skinframe_t *skinframe;
2126 if (cls.state == ca_dedicated)
2129 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2130 skinframe->stain = NULL;
2131 skinframe->merged = NULL;
2132 skinframe->base = r_texture_notexture;
2133 skinframe->pants = NULL;
2134 skinframe->shirt = NULL;
2135 skinframe->nmap = r_texture_blanknormalmap;
2136 skinframe->gloss = NULL;
2137 skinframe->glow = NULL;
2138 skinframe->fog = NULL;
2143 void gl_main_start(void)
2145 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2146 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2148 // set up r_skinframe loading system for textures
2149 memset(&r_skinframe, 0, sizeof(r_skinframe));
2150 r_skinframe.loadsequence = 1;
2151 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2153 r_main_texturepool = R_AllocTexturePool();
2154 R_BuildBlankTextures();
2156 if (gl_texturecubemap)
2159 R_BuildNormalizationCube();
2161 r_texture_fogattenuation = NULL;
2162 r_texture_gammaramps = NULL;
2163 //r_texture_fogintensity = NULL;
2164 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2165 memset(&r_waterstate, 0, sizeof(r_waterstate));
2166 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2167 memset(&r_svbsp, 0, sizeof (r_svbsp));
2169 r_refdef.fogmasktable_density = 0;
2172 void gl_main_shutdown(void)
2174 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2175 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2177 // clear out the r_skinframe state
2178 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2179 memset(&r_skinframe, 0, sizeof(r_skinframe));
2182 Mem_Free(r_svbsp.nodes);
2183 memset(&r_svbsp, 0, sizeof (r_svbsp));
2184 R_FreeTexturePool(&r_main_texturepool);
2185 r_texture_blanknormalmap = NULL;
2186 r_texture_white = NULL;
2187 r_texture_grey128 = NULL;
2188 r_texture_black = NULL;
2189 r_texture_whitecube = NULL;
2190 r_texture_normalizationcube = NULL;
2191 r_texture_fogattenuation = NULL;
2192 r_texture_gammaramps = NULL;
2193 //r_texture_fogintensity = NULL;
2194 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2195 memset(&r_waterstate, 0, sizeof(r_waterstate));
2199 extern void CL_ParseEntityLump(char *entitystring);
2200 void gl_main_newmap(void)
2202 // FIXME: move this code to client
2204 char *entities, entname[MAX_QPATH];
2207 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2208 l = (int)strlen(entname) - 4;
2209 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2211 memcpy(entname + l, ".ent", 5);
2212 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2214 CL_ParseEntityLump(entities);
2219 if (cl.worldmodel->brush.entities)
2220 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2224 void GL_Main_Init(void)
2226 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2228 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2229 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2230 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2231 if (gamemode == GAME_NEHAHRA)
2233 Cvar_RegisterVariable (&gl_fogenable);
2234 Cvar_RegisterVariable (&gl_fogdensity);
2235 Cvar_RegisterVariable (&gl_fogred);
2236 Cvar_RegisterVariable (&gl_foggreen);
2237 Cvar_RegisterVariable (&gl_fogblue);
2238 Cvar_RegisterVariable (&gl_fogstart);
2239 Cvar_RegisterVariable (&gl_fogend);
2240 Cvar_RegisterVariable (&gl_skyclip);
2242 Cvar_RegisterVariable(&r_depthfirst);
2243 Cvar_RegisterVariable(&r_useinfinitefarclip);
2244 Cvar_RegisterVariable(&r_nearclip);
2245 Cvar_RegisterVariable(&r_showbboxes);
2246 Cvar_RegisterVariable(&r_showsurfaces);
2247 Cvar_RegisterVariable(&r_showtris);
2248 Cvar_RegisterVariable(&r_shownormals);
2249 Cvar_RegisterVariable(&r_showlighting);
2250 Cvar_RegisterVariable(&r_showshadowvolumes);
2251 Cvar_RegisterVariable(&r_showcollisionbrushes);
2252 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2253 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2254 Cvar_RegisterVariable(&r_showdisabledepthtest);
2255 Cvar_RegisterVariable(&r_drawportals);
2256 Cvar_RegisterVariable(&r_drawentities);
2257 Cvar_RegisterVariable(&r_cullentities_trace);
2258 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2259 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2260 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2261 Cvar_RegisterVariable(&r_drawviewmodel);
2262 Cvar_RegisterVariable(&r_speeds);
2263 Cvar_RegisterVariable(&r_fullbrights);
2264 Cvar_RegisterVariable(&r_wateralpha);
2265 Cvar_RegisterVariable(&r_dynamic);
2266 Cvar_RegisterVariable(&r_fullbright);
2267 Cvar_RegisterVariable(&r_shadows);
2268 Cvar_RegisterVariable(&r_shadows_throwdistance);
2269 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2270 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2271 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2272 Cvar_RegisterVariable(&r_fog_exp2);
2273 Cvar_RegisterVariable(&r_drawfog);
2274 Cvar_RegisterVariable(&r_textureunits);
2275 Cvar_RegisterVariable(&r_glsl);
2276 Cvar_RegisterVariable(&r_glsl_contrastboost);
2277 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2278 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2279 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2280 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2281 Cvar_RegisterVariable(&r_glsl_postprocess);
2282 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2283 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2284 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2285 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2286 Cvar_RegisterVariable(&r_glsl_usegeneric);
2287 Cvar_RegisterVariable(&r_water);
2288 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2289 Cvar_RegisterVariable(&r_water_clippingplanebias);
2290 Cvar_RegisterVariable(&r_water_refractdistort);
2291 Cvar_RegisterVariable(&r_water_reflectdistort);
2292 Cvar_RegisterVariable(&r_lerpsprites);
2293 Cvar_RegisterVariable(&r_lerpmodels);
2294 Cvar_RegisterVariable(&r_lerplightstyles);
2295 Cvar_RegisterVariable(&r_waterscroll);
2296 Cvar_RegisterVariable(&r_bloom);
2297 Cvar_RegisterVariable(&r_bloom_colorscale);
2298 Cvar_RegisterVariable(&r_bloom_brighten);
2299 Cvar_RegisterVariable(&r_bloom_blur);
2300 Cvar_RegisterVariable(&r_bloom_resolution);
2301 Cvar_RegisterVariable(&r_bloom_colorexponent);
2302 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2303 Cvar_RegisterVariable(&r_hdr);
2304 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2305 Cvar_RegisterVariable(&r_hdr_glowintensity);
2306 Cvar_RegisterVariable(&r_hdr_range);
2307 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2308 Cvar_RegisterVariable(&developer_texturelogging);
2309 Cvar_RegisterVariable(&gl_lightmaps);
2310 Cvar_RegisterVariable(&r_test);
2311 Cvar_RegisterVariable(&r_batchmode);
2312 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2313 Cvar_SetValue("r_fullbrights", 0);
2314 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2316 Cvar_RegisterVariable(&r_track_sprites);
2317 Cvar_RegisterVariable(&r_track_sprites_flags);
2318 Cvar_RegisterVariable(&r_track_sprites_scalew);
2319 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2322 extern void R_Textures_Init(void);
2323 extern void GL_Draw_Init(void);
2324 extern void GL_Main_Init(void);
2325 extern void R_Shadow_Init(void);
2326 extern void R_Sky_Init(void);
2327 extern void GL_Surf_Init(void);
2328 extern void R_Particles_Init(void);
2329 extern void R_Explosion_Init(void);
2330 extern void gl_backend_init(void);
2331 extern void Sbar_Init(void);
2332 extern void R_LightningBeams_Init(void);
2333 extern void Mod_RenderInit(void);
2335 void Render_Init(void)
2347 R_LightningBeams_Init();
2356 extern char *ENGINE_EXTENSIONS;
2359 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2360 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2361 gl_version = (const char *)qglGetString(GL_VERSION);
2362 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2366 if (!gl_platformextensions)
2367 gl_platformextensions = "";
2369 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2370 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2371 Con_Printf("GL_VERSION: %s\n", gl_version);
2372 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2373 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2375 VID_CheckExtensions();
2377 // LordHavoc: report supported extensions
2378 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2380 // clear to black (loading plaque will be seen over this)
2382 qglClearColor(0,0,0,1);CHECKGLERROR
2383 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2386 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2390 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2392 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2395 p = r_refdef.view.frustum + i;
2400 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2404 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2408 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2412 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2416 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2420 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2424 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2428 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2436 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2440 for (i = 0;i < numplanes;i++)
2447 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2451 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2455 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2459 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2463 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2467 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2471 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2475 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2483 //==================================================================================
2485 static void R_View_UpdateEntityVisible (void)
2488 entity_render_t *ent;
2490 if (!r_drawentities.integer)
2493 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2494 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2496 // worldmodel can check visibility
2497 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2498 for (i = 0;i < r_refdef.scene.numentities;i++)
2500 ent = r_refdef.scene.entities[i];
2501 if (!(ent->flags & renderimask))
2502 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2503 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2504 r_refdef.viewcache.entityvisible[i] = true;
2506 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2508 for (i = 0;i < r_refdef.scene.numentities;i++)
2510 ent = r_refdef.scene.entities[i];
2511 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2513 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2514 ent->last_trace_visibility = realtime;
2515 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2516 r_refdef.viewcache.entityvisible[i] = 0;
2523 // no worldmodel or it can't check visibility
2524 for (i = 0;i < r_refdef.scene.numentities;i++)
2526 ent = r_refdef.scene.entities[i];
2527 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2532 // only used if skyrendermasked, and normally returns false
2533 int R_DrawBrushModelsSky (void)
2536 entity_render_t *ent;
2538 if (!r_drawentities.integer)
2542 for (i = 0;i < r_refdef.scene.numentities;i++)
2544 if (!r_refdef.viewcache.entityvisible[i])
2546 ent = r_refdef.scene.entities[i];
2547 if (!ent->model || !ent->model->DrawSky)
2549 ent->model->DrawSky(ent);
2555 static void R_DrawNoModel(entity_render_t *ent);
2556 static void R_DrawModels(void)
2559 entity_render_t *ent;
2561 if (!r_drawentities.integer)
2564 for (i = 0;i < r_refdef.scene.numentities;i++)
2566 if (!r_refdef.viewcache.entityvisible[i])
2568 ent = r_refdef.scene.entities[i];
2569 r_refdef.stats.entities++;
2570 if (ent->model && ent->model->Draw != NULL)
2571 ent->model->Draw(ent);
2577 static void R_DrawModelsDepth(void)
2580 entity_render_t *ent;
2582 if (!r_drawentities.integer)
2585 for (i = 0;i < r_refdef.scene.numentities;i++)
2587 if (!r_refdef.viewcache.entityvisible[i])
2589 ent = r_refdef.scene.entities[i];
2590 if (ent->model && ent->model->DrawDepth != NULL)
2591 ent->model->DrawDepth(ent);
2595 static void R_DrawModelsDebug(void)
2598 entity_render_t *ent;
2600 if (!r_drawentities.integer)
2603 for (i = 0;i < r_refdef.scene.numentities;i++)
2605 if (!r_refdef.viewcache.entityvisible[i])
2607 ent = r_refdef.scene.entities[i];
2608 if (ent->model && ent->model->DrawDebug != NULL)
2609 ent->model->DrawDebug(ent);
2613 static void R_DrawModelsAddWaterPlanes(void)
2616 entity_render_t *ent;
2618 if (!r_drawentities.integer)
2621 for (i = 0;i < r_refdef.scene.numentities;i++)
2623 if (!r_refdef.viewcache.entityvisible[i])
2625 ent = r_refdef.scene.entities[i];
2626 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2627 ent->model->DrawAddWaterPlanes(ent);
2631 static void R_View_SetFrustum(void)
2634 double slopex, slopey;
2635 vec3_t forward, left, up, origin;
2637 // we can't trust r_refdef.view.forward and friends in reflected scenes
2638 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2641 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2642 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2643 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2644 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2645 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2646 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2647 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2648 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2649 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2650 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2651 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2652 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2656 zNear = r_refdef.nearclip;
2657 nudge = 1.0 - 1.0 / (1<<23);
2658 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2659 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2660 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2661 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2662 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2663 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2664 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2665 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2671 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2672 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2673 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2674 r_refdef.view.frustum[0].dist = m[15] - m[12];
2676 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2677 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2678 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2679 r_refdef.view.frustum[1].dist = m[15] + m[12];
2681 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2682 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2683 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2684 r_refdef.view.frustum[2].dist = m[15] - m[13];
2686 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2687 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2688 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2689 r_refdef.view.frustum[3].dist = m[15] + m[13];
2691 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2692 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2693 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2694 r_refdef.view.frustum[4].dist = m[15] - m[14];
2696 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2697 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2698 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2699 r_refdef.view.frustum[5].dist = m[15] + m[14];
2702 if (r_refdef.view.useperspective)
2704 slopex = 1.0 / r_refdef.view.frustum_x;
2705 slopey = 1.0 / r_refdef.view.frustum_y;
2706 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2707 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2708 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2709 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2710 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2712 // Leaving those out was a mistake, those were in the old code, and they
2713 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2714 // I couldn't reproduce it after adding those normalizations. --blub
2715 VectorNormalize(r_refdef.view.frustum[0].normal);
2716 VectorNormalize(r_refdef.view.frustum[1].normal);
2717 VectorNormalize(r_refdef.view.frustum[2].normal);
2718 VectorNormalize(r_refdef.view.frustum[3].normal);
2720 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2721 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2722 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2723 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2724 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2726 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2727 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2728 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2729 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2730 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2734 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2735 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2736 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2737 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2738 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2739 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2740 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2741 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2742 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2743 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2745 r_refdef.view.numfrustumplanes = 5;
2747 if (r_refdef.view.useclipplane)
2749 r_refdef.view.numfrustumplanes = 6;
2750 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2753 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2754 PlaneClassify(r_refdef.view.frustum + i);
2756 // LordHavoc: note to all quake engine coders, Quake had a special case
2757 // for 90 degrees which assumed a square view (wrong), so I removed it,
2758 // Quake2 has it disabled as well.
2760 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2761 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2762 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2763 //PlaneClassify(&frustum[0]);
2765 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2766 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2767 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2768 //PlaneClassify(&frustum[1]);
2770 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2771 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2772 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2773 //PlaneClassify(&frustum[2]);
2775 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2776 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2777 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2778 //PlaneClassify(&frustum[3]);
2781 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2782 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2783 //PlaneClassify(&frustum[4]);
2786 void R_View_Update(void)
2788 R_View_SetFrustum();
2789 R_View_WorldVisibility(r_refdef.view.useclipplane);
2790 R_View_UpdateEntityVisible();
2793 void R_SetupView(qboolean allowwaterclippingplane)
2795 if (!r_refdef.view.useperspective)
2796 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2797 else if (gl_stencil && r_useinfinitefarclip.integer)
2798 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2800 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2802 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2804 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2806 // LordHavoc: couldn't figure out how to make this approach the
2807 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2808 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2809 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2810 dist = r_refdef.view.clipplane.dist;
2811 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2815 void R_ResetViewRendering2D(void)
2819 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2820 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2821 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2822 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2823 GL_Color(1, 1, 1, 1);
2824 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2825 GL_BlendFunc(GL_ONE, GL_ZERO);
2826 GL_AlphaTest(false);
2827 GL_ScissorTest(false);
2828 GL_DepthMask(false);
2829 GL_DepthRange(0, 1);
2830 GL_DepthTest(false);
2831 R_Mesh_Matrix(&identitymatrix);
2832 R_Mesh_ResetTextureState();
2833 GL_PolygonOffset(0, 0);
2834 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2835 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2836 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2837 qglStencilMask(~0);CHECKGLERROR
2838 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2839 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2840 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2841 R_SetupGenericShader(true);
2844 void R_ResetViewRendering3D(void)
2848 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2849 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2851 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2852 GL_Color(1, 1, 1, 1);
2853 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2854 GL_BlendFunc(GL_ONE, GL_ZERO);
2855 GL_AlphaTest(false);
2856 GL_ScissorTest(true);
2858 GL_DepthRange(0, 1);
2860 R_Mesh_Matrix(&identitymatrix);
2861 R_Mesh_ResetTextureState();
2862 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2863 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2864 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2865 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2866 qglStencilMask(~0);CHECKGLERROR
2867 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2868 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2869 GL_CullFace(r_refdef.view.cullface_back);
2870 R_SetupGenericShader(true);
2873 void R_RenderScene(qboolean addwaterplanes);
2875 static void R_Water_StartFrame(void)
2878 int waterwidth, waterheight, texturewidth, textureheight;
2879 r_waterstate_waterplane_t *p;
2881 // set waterwidth and waterheight to the water resolution that will be
2882 // used (often less than the screen resolution for faster rendering)
2883 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2884 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2886 // calculate desired texture sizes
2887 // can't use water if the card does not support the texture size
2888 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2889 texturewidth = textureheight = waterwidth = waterheight = 0;
2890 else if (gl_support_arb_texture_non_power_of_two)
2892 texturewidth = waterwidth;
2893 textureheight = waterheight;
2897 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2898 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2901 // allocate textures as needed
2902 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2904 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2905 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2907 if (p->texture_refraction)
2908 R_FreeTexture(p->texture_refraction);
2909 p->texture_refraction = NULL;
2910 if (p->texture_reflection)
2911 R_FreeTexture(p->texture_reflection);
2912 p->texture_reflection = NULL;
2914 memset(&r_waterstate, 0, sizeof(r_waterstate));
2915 r_waterstate.waterwidth = waterwidth;
2916 r_waterstate.waterheight = waterheight;
2917 r_waterstate.texturewidth = texturewidth;
2918 r_waterstate.textureheight = textureheight;
2921 if (r_waterstate.waterwidth)
2923 r_waterstate.enabled = true;
2925 // set up variables that will be used in shader setup
2926 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2927 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2928 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2929 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2932 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2933 r_waterstate.numwaterplanes = 0;
2936 static void R_Water_AddWaterPlane(msurface_t *surface)
2938 int triangleindex, planeindex;
2944 r_waterstate_waterplane_t *p;
2945 // just use the first triangle with a valid normal for any decisions
2946 VectorClear(normal);
2947 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2949 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2950 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2951 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2952 TriangleNormal(vert[0], vert[1], vert[2], normal);
2953 if (VectorLength2(normal) >= 0.001)
2957 VectorCopy(normal, plane.normal);
2958 VectorNormalize(plane.normal);
2959 plane.dist = DotProduct(vert[0], plane.normal);
2960 PlaneClassify(&plane);
2961 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2963 // skip backfaces (except if nocullface is set)
2964 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2966 VectorNegate(plane.normal, plane.normal);
2968 PlaneClassify(&plane);
2972 // find a matching plane if there is one
2973 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2974 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2976 if (planeindex >= r_waterstate.maxwaterplanes)
2977 return; // nothing we can do, out of planes
2979 // if this triangle does not fit any known plane rendered this frame, add one
2980 if (planeindex >= r_waterstate.numwaterplanes)
2982 // store the new plane
2983 r_waterstate.numwaterplanes++;
2985 // clear materialflags and pvs
2986 p->materialflags = 0;
2987 p->pvsvalid = false;
2989 // merge this surface's materialflags into the waterplane
2990 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2991 // merge this surface's PVS into the waterplane
2992 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2993 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2994 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2996 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3001 static void R_Water_ProcessPlanes(void)
3003 r_refdef_view_t originalview;
3005 r_waterstate_waterplane_t *p;
3007 originalview = r_refdef.view;
3009 // make sure enough textures are allocated
3010 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3012 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3014 if (!p->texture_refraction)
3015 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3016 if (!p->texture_refraction)
3020 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3022 if (!p->texture_reflection)
3023 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3024 if (!p->texture_reflection)
3030 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3032 r_refdef.view.showdebug = false;
3033 r_refdef.view.width = r_waterstate.waterwidth;
3034 r_refdef.view.height = r_waterstate.waterheight;
3035 r_refdef.view.useclipplane = true;
3036 r_waterstate.renderingscene = true;
3038 // render the normal view scene and copy into texture
3039 // (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)
3040 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3042 r_refdef.view.clipplane = p->plane;
3043 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3044 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3045 PlaneClassify(&r_refdef.view.clipplane);
3047 R_RenderScene(false);
3049 // copy view into the screen texture
3050 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3051 GL_ActiveTexture(0);
3053 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3056 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3058 // render reflected scene and copy into texture
3059 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3060 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3061 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3062 r_refdef.view.clipplane = p->plane;
3063 // reverse the cullface settings for this render
3064 r_refdef.view.cullface_front = GL_FRONT;
3065 r_refdef.view.cullface_back = GL_BACK;
3066 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3068 r_refdef.view.usecustompvs = true;
3070 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3072 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3075 R_ResetViewRendering3D();
3076 R_ClearScreen(r_refdef.fogenabled);
3077 if (r_timereport_active)
3078 R_TimeReport("viewclear");
3080 R_RenderScene(false);
3082 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3083 GL_ActiveTexture(0);
3085 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3087 R_ResetViewRendering3D();
3088 R_ClearScreen(r_refdef.fogenabled);
3089 if (r_timereport_active)
3090 R_TimeReport("viewclear");
3093 r_refdef.view = originalview;
3094 r_refdef.view.clear = true;
3095 r_waterstate.renderingscene = false;
3099 r_refdef.view = originalview;
3100 r_waterstate.renderingscene = false;
3101 Cvar_SetValueQuick(&r_water, 0);
3102 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3106 void R_Bloom_StartFrame(void)
3108 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3110 // set bloomwidth and bloomheight to the bloom resolution that will be
3111 // used (often less than the screen resolution for faster rendering)
3112 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3113 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3114 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3115 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3116 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3118 // calculate desired texture sizes
3119 if (gl_support_arb_texture_non_power_of_two)
3121 screentexturewidth = r_refdef.view.width;
3122 screentextureheight = r_refdef.view.height;
3123 bloomtexturewidth = r_bloomstate.bloomwidth;
3124 bloomtextureheight = r_bloomstate.bloomheight;
3128 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3129 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3130 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3131 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3134 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3136 Cvar_SetValueQuick(&r_hdr, 0);
3137 Cvar_SetValueQuick(&r_bloom, 0);
3140 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3141 screentexturewidth = screentextureheight = 0;
3142 if (!r_hdr.integer && !r_bloom.integer)
3143 bloomtexturewidth = bloomtextureheight = 0;
3145 // allocate textures as needed
3146 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3148 if (r_bloomstate.texture_screen)
3149 R_FreeTexture(r_bloomstate.texture_screen);
3150 r_bloomstate.texture_screen = NULL;
3151 r_bloomstate.screentexturewidth = screentexturewidth;
3152 r_bloomstate.screentextureheight = screentextureheight;
3153 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3154 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3156 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3158 if (r_bloomstate.texture_bloom)
3159 R_FreeTexture(r_bloomstate.texture_bloom);
3160 r_bloomstate.texture_bloom = NULL;
3161 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3162 r_bloomstate.bloomtextureheight = bloomtextureheight;
3163 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3164 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3167 // set up a texcoord array for the full resolution screen image
3168 // (we have to keep this around to copy back during final render)
3169 r_bloomstate.screentexcoord2f[0] = 0;
3170 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3171 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3172 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3173 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3174 r_bloomstate.screentexcoord2f[5] = 0;
3175 r_bloomstate.screentexcoord2f[6] = 0;
3176 r_bloomstate.screentexcoord2f[7] = 0;
3178 // set up a texcoord array for the reduced resolution bloom image
3179 // (which will be additive blended over the screen image)
3180 r_bloomstate.bloomtexcoord2f[0] = 0;
3181 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3182 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3183 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3184 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3185 r_bloomstate.bloomtexcoord2f[5] = 0;
3186 r_bloomstate.bloomtexcoord2f[6] = 0;
3187 r_bloomstate.bloomtexcoord2f[7] = 0;
3189 if (r_hdr.integer || r_bloom.integer)
3191 r_bloomstate.enabled = true;
3192 r_bloomstate.hdr = r_hdr.integer != 0;
3196 void R_Bloom_CopyBloomTexture(float colorscale)
3198 r_refdef.stats.bloom++;
3200 // scale down screen texture to the bloom texture size
3202 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3203 GL_BlendFunc(GL_ONE, GL_ZERO);
3204 GL_Color(colorscale, colorscale, colorscale, 1);
3205 // TODO: optimize with multitexture or GLSL
3206 R_SetupGenericShader(true);
3207 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3208 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3209 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3210 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3212 // we now have a bloom image in the framebuffer
3213 // copy it into the bloom image texture for later processing
3214 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3215 GL_ActiveTexture(0);
3217 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3218 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3221 void R_Bloom_CopyHDRTexture(void)
3223 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3224 GL_ActiveTexture(0);
3226 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3227 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3230 void R_Bloom_MakeTexture(void)
3233 float xoffset, yoffset, r, brighten;
3235 r_refdef.stats.bloom++;
3237 R_ResetViewRendering2D();
3238 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3239 R_Mesh_ColorPointer(NULL, 0, 0);
3240 R_SetupGenericShader(true);
3242 // we have a bloom image in the framebuffer
3244 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3246 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3249 r = bound(0, r_bloom_colorexponent.value / x, 1);
3250 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3251 GL_Color(r, r, r, 1);
3252 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3253 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3254 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3255 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3257 // copy the vertically blurred bloom view to a texture
3258 GL_ActiveTexture(0);
3260 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3261 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3264 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3265 brighten = r_bloom_brighten.value;
3267 brighten *= r_hdr_range.value;
3268 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3269 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3271 for (dir = 0;dir < 2;dir++)
3273 // blend on at multiple vertical offsets to achieve a vertical blur
3274 // TODO: do offset blends using GLSL
3275 GL_BlendFunc(GL_ONE, GL_ZERO);
3276 for (x = -range;x <= range;x++)
3278 if (!dir){xoffset = 0;yoffset = x;}
3279 else {xoffset = x;yoffset = 0;}
3280 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3281 yoffset /= (float)r_bloomstate.bloomtextureheight;
3282 // compute a texcoord array with the specified x and y offset
3283 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3284 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3285 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3286 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3287 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3288 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3289 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3290 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3291 // this r value looks like a 'dot' particle, fading sharply to
3292 // black at the edges
3293 // (probably not realistic but looks good enough)
3294 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3295 //r = (dir ? 1.0f : brighten)/(range*2+1);
3296 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3297 GL_Color(r, r, r, 1);
3298 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3299 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3300 GL_BlendFunc(GL_ONE, GL_ONE);
3303 // copy the vertically blurred bloom view to a texture
3304 GL_ActiveTexture(0);
3306 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3307 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3310 // apply subtract last
3311 // (just like it would be in a GLSL shader)
3312 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3314 GL_BlendFunc(GL_ONE, GL_ZERO);
3315 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3316 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3317 GL_Color(1, 1, 1, 1);
3318 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3319 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3321 GL_BlendFunc(GL_ONE, GL_ONE);
3322 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3323 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3324 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3325 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3326 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3327 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3328 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3330 // copy the darkened bloom view to a texture
3331 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3332 GL_ActiveTexture(0);
3334 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3335 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3339 void R_HDR_RenderBloomTexture(void)
3341 int oldwidth, oldheight;
3342 float oldcolorscale;
3344 oldcolorscale = r_refdef.view.colorscale;
3345 oldwidth = r_refdef.view.width;
3346 oldheight = r_refdef.view.height;
3347 r_refdef.view.width = r_bloomstate.bloomwidth;
3348 r_refdef.view.height = r_bloomstate.bloomheight;
3350 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3351 // TODO: add exposure compensation features
3352 // TODO: add fp16 framebuffer support
3354 r_refdef.view.showdebug = false;
3355 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3357 R_ClearScreen(r_refdef.fogenabled);
3358 if (r_timereport_active)
3359 R_TimeReport("HDRclear");
3361 r_waterstate.numwaterplanes = 0;
3362 R_RenderScene(r_waterstate.enabled);
3363 r_refdef.view.showdebug = true;
3365 R_ResetViewRendering2D();
3367 R_Bloom_CopyHDRTexture();
3368 R_Bloom_MakeTexture();
3370 // restore the view settings
3371 r_refdef.view.width = oldwidth;
3372 r_refdef.view.height = oldheight;
3373 r_refdef.view.colorscale = oldcolorscale;
3375 R_ResetViewRendering3D();
3377 R_ClearScreen(r_refdef.fogenabled);
3378 if (r_timereport_active)
3379 R_TimeReport("viewclear");
3382 static void R_BlendView(void)
3384 if (r_bloomstate.texture_screen)
3386 // copy view into the screen texture
3387 R_ResetViewRendering2D();
3388 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3389 R_Mesh_ColorPointer(NULL, 0, 0);
3390 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3391 GL_ActiveTexture(0);CHECKGLERROR
3392 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3393 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3396 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3398 unsigned int permutation =
3399 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3400 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3401 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3402 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3404 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3406 // render simple bloom effect
3407 // copy the screen and shrink it and darken it for the bloom process
3408 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3409 // make the bloom texture
3410 R_Bloom_MakeTexture();
3413 R_ResetViewRendering2D();
3414 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3415 R_Mesh_ColorPointer(NULL, 0, 0);
3416 GL_Color(1, 1, 1, 1);
3417 GL_BlendFunc(GL_ONE, GL_ZERO);
3418 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3419 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3420 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3421 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3422 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3423 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3424 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3425 if (r_glsl_permutation->loc_TintColor >= 0)
3426 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3427 if (r_glsl_permutation->loc_ClientTime >= 0)
3428 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3429 if (r_glsl_permutation->loc_PixelSize >= 0)
3430 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3431 if (r_glsl_permutation->loc_UserVec1 >= 0)
3433 float a=0, b=0, c=0, d=0;
3434 #if _MSC_VER >= 1400
3435 #define sscanf sscanf_s
3437 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3438 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3440 if (r_glsl_permutation->loc_UserVec2 >= 0)
3442 float a=0, b=0, c=0, d=0;
3443 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3444 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3446 if (r_glsl_permutation->loc_UserVec3 >= 0)
3448 float a=0, b=0, c=0, d=0;
3449 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3450 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3452 if (r_glsl_permutation->loc_UserVec4 >= 0)
3454 float a=0, b=0, c=0, d=0;
3455 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3456 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3458 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3459 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3465 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3467 // render high dynamic range bloom effect
3468 // the bloom texture was made earlier this render, so we just need to
3469 // blend it onto the screen...
3470 R_ResetViewRendering2D();
3471 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3472 R_Mesh_ColorPointer(NULL, 0, 0);
3473 R_SetupGenericShader(true);
3474 GL_Color(1, 1, 1, 1);
3475 GL_BlendFunc(GL_ONE, GL_ONE);
3476 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3477 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3478 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3479 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3481 else if (r_bloomstate.texture_bloom)
3483 // render simple bloom effect
3484 // copy the screen and shrink it and darken it for the bloom process
3485 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3486 // make the bloom texture
3487 R_Bloom_MakeTexture();
3488 // put the original screen image back in place and blend the bloom
3490 R_ResetViewRendering2D();
3491 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3492 R_Mesh_ColorPointer(NULL, 0, 0);
3493 GL_Color(1, 1, 1, 1);
3494 GL_BlendFunc(GL_ONE, GL_ZERO);
3495 // do both in one pass if possible
3496 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3497 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3498 if (r_textureunits.integer >= 2 && gl_combine.integer)
3500 R_SetupGenericTwoTextureShader(GL_ADD);
3501 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3502 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3506 R_SetupGenericShader(true);
3507 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3508 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3509 // now blend on the bloom texture
3510 GL_BlendFunc(GL_ONE, GL_ONE);
3511 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3512 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3514 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3515 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3517 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3519 // apply a color tint to the whole view
3520 R_ResetViewRendering2D();
3521 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3522 R_Mesh_ColorPointer(NULL, 0, 0);
3523 R_SetupGenericShader(false);
3524 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3525 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3526 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3530 void R_RenderScene(qboolean addwaterplanes);
3532 matrix4x4_t r_waterscrollmatrix;
3534 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3536 if (r_refdef.fog_density)
3538 r_refdef.fogcolor[0] = r_refdef.fog_red;
3539 r_refdef.fogcolor[1] = r_refdef.fog_green;
3540 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3544 VectorCopy(r_refdef.fogcolor, fogvec);
3545 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3547 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3548 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3549 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3550 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3552 // color.rgb *= ContrastBoost * SceneBrightness;
3553 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3554 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3555 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3556 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3561 void R_UpdateVariables(void)
3565 r_refdef.scene.ambient = r_ambient.value;
3567 r_refdef.farclip = 4096;
3568 if (r_refdef.scene.worldmodel)
3569 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3570 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3572 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3573 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3574 r_refdef.polygonfactor = 0;
3575 r_refdef.polygonoffset = 0;
3576 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3577 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3579 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3580 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3581 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3582 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3583 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3584 if (r_showsurfaces.integer)
3586 r_refdef.scene.rtworld = false;
3587 r_refdef.scene.rtworldshadows = false;
3588 r_refdef.scene.rtdlight = false;
3589 r_refdef.scene.rtdlightshadows = false;
3590 r_refdef.lightmapintensity = 0;
3593 if (gamemode == GAME_NEHAHRA)
3595 if (gl_fogenable.integer)
3597 r_refdef.oldgl_fogenable = true;
3598 r_refdef.fog_density = gl_fogdensity.value;
3599 r_refdef.fog_red = gl_fogred.value;
3600 r_refdef.fog_green = gl_foggreen.value;
3601 r_refdef.fog_blue = gl_fogblue.value;
3602 r_refdef.fog_alpha = 1;
3603 r_refdef.fog_start = 0;
3604 r_refdef.fog_end = gl_skyclip.value;
3606 else if (r_refdef.oldgl_fogenable)
3608 r_refdef.oldgl_fogenable = false;
3609 r_refdef.fog_density = 0;
3610 r_refdef.fog_red = 0;
3611 r_refdef.fog_green = 0;
3612 r_refdef.fog_blue = 0;
3613 r_refdef.fog_alpha = 0;
3614 r_refdef.fog_start = 0;
3615 r_refdef.fog_end = 0;
3619 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3620 r_refdef.fog_start = max(0, r_refdef.fog_start);
3621 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3623 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3625 if (r_refdef.fog_density && r_drawfog.integer)
3627 r_refdef.fogenabled = true;
3628 // this is the point where the fog reaches 0.9986 alpha, which we
3629 // consider a good enough cutoff point for the texture
3630 // (0.9986 * 256 == 255.6)
3631 if (r_fog_exp2.integer)
3632 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3634 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3635 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3636 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3637 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3638 // fog color was already set
3639 // update the fog texture
3640 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)
3641 R_BuildFogTexture();
3644 r_refdef.fogenabled = false;
3646 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3648 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3650 // build GLSL gamma texture
3651 #define RAMPWIDTH 256
3652 unsigned short ramp[RAMPWIDTH * 3];
3653 unsigned char ramprgb[RAMPWIDTH][4];
3656 r_texture_gammaramps_serial = vid_gammatables_serial;
3658 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3659 for(i = 0; i < RAMPWIDTH; ++i)
3661 ramprgb[i][0] = ramp[i] >> 8;
3662 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3663 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3666 if (r_texture_gammaramps)
3668 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3672 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3678 // remove GLSL gamma texture
3682 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3683 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3689 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3690 if( scenetype != r_currentscenetype ) {
3691 // store the old scenetype
3692 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3693 r_currentscenetype = scenetype;
3694 // move in the new scene
3695 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3704 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3706 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3707 if( scenetype == r_currentscenetype ) {
3708 return &r_refdef.scene;
3710 return &r_scenes_store[ scenetype ];
3719 void R_RenderView(void)
3721 if (r_refdef.view.isoverlay)
3723 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3724 GL_Clear( GL_DEPTH_BUFFER_BIT );
3725 R_TimeReport("depthclear");
3727 r_refdef.view.showdebug = false;
3729 r_waterstate.enabled = false;
3730 r_waterstate.numwaterplanes = 0;
3732 R_RenderScene(false);
3738 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3739 return; //Host_Error ("R_RenderView: NULL worldmodel");
3741 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3743 // break apart the view matrix into vectors for various purposes
3744 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3745 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3746 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3747 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3748 // make an inverted copy of the view matrix for tracking sprites
3749 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3751 R_Shadow_UpdateWorldLightSelection();
3753 R_Bloom_StartFrame();
3754 R_Water_StartFrame();
3757 if (r_timereport_active)
3758 R_TimeReport("viewsetup");
3760 R_ResetViewRendering3D();
3762 if (r_refdef.view.clear || r_refdef.fogenabled)
3764 R_ClearScreen(r_refdef.fogenabled);
3765 if (r_timereport_active)
3766 R_TimeReport("viewclear");
3768 r_refdef.view.clear = true;
3770 r_refdef.view.showdebug = true;
3772 // this produces a bloom texture to be used in R_BlendView() later
3774 R_HDR_RenderBloomTexture();
3776 r_waterstate.numwaterplanes = 0;
3777 R_RenderScene(r_waterstate.enabled);
3780 if (r_timereport_active)
3781 R_TimeReport("blendview");
3783 GL_Scissor(0, 0, vid.width, vid.height);
3784 GL_ScissorTest(false);
3788 extern void R_DrawLightningBeams (void);
3789 extern void VM_CL_AddPolygonsToMeshQueue (void);
3790 extern void R_DrawPortals (void);
3791 extern cvar_t cl_locs_show;
3792 static void R_DrawLocs(void);
3793 static void R_DrawEntityBBoxes(void);
3794 void R_RenderScene(qboolean addwaterplanes)
3796 r_refdef.stats.renders++;
3802 R_ResetViewRendering3D();
3805 if (r_timereport_active)
3806 R_TimeReport("watervis");
3808 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3810 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3811 if (r_timereport_active)
3812 R_TimeReport("waterworld");
3815 // don't let sound skip if going slow
3816 if (r_refdef.scene.extraupdate)
3819 R_DrawModelsAddWaterPlanes();
3820 if (r_timereport_active)
3821 R_TimeReport("watermodels");
3823 R_Water_ProcessPlanes();
3824 if (r_timereport_active)
3825 R_TimeReport("waterscenes");
3828 R_ResetViewRendering3D();
3830 // don't let sound skip if going slow
3831 if (r_refdef.scene.extraupdate)
3834 R_MeshQueue_BeginScene();
3839 if (r_timereport_active)
3840 R_TimeReport("visibility");
3842 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);
3844 if (cl.csqc_vidvars.drawworld)
3846 // don't let sound skip if going slow
3847 if (r_refdef.scene.extraupdate)
3850 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3852 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3853 if (r_timereport_active)
3854 R_TimeReport("worldsky");
3857 if (R_DrawBrushModelsSky() && r_timereport_active)
3858 R_TimeReport("bmodelsky");
3861 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3863 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3864 if (r_timereport_active)
3865 R_TimeReport("worlddepth");
3867 if (r_depthfirst.integer >= 2)
3869 R_DrawModelsDepth();
3870 if (r_timereport_active)
3871 R_TimeReport("modeldepth");
3874 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3876 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3877 if (r_timereport_active)
3878 R_TimeReport("world");
3881 // don't let sound skip if going slow
3882 if (r_refdef.scene.extraupdate)
3886 if (r_timereport_active)
3887 R_TimeReport("models");
3889 // don't let sound skip if going slow
3890 if (r_refdef.scene.extraupdate)
3893 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3895 R_DrawModelShadows();
3897 R_ResetViewRendering3D();
3899 // don't let sound skip if going slow
3900 if (r_refdef.scene.extraupdate)
3904 R_ShadowVolumeLighting(false);
3905 if (r_timereport_active)
3906 R_TimeReport("rtlights");
3908 // don't let sound skip if going slow
3909 if (r_refdef.scene.extraupdate)
3912 if (cl.csqc_vidvars.drawworld)
3914 R_DrawLightningBeams();
3915 if (r_timereport_active)
3916 R_TimeReport("lightning");
3919 if (r_timereport_active)
3920 R_TimeReport("decals");
3923 if (r_timereport_active)
3924 R_TimeReport("particles");
3927 if (r_timereport_active)
3928 R_TimeReport("explosions");
3931 R_SetupGenericShader(true);
3932 VM_CL_AddPolygonsToMeshQueue();
3934 if (r_refdef.view.showdebug)
3936 if (cl_locs_show.integer)
3939 if (r_timereport_active)
3940 R_TimeReport("showlocs");
3943 if (r_drawportals.integer)
3946 if (r_timereport_active)
3947 R_TimeReport("portals");
3950 if (r_showbboxes.value > 0)
3952 R_DrawEntityBBoxes();
3953 if (r_timereport_active)
3954 R_TimeReport("bboxes");
3958 R_SetupGenericShader(true);
3959 R_MeshQueue_RenderTransparent();
3960 if (r_timereport_active)
3961 R_TimeReport("drawtrans");
3963 R_SetupGenericShader(true);
3965 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))
3967 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3968 if (r_timereport_active)
3969 R_TimeReport("worlddebug");
3970 R_DrawModelsDebug();
3971 if (r_timereport_active)
3972 R_TimeReport("modeldebug");
3975 R_SetupGenericShader(true);
3977 if (cl.csqc_vidvars.drawworld)
3980 if (r_timereport_active)
3981 R_TimeReport("coronas");
3984 // don't let sound skip if going slow
3985 if (r_refdef.scene.extraupdate)
3988 R_ResetViewRendering2D();
3991 static const unsigned short bboxelements[36] =
4001 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4004 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4005 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4006 GL_DepthMask(false);
4007 GL_DepthRange(0, 1);
4008 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4009 R_Mesh_Matrix(&identitymatrix);
4010 R_Mesh_ResetTextureState();
4012 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4013 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4014 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4015 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4016 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4017 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4018 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4019 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4020 R_FillColors(color4f, 8, cr, cg, cb, ca);
4021 if (r_refdef.fogenabled)
4023 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4025 f1 = FogPoint_World(v);
4027 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4028 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4029 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4032 R_Mesh_VertexPointer(vertex3f, 0, 0);
4033 R_Mesh_ColorPointer(color4f, 0, 0);
4034 R_Mesh_ResetTextureState();
4035 R_SetupGenericShader(false);
4036 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4039 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4043 prvm_edict_t *edict;
4044 prvm_prog_t *prog_save = prog;
4046 // this function draws bounding boxes of server entities
4050 GL_CullFace(GL_NONE);
4051 R_SetupGenericShader(false);
4055 for (i = 0;i < numsurfaces;i++)
4057 edict = PRVM_EDICT_NUM(surfacelist[i]);
4058 switch ((int)edict->fields.server->solid)
4060 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4061 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4062 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4063 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4064 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4065 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4067 color[3] *= r_showbboxes.value;
4068 color[3] = bound(0, color[3], 1);
4069 GL_DepthTest(!r_showdisabledepthtest.integer);
4070 GL_CullFace(r_refdef.view.cullface_front);
4071 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4077 static void R_DrawEntityBBoxes(void)
4080 prvm_edict_t *edict;
4082 prvm_prog_t *prog_save = prog;
4084 // this function draws bounding boxes of server entities
4090 for (i = 0;i < prog->num_edicts;i++)
4092 edict = PRVM_EDICT_NUM(i);
4093 if (edict->priv.server->free)
4095 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4096 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4098 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4100 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4101 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4107 unsigned short nomodelelements[24] =
4119 float nomodelvertex3f[6*3] =
4129 float nomodelcolor4f[6*4] =
4131 0.0f, 0.0f, 0.5f, 1.0f,
4132 0.0f, 0.0f, 0.5f, 1.0f,
4133 0.0f, 0.5f, 0.0f, 1.0f,
4134 0.0f, 0.5f, 0.0f, 1.0f,
4135 0.5f, 0.0f, 0.0f, 1.0f,
4136 0.5f, 0.0f, 0.0f, 1.0f
4139 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4144 // this is only called once per entity so numsurfaces is always 1, and
4145 // surfacelist is always {0}, so this code does not handle batches
4146 R_Mesh_Matrix(&ent->matrix);
4148 if (ent->flags & EF_ADDITIVE)
4150 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4151 GL_DepthMask(false);
4153 else if (ent->alpha < 1)
4155 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4156 GL_DepthMask(false);
4160 GL_BlendFunc(GL_ONE, GL_ZERO);
4163 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4164 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4165 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4166 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4167 R_SetupGenericShader(false);
4168 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4169 if (r_refdef.fogenabled)
4172 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4173 R_Mesh_ColorPointer(color4f, 0, 0);
4174 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4175 f1 = FogPoint_World(org);
4177 for (i = 0, c = color4f;i < 6;i++, c += 4)
4179 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4180 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4181 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4185 else if (ent->alpha != 1)
4187 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4188 R_Mesh_ColorPointer(color4f, 0, 0);
4189 for (i = 0, c = color4f;i < 6;i++, c += 4)
4193 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4194 R_Mesh_ResetTextureState();
4195 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4198 void R_DrawNoModel(entity_render_t *ent)
4201 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4202 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4203 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4205 // R_DrawNoModelCallback(ent, 0);
4208 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4210 vec3_t right1, right2, diff, normal;
4212 VectorSubtract (org2, org1, normal);
4214 // calculate 'right' vector for start
4215 VectorSubtract (r_refdef.view.origin, org1, diff);
4216 CrossProduct (normal, diff, right1);
4217 VectorNormalize (right1);
4219 // calculate 'right' vector for end
4220 VectorSubtract (r_refdef.view.origin, org2, diff);
4221 CrossProduct (normal, diff, right2);
4222 VectorNormalize (right2);
4224 vert[ 0] = org1[0] + width * right1[0];
4225 vert[ 1] = org1[1] + width * right1[1];
4226 vert[ 2] = org1[2] + width * right1[2];
4227 vert[ 3] = org1[0] - width * right1[0];
4228 vert[ 4] = org1[1] - width * right1[1];
4229 vert[ 5] = org1[2] - width * right1[2];
4230 vert[ 6] = org2[0] - width * right2[0];
4231 vert[ 7] = org2[1] - width * right2[1];
4232 vert[ 8] = org2[2] - width * right2[2];
4233 vert[ 9] = org2[0] + width * right2[0];
4234 vert[10] = org2[1] + width * right2[1];
4235 vert[11] = org2[2] + width * right2[2];
4238 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4240 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4245 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4246 fog = FogPoint_World(origin);
4248 R_Mesh_Matrix(&identitymatrix);
4249 GL_BlendFunc(blendfunc1, blendfunc2);
4255 GL_CullFace(r_refdef.view.cullface_front);
4258 GL_CullFace(r_refdef.view.cullface_back);
4259 GL_CullFace(GL_NONE);
4261 GL_DepthMask(false);
4262 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4263 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4264 GL_DepthTest(!depthdisable);
4266 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4267 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4268 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4269 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4270 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4271 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4272 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4273 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4274 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4275 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4276 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4277 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4279 R_Mesh_VertexPointer(vertex3f, 0, 0);
4280 R_Mesh_ColorPointer(NULL, 0, 0);
4281 R_Mesh_ResetTextureState();
4282 R_SetupGenericShader(true);
4283 R_Mesh_TexBind(0, R_GetTexture(texture));
4284 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4285 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4286 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4287 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4289 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4291 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4292 GL_BlendFunc(blendfunc1, GL_ONE);
4294 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4295 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4299 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4304 VectorSet(v, x, y, z);
4305 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4306 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4308 if (i == mesh->numvertices)
4310 if (mesh->numvertices < mesh->maxvertices)
4312 VectorCopy(v, vertex3f);
4313 mesh->numvertices++;
4315 return mesh->numvertices;
4321 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4325 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4326 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4327 e = mesh->element3i + mesh->numtriangles * 3;
4328 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4330 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4331 if (mesh->numtriangles < mesh->maxtriangles)
4336 mesh->numtriangles++;
4338 element[1] = element[2];
4342 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4346 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4347 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4348 e = mesh->element3i + mesh->numtriangles * 3;
4349 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4351 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4352 if (mesh->numtriangles < mesh->maxtriangles)
4357 mesh->numtriangles++;
4359 element[1] = element[2];
4363 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4364 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4366 int planenum, planenum2;
4369 mplane_t *plane, *plane2;
4371 double temppoints[2][256*3];
4372 // figure out how large a bounding box we need to properly compute this brush
4374 for (w = 0;w < numplanes;w++)
4375 maxdist = max(maxdist, planes[w].dist);
4376 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4377 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4378 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4382 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4383 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4385 if (planenum2 == planenum)
4387 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);
4390 if (tempnumpoints < 3)
4392 // generate elements forming a triangle fan for this polygon
4393 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4397 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)
4399 texturelayer_t *layer;
4400 layer = t->currentlayers + t->currentnumlayers++;
4402 layer->depthmask = depthmask;
4403 layer->blendfunc1 = blendfunc1;
4404 layer->blendfunc2 = blendfunc2;
4405 layer->texture = texture;
4406 layer->texmatrix = *matrix;
4407 layer->color[0] = r * r_refdef.view.colorscale;
4408 layer->color[1] = g * r_refdef.view.colorscale;
4409 layer->color[2] = b * r_refdef.view.colorscale;
4410 layer->color[3] = a;
4413 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4416 index = parms[2] + r_refdef.scene.time * parms[3];
4417 index -= floor(index);
4421 case Q3WAVEFUNC_NONE:
4422 case Q3WAVEFUNC_NOISE:
4423 case Q3WAVEFUNC_COUNT:
4426 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4427 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4428 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4429 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4430 case Q3WAVEFUNC_TRIANGLE:
4432 f = index - floor(index);
4443 return (float)(parms[0] + parms[1] * f);
4446 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4449 dp_model_t *model = ent->model;
4452 q3shaderinfo_layer_tcmod_t *tcmod;
4454 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4456 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4460 // switch to an alternate material if this is a q1bsp animated material
4462 texture_t *texture = t;
4463 int s = ent->skinnum;
4464 if ((unsigned int)s >= (unsigned int)model->numskins)
4466 if (model->skinscenes)
4468 if (model->skinscenes[s].framecount > 1)
4469 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4471 s = model->skinscenes[s].firstframe;
4474 t = t + s * model->num_surfaces;
4477 // use an alternate animation if the entity's frame is not 0,
4478 // and only if the texture has an alternate animation
4479 if (ent->frame2 != 0 && t->anim_total[1])
4480 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4482 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4484 texture->currentframe = t;
4487 // update currentskinframe to be a qw skin or animation frame
4488 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4490 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4492 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4493 if (developer_loading.integer)
4494 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4495 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4497 t->currentskinframe = r_qwskincache_skinframe[i];
4498 if (t->currentskinframe == NULL)
4499 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4501 else if (t->numskinframes >= 2)
4502 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4503 if (t->backgroundnumskinframes >= 2)
4504 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4506 t->currentmaterialflags = t->basematerialflags;
4507 t->currentalpha = ent->alpha;
4508 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4509 t->currentalpha *= r_wateralpha.value;
4510 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4511 t->currentalpha *= t->r_water_wateralpha;
4512 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4513 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4514 if (!(ent->flags & RENDER_LIGHT))
4515 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4516 else if (rsurface.modeltexcoordlightmap2f == NULL)
4518 // pick a model lighting mode
4519 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4520 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4522 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4524 if (ent->effects & EF_ADDITIVE)
4525 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4526 else if (t->currentalpha < 1)
4527 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4528 if (ent->effects & EF_DOUBLESIDED)
4529 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4530 if (ent->effects & EF_NODEPTHTEST)
4531 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4532 if (ent->flags & RENDER_VIEWMODEL)
4533 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4534 if (t->backgroundnumskinframes)
4535 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4536 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4538 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4539 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4542 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4544 // there is no tcmod
4545 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4546 t->currenttexmatrix = r_waterscrollmatrix;
4548 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4551 switch(tcmod->tcmod)
4555 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4556 matrix = r_waterscrollmatrix;
4558 matrix = identitymatrix;
4560 case Q3TCMOD_ENTITYTRANSLATE:
4561 // this is used in Q3 to allow the gamecode to control texcoord
4562 // scrolling on the entity, which is not supported in darkplaces yet.
4563 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4565 case Q3TCMOD_ROTATE:
4566 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4567 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4568 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4571 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4573 case Q3TCMOD_SCROLL:
4574 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4576 case Q3TCMOD_STRETCH:
4577 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4578 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4580 case Q3TCMOD_TRANSFORM:
4581 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4582 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4583 VectorSet(tcmat + 6, 0 , 0 , 1);
4584 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4585 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4587 case Q3TCMOD_TURBULENT:
4588 // this is handled in the RSurf_PrepareVertices function
4589 matrix = identitymatrix;
4592 // either replace or concatenate the transformation
4594 t->currenttexmatrix = matrix;
4597 matrix4x4_t temp = t->currenttexmatrix;
4598 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4602 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4603 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4604 t->glosstexture = r_texture_black;
4605 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4606 t->backgroundglosstexture = r_texture_black;
4607 t->specularpower = r_shadow_glossexponent.value;
4608 // TODO: store reference values for these in the texture?
4609 t->specularscale = 0;
4610 if (r_shadow_gloss.integer > 0)
4612 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4614 if (r_shadow_glossintensity.value > 0)
4616 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4617 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4618 t->specularscale = r_shadow_glossintensity.value;
4621 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4623 t->glosstexture = r_texture_white;
4624 t->backgroundglosstexture = r_texture_white;
4625 t->specularscale = r_shadow_gloss2intensity.value;
4629 // lightmaps mode looks bad with dlights using actual texturing, so turn
4630 // off the colormap and glossmap, but leave the normalmap on as it still
4631 // accurately represents the shading involved
4632 if (gl_lightmaps.integer)
4634 t->basetexture = r_texture_grey128;
4635 t->backgroundbasetexture = NULL;
4636 t->specularscale = 0;
4637 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4640 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4641 VectorClear(t->dlightcolor);
4642 t->currentnumlayers = 0;
4643 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4646 int blendfunc1, blendfunc2, depthmask;
4647 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4649 blendfunc1 = GL_SRC_ALPHA;
4650 blendfunc2 = GL_ONE;
4652 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4654 blendfunc1 = GL_SRC_ALPHA;
4655 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4657 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4659 blendfunc1 = t->customblendfunc[0];
4660 blendfunc2 = t->customblendfunc[1];
4664 blendfunc1 = GL_ONE;
4665 blendfunc2 = GL_ZERO;
4667 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4668 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4669 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4670 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4672 // fullbright is not affected by r_refdef.lightmapintensity
4673 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4674 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4675 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4676 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4677 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4681 vec3_t ambientcolor;
4683 // set the color tint used for lights affecting this surface
4684 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4686 // q3bsp has no lightmap updates, so the lightstylevalue that
4687 // would normally be baked into the lightmap must be
4688 // applied to the color
4689 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4690 if (ent->model->type == mod_brushq3)
4691 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4692 colorscale *= r_refdef.lightmapintensity;
4693 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4694 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4695 // basic lit geometry
4696 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4697 // add pants/shirt if needed
4698 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4699 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4700 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4701 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4702 // now add ambient passes if needed
4703 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4705 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4706 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4707 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4708 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4709 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4712 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4713 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4714 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4716 // if this is opaque use alpha blend which will darken the earlier
4719 // if this is an alpha blended material, all the earlier passes
4720 // were darkened by fog already, so we only need to add the fog
4721 // color ontop through the fog mask texture
4723 // if this is an additive blended material, all the earlier passes
4724 // were darkened by fog already, and we should not add fog color
4725 // (because the background was not darkened, there is no fog color
4726 // that was lost behind it).
4727 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4732 void R_UpdateAllTextureInfo(entity_render_t *ent)
4736 for (i = 0;i < ent->model->num_texturesperskin;i++)
4737 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4740 rsurfacestate_t rsurface;
4742 void R_Mesh_ResizeArrays(int newvertices)
4745 if (rsurface.array_size >= newvertices)
4747 if (rsurface.array_modelvertex3f)
4748 Mem_Free(rsurface.array_modelvertex3f);
4749 rsurface.array_size = (newvertices + 1023) & ~1023;
4750 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4751 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4752 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4753 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4754 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4755 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4756 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4757 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4758 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4759 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4760 rsurface.array_color4f = base + rsurface.array_size * 27;
4761 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4764 void RSurf_ActiveWorldEntity(void)
4766 dp_model_t *model = r_refdef.scene.worldmodel;
4767 if (rsurface.array_size < model->surfmesh.num_vertices)
4768 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4769 rsurface.matrix = identitymatrix;
4770 rsurface.inversematrix = identitymatrix;
4771 R_Mesh_Matrix(&identitymatrix);
4772 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4773 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4774 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4775 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4776 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4777 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4778 rsurface.frameblend[0].frame = 0;
4779 rsurface.frameblend[0].lerp = 1;
4780 rsurface.frameblend[1].frame = 0;
4781 rsurface.frameblend[1].lerp = 0;
4782 rsurface.frameblend[2].frame = 0;
4783 rsurface.frameblend[2].lerp = 0;
4784 rsurface.frameblend[3].frame = 0;
4785 rsurface.frameblend[3].lerp = 0;
4786 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4787 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4788 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4789 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4790 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4791 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4792 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4793 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4794 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4795 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4796 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4797 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4798 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4799 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4800 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4801 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4802 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4803 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4804 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4805 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4806 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4807 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4808 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4809 rsurface.modelelement3i = model->surfmesh.data_element3i;
4810 rsurface.modelelement3s = model->surfmesh.data_element3s;
4811 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4812 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4813 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4814 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4815 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4816 rsurface.modelsurfaces = model->data_surfaces;
4817 rsurface.generatedvertex = false;
4818 rsurface.vertex3f = rsurface.modelvertex3f;
4819 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4820 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4821 rsurface.svector3f = rsurface.modelsvector3f;
4822 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4823 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4824 rsurface.tvector3f = rsurface.modeltvector3f;
4825 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4826 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4827 rsurface.normal3f = rsurface.modelnormal3f;
4828 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4829 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4830 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4833 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4835 dp_model_t *model = ent->model;
4836 if (rsurface.array_size < model->surfmesh.num_vertices)
4837 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4838 rsurface.matrix = ent->matrix;
4839 rsurface.inversematrix = ent->inversematrix;
4840 R_Mesh_Matrix(&rsurface.matrix);
4841 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4842 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4843 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4844 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4845 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4846 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4847 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4848 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4849 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4850 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4851 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4852 rsurface.frameblend[0] = ent->frameblend[0];
4853 rsurface.frameblend[1] = ent->frameblend[1];
4854 rsurface.frameblend[2] = ent->frameblend[2];
4855 rsurface.frameblend[3] = ent->frameblend[3];
4856 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4857 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4858 if (ent->model->brush.submodel)
4860 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4861 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4863 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4867 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4868 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4869 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4870 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4871 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4873 else if (wantnormals)
4875 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4876 rsurface.modelsvector3f = NULL;
4877 rsurface.modeltvector3f = NULL;
4878 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4879 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4883 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4884 rsurface.modelsvector3f = NULL;
4885 rsurface.modeltvector3f = NULL;
4886 rsurface.modelnormal3f = NULL;
4887 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4889 rsurface.modelvertex3f_bufferobject = 0;
4890 rsurface.modelvertex3f_bufferoffset = 0;
4891 rsurface.modelsvector3f_bufferobject = 0;
4892 rsurface.modelsvector3f_bufferoffset = 0;
4893 rsurface.modeltvector3f_bufferobject = 0;
4894 rsurface.modeltvector3f_bufferoffset = 0;
4895 rsurface.modelnormal3f_bufferobject = 0;
4896 rsurface.modelnormal3f_bufferoffset = 0;
4897 rsurface.generatedvertex = true;
4901 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4902 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4903 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4904 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4905 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4906 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4907 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4908 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4909 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4910 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4911 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4912 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4913 rsurface.generatedvertex = false;
4915 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4916 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4917 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4918 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4919 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4920 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4921 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4922 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4923 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4924 rsurface.modelelement3i = model->surfmesh.data_element3i;
4925 rsurface.modelelement3s = model->surfmesh.data_element3s;
4926 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4927 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4928 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4929 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4930 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4931 rsurface.modelsurfaces = model->data_surfaces;
4932 rsurface.vertex3f = rsurface.modelvertex3f;
4933 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4934 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4935 rsurface.svector3f = rsurface.modelsvector3f;
4936 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4937 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4938 rsurface.tvector3f = rsurface.modeltvector3f;
4939 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4940 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4941 rsurface.normal3f = rsurface.modelnormal3f;
4942 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4943 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4944 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4947 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4948 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4951 int texturesurfaceindex;
4956 const float *v1, *in_tc;
4958 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4960 q3shaderinfo_deform_t *deform;
4961 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
4962 if (rsurface.generatedvertex)
4964 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4965 generatenormals = true;
4966 for (i = 0;i < Q3MAXDEFORMS;i++)
4968 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4970 generatetangents = true;
4971 generatenormals = true;
4973 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4974 generatenormals = true;
4976 if (generatenormals && !rsurface.modelnormal3f)
4978 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4979 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4980 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4981 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4983 if (generatetangents && !rsurface.modelsvector3f)
4985 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4986 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4987 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4988 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4989 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4990 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4991 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4994 rsurface.vertex3f = rsurface.modelvertex3f;
4995 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4996 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4997 rsurface.svector3f = rsurface.modelsvector3f;
4998 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4999 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5000 rsurface.tvector3f = rsurface.modeltvector3f;
5001 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5002 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5003 rsurface.normal3f = rsurface.modelnormal3f;
5004 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5005 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5006 // if vertices are deformed (sprite flares and things in maps, possibly
5007 // water waves, bulges and other deformations), generate them into
5008 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5009 // (may be static model data or generated data for an animated model, or
5010 // the previous deform pass)
5011 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5013 switch (deform->deform)
5016 case Q3DEFORM_PROJECTIONSHADOW:
5017 case Q3DEFORM_TEXT0:
5018 case Q3DEFORM_TEXT1:
5019 case Q3DEFORM_TEXT2:
5020 case Q3DEFORM_TEXT3:
5021 case Q3DEFORM_TEXT4:
5022 case Q3DEFORM_TEXT5:
5023 case Q3DEFORM_TEXT6:
5024 case Q3DEFORM_TEXT7:
5027 case Q3DEFORM_AUTOSPRITE:
5028 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5029 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5030 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5031 VectorNormalize(newforward);
5032 VectorNormalize(newright);
5033 VectorNormalize(newup);
5034 // make deformed versions of only the model vertices used by the specified surfaces
5035 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5037 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5038 // a single autosprite surface can contain multiple sprites...
5039 for (j = 0;j < surface->num_vertices - 3;j += 4)
5041 VectorClear(center);
5042 for (i = 0;i < 4;i++)
5043 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5044 VectorScale(center, 0.25f, center);
5045 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5046 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5047 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5048 for (i = 0;i < 4;i++)
5050 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5051 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5054 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5055 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5057 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5058 rsurface.vertex3f_bufferobject = 0;
5059 rsurface.vertex3f_bufferoffset = 0;
5060 rsurface.svector3f = rsurface.array_deformedsvector3f;
5061 rsurface.svector3f_bufferobject = 0;
5062 rsurface.svector3f_bufferoffset = 0;
5063 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5064 rsurface.tvector3f_bufferobject = 0;
5065 rsurface.tvector3f_bufferoffset = 0;
5066 rsurface.normal3f = rsurface.array_deformednormal3f;
5067 rsurface.normal3f_bufferobject = 0;
5068 rsurface.normal3f_bufferoffset = 0;
5070 case Q3DEFORM_AUTOSPRITE2:
5071 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5072 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5073 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5074 VectorNormalize(newforward);
5075 VectorNormalize(newright);
5076 VectorNormalize(newup);
5077 // make deformed versions of only the model vertices used by the specified surfaces
5078 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5080 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5081 const float *v1, *v2;
5091 memset(shortest, 0, sizeof(shortest));
5092 // a single autosprite surface can contain multiple sprites...
5093 for (j = 0;j < surface->num_vertices - 3;j += 4)
5095 VectorClear(center);
5096 for (i = 0;i < 4;i++)
5097 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5098 VectorScale(center, 0.25f, center);
5099 // find the two shortest edges, then use them to define the
5100 // axis vectors for rotating around the central axis
5101 for (i = 0;i < 6;i++)
5103 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5104 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5106 Debug_PolygonBegin(NULL, 0);
5107 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5108 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5109 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5112 l = VectorDistance2(v1, v2);
5113 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5115 l += (1.0f / 1024.0f);
5116 if (shortest[0].length2 > l || i == 0)
5118 shortest[1] = shortest[0];
5119 shortest[0].length2 = l;
5120 shortest[0].v1 = v1;
5121 shortest[0].v2 = v2;
5123 else if (shortest[1].length2 > l || i == 1)
5125 shortest[1].length2 = l;
5126 shortest[1].v1 = v1;
5127 shortest[1].v2 = v2;
5130 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5131 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5133 Debug_PolygonBegin(NULL, 0);
5134 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5135 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5136 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5139 // this calculates the right vector from the shortest edge
5140 // and the up vector from the edge midpoints
5141 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5142 VectorNormalize(right);
5143 VectorSubtract(end, start, up);
5144 VectorNormalize(up);
5145 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5146 //VectorSubtract(rsurface.modelorg, center, forward);
5147 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5148 VectorNegate(forward, forward);
5149 VectorReflect(forward, 0, up, forward);
5150 VectorNormalize(forward);
5151 CrossProduct(up, forward, newright);
5152 VectorNormalize(newright);
5154 Debug_PolygonBegin(NULL, 0);
5155 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5156 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5157 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5161 Debug_PolygonBegin(NULL, 0);
5162 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5163 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5164 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5167 // rotate the quad around the up axis vector, this is made
5168 // especially easy by the fact we know the quad is flat,
5169 // so we only have to subtract the center position and
5170 // measure distance along the right vector, and then
5171 // multiply that by the newright vector and add back the
5173 // we also need to subtract the old position to undo the
5174 // displacement from the center, which we do with a
5175 // DotProduct, the subtraction/addition of center is also
5176 // optimized into DotProducts here
5177 l = DotProduct(right, center);
5178 for (i = 0;i < 4;i++)
5180 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5181 f = DotProduct(right, v1) - l;
5182 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5185 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5186 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5188 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5189 rsurface.vertex3f_bufferobject = 0;
5190 rsurface.vertex3f_bufferoffset = 0;
5191 rsurface.svector3f = rsurface.array_deformedsvector3f;
5192 rsurface.svector3f_bufferobject = 0;
5193 rsurface.svector3f_bufferoffset = 0;
5194 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5195 rsurface.tvector3f_bufferobject = 0;
5196 rsurface.tvector3f_bufferoffset = 0;
5197 rsurface.normal3f = rsurface.array_deformednormal3f;
5198 rsurface.normal3f_bufferobject = 0;
5199 rsurface.normal3f_bufferoffset = 0;
5201 case Q3DEFORM_NORMAL:
5202 // deform the normals to make reflections wavey
5203 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5205 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5206 for (j = 0;j < surface->num_vertices;j++)
5209 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5210 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5211 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5212 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5213 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5214 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5215 VectorNormalize(normal);
5217 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5219 rsurface.svector3f = rsurface.array_deformedsvector3f;
5220 rsurface.svector3f_bufferobject = 0;
5221 rsurface.svector3f_bufferoffset = 0;
5222 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5223 rsurface.tvector3f_bufferobject = 0;
5224 rsurface.tvector3f_bufferoffset = 0;
5225 rsurface.normal3f = rsurface.array_deformednormal3f;
5226 rsurface.normal3f_bufferobject = 0;
5227 rsurface.normal3f_bufferoffset = 0;
5230 // deform vertex array to make wavey water and flags and such
5231 waveparms[0] = deform->waveparms[0];
5232 waveparms[1] = deform->waveparms[1];
5233 waveparms[2] = deform->waveparms[2];
5234 waveparms[3] = deform->waveparms[3];
5235 // this is how a divisor of vertex influence on deformation
5236 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5237 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5238 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5240 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5241 for (j = 0;j < surface->num_vertices;j++)
5243 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5244 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5245 // if the wavefunc depends on time, evaluate it per-vertex
5248 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5249 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5251 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5254 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5255 rsurface.vertex3f_bufferobject = 0;
5256 rsurface.vertex3f_bufferoffset = 0;
5258 case Q3DEFORM_BULGE:
5259 // deform vertex array to make the surface have moving bulges
5260 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5262 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5263 for (j = 0;j < surface->num_vertices;j++)
5265 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5266 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5269 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5270 rsurface.vertex3f_bufferobject = 0;
5271 rsurface.vertex3f_bufferoffset = 0;
5274 // deform vertex array
5275 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5276 VectorScale(deform->parms, scale, waveparms);
5277 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5279 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5280 for (j = 0;j < surface->num_vertices;j++)
5281 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5283 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5284 rsurface.vertex3f_bufferobject = 0;
5285 rsurface.vertex3f_bufferoffset = 0;
5289 // generate texcoords based on the chosen texcoord source
5290 switch(rsurface.texture->tcgen.tcgen)
5293 case Q3TCGEN_TEXTURE:
5294 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5295 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5296 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5298 case Q3TCGEN_LIGHTMAP:
5299 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5300 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5301 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5303 case Q3TCGEN_VECTOR:
5304 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5306 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5307 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5309 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5310 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5313 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5314 rsurface.texcoordtexture2f_bufferobject = 0;
5315 rsurface.texcoordtexture2f_bufferoffset = 0;
5317 case Q3TCGEN_ENVIRONMENT:
5318 // make environment reflections using a spheremap
5319 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5321 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5322 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5323 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5324 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5325 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5327 float l, d, eyedir[3];
5328 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5329 l = 0.5f / VectorLength(eyedir);
5330 d = DotProduct(normal, eyedir)*2;
5331 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5332 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5335 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5336 rsurface.texcoordtexture2f_bufferobject = 0;
5337 rsurface.texcoordtexture2f_bufferoffset = 0;
5340 // the only tcmod that needs software vertex processing is turbulent, so
5341 // check for it here and apply the changes if needed
5342 // and we only support that as the first one
5343 // (handling a mixture of turbulent and other tcmods would be problematic
5344 // without punting it entirely to a software path)
5345 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5347 amplitude = rsurface.texture->tcmods[0].parms[1];
5348 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5349 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5351 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5352 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5354 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5355 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5358 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5359 rsurface.texcoordtexture2f_bufferobject = 0;
5360 rsurface.texcoordtexture2f_bufferoffset = 0;
5362 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5363 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5364 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5365 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5368 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5371 const msurface_t *surface = texturesurfacelist[0];
5372 const msurface_t *surface2;
5377 // TODO: lock all array ranges before render, rather than on each surface
5378 if (texturenumsurfaces == 1)
5380 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5381 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5383 else if (r_batchmode.integer == 2)
5385 #define MAXBATCHTRIANGLES 4096
5386 int batchtriangles = 0;
5387 int batchelements[MAXBATCHTRIANGLES*3];
5388 for (i = 0;i < texturenumsurfaces;i = j)
5390 surface = texturesurfacelist[i];
5392 if (surface->num_triangles > MAXBATCHTRIANGLES)
5394 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5397 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5398 batchtriangles = surface->num_triangles;
5399 firstvertex = surface->num_firstvertex;
5400 endvertex = surface->num_firstvertex + surface->num_vertices;
5401 for (;j < texturenumsurfaces;j++)
5403 surface2 = texturesurfacelist[j];
5404 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5406 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5407 batchtriangles += surface2->num_triangles;
5408 firstvertex = min(firstvertex, surface2->num_firstvertex);
5409 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5411 surface2 = texturesurfacelist[j-1];
5412 numvertices = endvertex - firstvertex;
5413 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5416 else if (r_batchmode.integer == 1)
5418 for (i = 0;i < texturenumsurfaces;i = j)
5420 surface = texturesurfacelist[i];
5421 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5422 if (texturesurfacelist[j] != surface2)
5424 surface2 = texturesurfacelist[j-1];
5425 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5426 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5427 GL_LockArrays(surface->num_firstvertex, numvertices);
5428 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5433 for (i = 0;i < texturenumsurfaces;i++)
5435 surface = texturesurfacelist[i];
5436 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5437 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5442 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5444 int i, planeindex, vertexindex;
5448 r_waterstate_waterplane_t *p, *bestp;
5449 msurface_t *surface;
5450 if (r_waterstate.renderingscene)
5452 for (i = 0;i < texturenumsurfaces;i++)
5454 surface = texturesurfacelist[i];
5455 if (lightmaptexunit >= 0)
5456 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5457 if (deluxemaptexunit >= 0)
5458 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5459 // pick the closest matching water plane
5462 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5465 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5467 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5468 d += fabs(PlaneDiff(vert, &p->plane));
5470 if (bestd > d || !bestp)
5478 if (refractiontexunit >= 0)
5479 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5480 if (reflectiontexunit >= 0)
5481 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5485 if (refractiontexunit >= 0)
5486 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5487 if (reflectiontexunit >= 0)
5488 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5490 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5491 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5495 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5499 const msurface_t *surface = texturesurfacelist[0];
5500 const msurface_t *surface2;
5505 // TODO: lock all array ranges before render, rather than on each surface
5506 if (texturenumsurfaces == 1)
5508 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5509 if (deluxemaptexunit >= 0)
5510 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5511 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5512 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5514 else if (r_batchmode.integer == 2)
5516 #define MAXBATCHTRIANGLES 4096
5517 int batchtriangles = 0;
5518 int batchelements[MAXBATCHTRIANGLES*3];
5519 for (i = 0;i < texturenumsurfaces;i = j)
5521 surface = texturesurfacelist[i];
5522 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5523 if (deluxemaptexunit >= 0)
5524 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5526 if (surface->num_triangles > MAXBATCHTRIANGLES)
5528 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5531 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5532 batchtriangles = surface->num_triangles;
5533 firstvertex = surface->num_firstvertex;
5534 endvertex = surface->num_firstvertex + surface->num_vertices;
5535 for (;j < texturenumsurfaces;j++)
5537 surface2 = texturesurfacelist[j];
5538 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5540 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5541 batchtriangles += surface2->num_triangles;
5542 firstvertex = min(firstvertex, surface2->num_firstvertex);
5543 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5545 surface2 = texturesurfacelist[j-1];
5546 numvertices = endvertex - firstvertex;
5547 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5550 else if (r_batchmode.integer == 1)
5553 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5554 for (i = 0;i < texturenumsurfaces;i = j)
5556 surface = texturesurfacelist[i];
5557 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5558 if (texturesurfacelist[j] != surface2)
5560 Con_Printf(" %i", j - i);
5563 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5565 for (i = 0;i < texturenumsurfaces;i = j)
5567 surface = texturesurfacelist[i];
5568 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5569 if (deluxemaptexunit >= 0)
5570 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5571 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5572 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5575 Con_Printf(" %i", j - i);
5577 surface2 = texturesurfacelist[j-1];
5578 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5579 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5580 GL_LockArrays(surface->num_firstvertex, numvertices);
5581 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5589 for (i = 0;i < texturenumsurfaces;i++)
5591 surface = texturesurfacelist[i];
5592 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5593 if (deluxemaptexunit >= 0)
5594 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5595 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5596 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5601 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5604 int texturesurfaceindex;
5605 if (r_showsurfaces.integer == 2)
5607 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5609 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5610 for (j = 0;j < surface->num_triangles;j++)
5612 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5613 GL_Color(f, f, f, 1);
5614 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5620 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5622 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5623 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5624 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5625 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5626 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5631 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5633 int texturesurfaceindex;
5637 if (rsurface.lightmapcolor4f)
5639 // generate color arrays for the surfaces in this list
5640 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5642 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5643 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5645 f = FogPoint_Model(v);
5655 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5657 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5658 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5660 f = FogPoint_Model(v);
5668 rsurface.lightmapcolor4f = rsurface.array_color4f;
5669 rsurface.lightmapcolor4f_bufferobject = 0;
5670 rsurface.lightmapcolor4f_bufferoffset = 0;
5673 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5675 int texturesurfaceindex;
5678 if (!rsurface.lightmapcolor4f)
5680 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5682 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5683 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5691 rsurface.lightmapcolor4f = rsurface.array_color4f;
5692 rsurface.lightmapcolor4f_bufferobject = 0;
5693 rsurface.lightmapcolor4f_bufferoffset = 0;
5696 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5699 rsurface.lightmapcolor4f = NULL;
5700 rsurface.lightmapcolor4f_bufferobject = 0;
5701 rsurface.lightmapcolor4f_bufferoffset = 0;
5702 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5703 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5704 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5705 GL_Color(r, g, b, a);
5706 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5709 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5711 // TODO: optimize applyfog && applycolor case
5712 // just apply fog if necessary, and tint the fog color array if necessary
5713 rsurface.lightmapcolor4f = NULL;
5714 rsurface.lightmapcolor4f_bufferobject = 0;
5715 rsurface.lightmapcolor4f_bufferoffset = 0;
5716 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5717 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5718 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5719 GL_Color(r, g, b, a);
5720 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5723 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5725 int texturesurfaceindex;
5729 if (texturesurfacelist[0]->lightmapinfo)
5731 // generate color arrays for the surfaces in this list
5732 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5734 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5735 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5737 if (surface->lightmapinfo->samples)
5739 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5740 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5741 VectorScale(lm, scale, c);
5742 if (surface->lightmapinfo->styles[1] != 255)
5744 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5746 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5747 VectorMA(c, scale, lm, c);
5748 if (surface->lightmapinfo->styles[2] != 255)
5751 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5752 VectorMA(c, scale, lm, c);
5753 if (surface->lightmapinfo->styles[3] != 255)
5756 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5757 VectorMA(c, scale, lm, c);
5767 rsurface.lightmapcolor4f = rsurface.array_color4f;
5768 rsurface.lightmapcolor4f_bufferobject = 0;
5769 rsurface.lightmapcolor4f_bufferoffset = 0;
5773 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5774 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5775 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5777 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5778 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5779 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5780 GL_Color(r, g, b, a);
5781 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5784 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5786 int texturesurfaceindex;
5790 vec3_t ambientcolor;
5791 vec3_t diffusecolor;
5795 VectorCopy(rsurface.modellight_lightdir, lightdir);
5796 f = 0.5f * r_refdef.lightmapintensity;
5797 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5798 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5799 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5800 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5801 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5802 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5803 if (VectorLength2(diffusecolor) > 0)
5805 // generate color arrays for the surfaces in this list
5806 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5808 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5809 int numverts = surface->num_vertices;
5810 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5811 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5812 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5813 // q3-style directional shading
5814 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5816 if ((f = DotProduct(c2, lightdir)) > 0)
5817 VectorMA(ambientcolor, f, diffusecolor, c);
5819 VectorCopy(ambientcolor, c);
5828 rsurface.lightmapcolor4f = rsurface.array_color4f;
5829 rsurface.lightmapcolor4f_bufferobject = 0;
5830 rsurface.lightmapcolor4f_bufferoffset = 0;
5834 r = ambientcolor[0];
5835 g = ambientcolor[1];
5836 b = ambientcolor[2];
5837 rsurface.lightmapcolor4f = NULL;
5838 rsurface.lightmapcolor4f_bufferobject = 0;
5839 rsurface.lightmapcolor4f_bufferoffset = 0;
5841 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5842 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5843 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5844 GL_Color(r, g, b, a);
5845 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5848 void RSurf_SetupDepthAndCulling(void)
5850 // submodels are biased to avoid z-fighting with world surfaces that they
5851 // may be exactly overlapping (avoids z-fighting artifacts on certain
5852 // doors and things in Quake maps)
5853 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5854 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5855 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5856 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5859 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5861 // transparent sky would be ridiculous
5862 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5864 R_SetupGenericShader(false);
5867 skyrendernow = false;
5868 // we have to force off the water clipping plane while rendering sky
5872 // restore entity matrix
5873 R_Mesh_Matrix(&rsurface.matrix);
5875 RSurf_SetupDepthAndCulling();
5877 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5878 // skymasking on them, and Quake3 never did sky masking (unlike
5879 // software Quake and software Quake2), so disable the sky masking
5880 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5881 // and skymasking also looks very bad when noclipping outside the
5882 // level, so don't use it then either.
5883 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5885 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5886 R_Mesh_ColorPointer(NULL, 0, 0);
5887 R_Mesh_ResetTextureState();
5888 if (skyrendermasked)
5890 R_SetupDepthOrShadowShader();
5891 // depth-only (masking)
5892 GL_ColorMask(0,0,0,0);
5893 // just to make sure that braindead drivers don't draw
5894 // anything despite that colormask...
5895 GL_BlendFunc(GL_ZERO, GL_ONE);
5899 R_SetupGenericShader(false);
5901 GL_BlendFunc(GL_ONE, GL_ZERO);
5903 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5904 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5905 if (skyrendermasked)
5906 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5908 R_Mesh_ResetTextureState();
5909 GL_Color(1, 1, 1, 1);
5912 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5914 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5917 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5918 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5919 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5920 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5921 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5922 if (rsurface.texture->backgroundcurrentskinframe)
5924 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5925 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5926 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5927 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5929 if(rsurface.texture->colormapping)
5931 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5932 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5934 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5935 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5936 R_Mesh_ColorPointer(NULL, 0, 0);
5938 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5940 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5942 // render background
5943 GL_BlendFunc(GL_ONE, GL_ZERO);
5945 GL_AlphaTest(false);
5947 GL_Color(1, 1, 1, 1);
5948 R_Mesh_ColorPointer(NULL, 0, 0);
5950 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5951 if (r_glsl_permutation)
5953 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5954 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5955 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5956 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5957 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5958 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5959 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5961 GL_LockArrays(0, 0);
5963 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5964 GL_DepthMask(false);
5965 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5966 R_Mesh_ColorPointer(NULL, 0, 0);
5968 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5969 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5970 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5973 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5974 if (!r_glsl_permutation)
5977 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5978 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5979 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5980 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5981 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5982 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5984 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5986 GL_BlendFunc(GL_ONE, GL_ZERO);
5988 GL_AlphaTest(false);
5992 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5993 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5994 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5997 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5999 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6000 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6002 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6006 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6007 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6009 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6011 GL_LockArrays(0, 0);
6014 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6016 // OpenGL 1.3 path - anything not completely ancient
6017 int texturesurfaceindex;
6018 qboolean applycolor;
6022 const texturelayer_t *layer;
6023 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6025 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6028 int layertexrgbscale;
6029 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6031 if (layerindex == 0)
6035 GL_AlphaTest(false);
6036 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6039 GL_DepthMask(layer->depthmask && writedepth);
6040 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6041 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6043 layertexrgbscale = 4;
6044 VectorScale(layer->color, 0.25f, layercolor);
6046 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6048 layertexrgbscale = 2;
6049 VectorScale(layer->color, 0.5f, layercolor);
6053 layertexrgbscale = 1;
6054 VectorScale(layer->color, 1.0f, layercolor);
6056 layercolor[3] = layer->color[3];
6057 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6058 R_Mesh_ColorPointer(NULL, 0, 0);
6059 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6060 switch (layer->type)
6062 case TEXTURELAYERTYPE_LITTEXTURE:
6063 memset(&m, 0, sizeof(m));
6064 m.tex[0] = R_GetTexture(r_texture_white);
6065 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6066 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6067 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6068 m.tex[1] = R_GetTexture(layer->texture);
6069 m.texmatrix[1] = layer->texmatrix;
6070 m.texrgbscale[1] = layertexrgbscale;
6071 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6072 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6073 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6074 R_Mesh_TextureState(&m);
6075 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6076 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6077 else if (rsurface.uselightmaptexture)
6078 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6080 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6082 case TEXTURELAYERTYPE_TEXTURE:
6083 memset(&m, 0, sizeof(m));
6084 m.tex[0] = R_GetTexture(layer->texture);
6085 m.texmatrix[0] = layer->texmatrix;
6086 m.texrgbscale[0] = layertexrgbscale;
6087 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6088 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6089 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6090 R_Mesh_TextureState(&m);
6091 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6093 case TEXTURELAYERTYPE_FOG:
6094 memset(&m, 0, sizeof(m));
6095 m.texrgbscale[0] = layertexrgbscale;
6098 m.tex[0] = R_GetTexture(layer->texture);
6099 m.texmatrix[0] = layer->texmatrix;
6100 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6101 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6102 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6104 R_Mesh_TextureState(&m);
6105 // generate a color array for the fog pass
6106 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6107 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6111 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6112 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6114 f = 1 - FogPoint_Model(v);
6115 c[0] = layercolor[0];
6116 c[1] = layercolor[1];
6117 c[2] = layercolor[2];
6118 c[3] = f * layercolor[3];
6121 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6124 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6126 GL_LockArrays(0, 0);
6129 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6131 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6132 GL_AlphaTest(false);
6136 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6138 // OpenGL 1.1 - crusty old voodoo path
6139 int texturesurfaceindex;
6143 const texturelayer_t *layer;
6144 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6146 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6148 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6150 if (layerindex == 0)
6154 GL_AlphaTest(false);
6155 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6158 GL_DepthMask(layer->depthmask && writedepth);
6159 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6160 R_Mesh_ColorPointer(NULL, 0, 0);
6161 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6162 switch (layer->type)
6164 case TEXTURELAYERTYPE_LITTEXTURE:
6165 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6167 // two-pass lit texture with 2x rgbscale
6168 // first the lightmap pass
6169 memset(&m, 0, sizeof(m));
6170 m.tex[0] = R_GetTexture(r_texture_white);
6171 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6172 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6173 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6174 R_Mesh_TextureState(&m);
6175 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6176 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6177 else if (rsurface.uselightmaptexture)
6178 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6180 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6181 GL_LockArrays(0, 0);
6182 // then apply the texture to it
6183 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6184 memset(&m, 0, sizeof(m));
6185 m.tex[0] = R_GetTexture(layer->texture);
6186 m.texmatrix[0] = layer->texmatrix;
6187 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6188 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6189 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6190 R_Mesh_TextureState(&m);
6191 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
6195 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6196 memset(&m, 0, sizeof(m));
6197 m.tex[0] = R_GetTexture(layer->texture);
6198 m.texmatrix[0] = layer->texmatrix;
6199 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6200 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6201 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6202 R_Mesh_TextureState(&m);
6203 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6204 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6206 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6209 case TEXTURELAYERTYPE_TEXTURE:
6210 // singletexture unlit texture with transparency support
6211 memset(&m, 0, sizeof(m));
6212 m.tex[0] = R_GetTexture(layer->texture);
6213 m.texmatrix[0] = layer->texmatrix;
6214 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6215 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6216 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6217 R_Mesh_TextureState(&m);
6218 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6220 case TEXTURELAYERTYPE_FOG:
6221 // singletexture fogging
6222 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6225 memset(&m, 0, sizeof(m));
6226 m.tex[0] = R_GetTexture(layer->texture);
6227 m.texmatrix[0] = layer->texmatrix;
6228 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6229 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6230 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6231 R_Mesh_TextureState(&m);
6234 R_Mesh_ResetTextureState();
6235 // generate a color array for the fog pass
6236 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6240 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6241 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6243 f = 1 - FogPoint_Model(v);
6244 c[0] = layer->color[0];
6245 c[1] = layer->color[1];
6246 c[2] = layer->color[2];
6247 c[3] = f * layer->color[3];
6250 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6253 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6255 GL_LockArrays(0, 0);
6258 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6260 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6261 GL_AlphaTest(false);
6265 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6268 RSurf_SetupDepthAndCulling();
6269 if (r_glsl.integer && gl_support_fragment_shader)
6270 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6271 else if (gl_combine.integer && r_textureunits.integer >= 2)
6272 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6274 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6278 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6281 int texturenumsurfaces, endsurface;
6283 msurface_t *surface;
6284 msurface_t *texturesurfacelist[1024];
6286 // if the model is static it doesn't matter what value we give for
6287 // wantnormals and wanttangents, so this logic uses only rules applicable
6288 // to a model, knowing that they are meaningless otherwise
6289 if (ent == r_refdef.scene.worldentity)
6290 RSurf_ActiveWorldEntity();
6291 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6292 RSurf_ActiveModelEntity(ent, false, false);
6294 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6296 for (i = 0;i < numsurfaces;i = j)
6299 surface = rsurface.modelsurfaces + surfacelist[i];
6300 texture = surface->texture;
6301 R_UpdateTextureInfo(ent, texture);
6302 rsurface.texture = texture->currentframe;
6303 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6304 // scan ahead until we find a different texture
6305 endsurface = min(i + 1024, numsurfaces);
6306 texturenumsurfaces = 0;
6307 texturesurfacelist[texturenumsurfaces++] = surface;
6308 for (;j < endsurface;j++)
6310 surface = rsurface.modelsurfaces + surfacelist[j];
6311 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6313 texturesurfacelist[texturenumsurfaces++] = surface;
6315 // render the range of surfaces
6316 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6318 GL_AlphaTest(false);
6321 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6326 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6328 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6330 RSurf_SetupDepthAndCulling();
6331 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6332 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6334 else if (r_showsurfaces.integer)
6336 RSurf_SetupDepthAndCulling();
6338 GL_BlendFunc(GL_ONE, GL_ZERO);
6340 GL_AlphaTest(false);
6341 R_Mesh_ColorPointer(NULL, 0, 0);
6342 R_Mesh_ResetTextureState();
6343 R_SetupGenericShader(false);
6344 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6345 if (!r_refdef.view.showdebug)
6347 GL_Color(0, 0, 0, 1);
6348 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6351 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6353 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6354 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6355 else if (!rsurface.texture->currentnumlayers)
6357 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6359 // transparent surfaces get pushed off into the transparent queue
6360 int surfacelistindex;
6361 const msurface_t *surface;
6362 vec3_t tempcenter, center;
6363 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6365 surface = texturesurfacelist[surfacelistindex];
6366 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6367 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6368 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6369 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6370 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6375 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6376 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6381 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6385 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6388 for (i = 0;i < numsurfaces;i++)
6389 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6390 R_Water_AddWaterPlane(surfacelist[i]);
6393 // break the surface list down into batches by texture and use of lightmapping
6394 for (i = 0;i < numsurfaces;i = j)
6397 // texture is the base texture pointer, rsurface.texture is the
6398 // current frame/skin the texture is directing us to use (for example
6399 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6400 // use skin 1 instead)
6401 texture = surfacelist[i]->texture;
6402 rsurface.texture = texture->currentframe;
6403 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6404 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6406 // if this texture is not the kind we want, skip ahead to the next one
6407 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6411 // simply scan ahead until we find a different texture or lightmap state
6412 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6414 // render the range of surfaces
6415 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6419 float locboxvertex3f[6*4*3] =
6421 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6422 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6423 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6424 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6425 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6426 1,0,0, 0,0,0, 0,1,0, 1,1,0
6429 unsigned short locboxelements[6*2*3] =
6439 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6442 cl_locnode_t *loc = (cl_locnode_t *)ent;
6444 float vertex3f[6*4*3];
6446 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6447 GL_DepthMask(false);
6448 GL_DepthRange(0, 1);
6449 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6451 GL_CullFace(GL_NONE);
6452 R_Mesh_Matrix(&identitymatrix);
6454 R_Mesh_VertexPointer(vertex3f, 0, 0);
6455 R_Mesh_ColorPointer(NULL, 0, 0);
6456 R_Mesh_ResetTextureState();
6457 R_SetupGenericShader(false);
6460 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6461 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6462 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6463 surfacelist[0] < 0 ? 0.5f : 0.125f);
6465 if (VectorCompare(loc->mins, loc->maxs))
6467 VectorSet(size, 2, 2, 2);
6468 VectorMA(loc->mins, -0.5f, size, mins);
6472 VectorCopy(loc->mins, mins);
6473 VectorSubtract(loc->maxs, loc->mins, size);
6476 for (i = 0;i < 6*4*3;)
6477 for (j = 0;j < 3;j++, i++)
6478 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6480 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6483 void R_DrawLocs(void)
6486 cl_locnode_t *loc, *nearestloc;
6488 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6489 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6491 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6492 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6496 void R_DrawDebugModel(entity_render_t *ent)
6498 int i, j, k, l, flagsmask;
6499 const int *elements;
6501 msurface_t *surface;
6502 dp_model_t *model = ent->model;
6505 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6507 R_Mesh_ColorPointer(NULL, 0, 0);
6508 R_Mesh_ResetTextureState();
6509 R_SetupGenericShader(false);
6510 GL_DepthRange(0, 1);
6511 GL_DepthTest(!r_showdisabledepthtest.integer);
6512 GL_DepthMask(false);
6513 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6515 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6517 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6518 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6520 if (brush->colbrushf && brush->colbrushf->numtriangles)
6522 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6523 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6524 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6527 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6529 if (surface->num_collisiontriangles)
6531 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6532 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6533 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6538 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6540 if (r_showtris.integer || r_shownormals.integer)
6542 if (r_showdisabledepthtest.integer)
6544 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6545 GL_DepthMask(false);
6549 GL_BlendFunc(GL_ONE, GL_ZERO);
6552 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6554 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6556 rsurface.texture = surface->texture->currentframe;
6557 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6559 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6560 if (r_showtris.value > 0)
6562 if (!rsurface.texture->currentlayers->depthmask)
6563 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6564 else if (ent == r_refdef.scene.worldentity)
6565 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6567 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6568 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6571 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6573 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6574 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6575 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6576 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6581 if (r_shownormals.value > 0)
6584 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6586 VectorCopy(rsurface.vertex3f + l * 3, v);
6587 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6588 qglVertex3f(v[0], v[1], v[2]);
6589 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6590 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6591 qglVertex3f(v[0], v[1], v[2]);
6596 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6598 VectorCopy(rsurface.vertex3f + l * 3, v);
6599 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6600 qglVertex3f(v[0], v[1], v[2]);
6601 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6602 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6603 qglVertex3f(v[0], v[1], v[2]);
6608 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6610 VectorCopy(rsurface.vertex3f + l * 3, v);
6611 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6612 qglVertex3f(v[0], v[1], v[2]);
6613 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6614 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6615 qglVertex3f(v[0], v[1], v[2]);
6622 rsurface.texture = NULL;
6626 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6627 int r_maxsurfacelist = 0;
6628 msurface_t **r_surfacelist = NULL;
6629 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6631 int i, j, endj, f, flagsmask;
6633 dp_model_t *model = r_refdef.scene.worldmodel;
6634 msurface_t *surfaces;
6635 unsigned char *update;
6636 int numsurfacelist = 0;
6640 if (r_maxsurfacelist < model->num_surfaces)
6642 r_maxsurfacelist = model->num_surfaces;
6644 Mem_Free(r_surfacelist);
6645 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6648 RSurf_ActiveWorldEntity();
6650 surfaces = model->data_surfaces;
6651 update = model->brushq1.lightmapupdateflags;
6653 // update light styles on this submodel
6654 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6656 model_brush_lightstyleinfo_t *style;
6657 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6659 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6661 int *list = style->surfacelist;
6662 style->value = r_refdef.scene.lightstylevalue[style->style];
6663 for (j = 0;j < style->numsurfaces;j++)
6664 update[list[j]] = true;
6669 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6670 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6674 R_DrawDebugModel(r_refdef.scene.worldentity);
6680 rsurface.uselightmaptexture = false;
6681 rsurface.texture = NULL;
6682 rsurface.rtlight = NULL;
6684 // add visible surfaces to draw list
6685 j = model->firstmodelsurface;
6686 endj = j + model->nummodelsurfaces;
6691 if (r_refdef.viewcache.world_surfacevisible[j])
6693 r_surfacelist[numsurfacelist++] = surfaces + j;
6694 // update lightmap if needed
6696 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6702 if (r_refdef.viewcache.world_surfacevisible[j])
6703 r_surfacelist[numsurfacelist++] = surfaces + j;
6704 // don't do anything if there were no surfaces
6705 if (!numsurfacelist)
6707 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6708 GL_AlphaTest(false);
6710 // add to stats if desired
6711 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6713 r_refdef.stats.world_surfaces += numsurfacelist;
6714 for (j = 0;j < numsurfacelist;j++)
6715 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
6719 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6721 int i, j, endj, f, flagsmask;
6723 dp_model_t *model = ent->model;
6724 msurface_t *surfaces;
6725 unsigned char *update;
6726 int numsurfacelist = 0;
6730 if (r_maxsurfacelist < model->num_surfaces)
6732 r_maxsurfacelist = model->num_surfaces;
6734 Mem_Free(r_surfacelist);
6735 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6738 // if the model is static it doesn't matter what value we give for
6739 // wantnormals and wanttangents, so this logic uses only rules applicable
6740 // to a model, knowing that they are meaningless otherwise
6741 if (ent == r_refdef.scene.worldentity)
6742 RSurf_ActiveWorldEntity();
6743 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6744 RSurf_ActiveModelEntity(ent, false, false);
6746 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6748 surfaces = model->data_surfaces;
6749 update = model->brushq1.lightmapupdateflags;
6751 // update light styles
6752 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6754 model_brush_lightstyleinfo_t *style;
6755 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6757 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6759 int *list = style->surfacelist;
6760 style->value = r_refdef.scene.lightstylevalue[style->style];
6761 for (j = 0;j < style->numsurfaces;j++)
6762 update[list[j]] = true;
6767 R_UpdateAllTextureInfo(ent);
6768 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6772 R_DrawDebugModel(ent);
6778 rsurface.uselightmaptexture = false;
6779 rsurface.texture = NULL;
6780 rsurface.rtlight = NULL;
6782 // add visible surfaces to draw list
6783 j = model->firstmodelsurface;
6784 endj = j + model->nummodelsurfaces;
6786 r_surfacelist[numsurfacelist++] = surfaces + j;
6787 // don't do anything if there were no surfaces
6788 if (!numsurfacelist)
6790 // update lightmaps if needed
6792 for (j = model->firstmodelsurface;j < endj;j++)
6794 R_BuildLightMap(ent, surfaces + j);
6795 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6796 GL_AlphaTest(false);
6798 // add to stats if desired
6799 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6801 r_refdef.stats.entities++;
6802 r_refdef.stats.entities_surfaces += numsurfacelist;
6803 for (j = 0;j < numsurfacelist;j++)
6804 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;