2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
78 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
86 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
87 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
91 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
95 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
96 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
97 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
98 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
99 cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
100 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
101 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
102 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
103 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
104 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
105 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
106 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
107 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
108 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
109 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
110 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
111 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
112 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
113 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
114 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
115 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
124 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
125 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
126 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
127 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
128 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
130 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
131 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
132 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
133 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
134 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
135 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
136 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
137 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
138 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
139 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
140 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
141 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
142 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
143 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
144 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
145 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
146 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
147 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
148 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
149 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
150 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
151 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
152 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
153 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
154 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
155 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
157 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
158 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
159 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
160 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
161 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
162 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
163 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
164 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
166 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
167 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
169 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
170 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
171 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
173 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
174 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
175 cvar_t r_rendertarget_debug = {0, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
176 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
177 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
178 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
179 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
180 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
181 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
182 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
184 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
185 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
186 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
187 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
188 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
189 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
190 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
191 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
192 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
193 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
194 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
195 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
196 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
197 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
198 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
199 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
200 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
201 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
202 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
204 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
205 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
206 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
207 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
208 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
209 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
210 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
211 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
212 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
214 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
215 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
216 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
217 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
219 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
220 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
222 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
223 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
224 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
225 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
226 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
227 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
229 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
230 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
231 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
232 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
233 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
234 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
235 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
236 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
237 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
238 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
240 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
242 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
244 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
246 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
248 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
249 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
250 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
251 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
253 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
254 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
256 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
258 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
259 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
261 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
262 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
263 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
264 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
267 extern cvar_t v_glslgamma_2d;
269 extern qboolean v_flipped_state;
271 r_framebufferstate_t r_fb;
273 /// shadow volume bsp struct with automatically growing nodes buffer
276 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
278 rtexture_t *r_texture_blanknormalmap;
279 rtexture_t *r_texture_white;
280 rtexture_t *r_texture_grey128;
281 rtexture_t *r_texture_black;
282 rtexture_t *r_texture_notexture;
283 rtexture_t *r_texture_whitecube;
284 rtexture_t *r_texture_normalizationcube;
285 rtexture_t *r_texture_fogattenuation;
286 rtexture_t *r_texture_fogheighttexture;
287 rtexture_t *r_texture_gammaramps;
288 unsigned int r_texture_gammaramps_serial;
289 //rtexture_t *r_texture_fogintensity;
290 rtexture_t *r_texture_reflectcube;
292 // TODO: hash lookups?
293 typedef struct cubemapinfo_s
300 int r_texture_numcubemaps;
301 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
303 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
304 unsigned int r_numqueries;
305 unsigned int r_maxqueries;
307 typedef struct r_qwskincache_s
309 char name[MAX_QPATH];
310 skinframe_t *skinframe;
314 static r_qwskincache_t *r_qwskincache;
315 static int r_qwskincache_size;
317 /// vertex coordinates for a quad that covers the screen exactly
318 extern const float r_screenvertex3f[12];
319 const float r_screenvertex3f[12] =
327 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
330 for (i = 0;i < verts;i++)
341 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
344 for (i = 0;i < verts;i++)
354 // FIXME: move this to client?
357 if (gamemode == GAME_NEHAHRA)
359 Cvar_Set("gl_fogenable", "0");
360 Cvar_Set("gl_fogdensity", "0.2");
361 Cvar_Set("gl_fogred", "0.3");
362 Cvar_Set("gl_foggreen", "0.3");
363 Cvar_Set("gl_fogblue", "0.3");
365 r_refdef.fog_density = 0;
366 r_refdef.fog_red = 0;
367 r_refdef.fog_green = 0;
368 r_refdef.fog_blue = 0;
369 r_refdef.fog_alpha = 1;
370 r_refdef.fog_start = 0;
371 r_refdef.fog_end = 16384;
372 r_refdef.fog_height = 1<<30;
373 r_refdef.fog_fadedepth = 128;
374 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
377 static void R_BuildBlankTextures(void)
379 unsigned char data[4];
380 data[2] = 128; // normal X
381 data[1] = 128; // normal Y
382 data[0] = 255; // normal Z
383 data[3] = 255; // height
384 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
399 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
402 static void R_BuildNoTexture(void)
405 unsigned char pix[16][16][4];
406 // this makes a light grey/dark grey checkerboard texture
407 for (y = 0;y < 16;y++)
409 for (x = 0;x < 16;x++)
411 if ((y < 8) ^ (x < 8))
427 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
430 static void R_BuildWhiteCube(void)
432 unsigned char data[6*1*1*4];
433 memset(data, 255, sizeof(data));
434 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
437 static void R_BuildNormalizationCube(void)
441 vec_t s, t, intensity;
444 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
445 for (side = 0;side < 6;side++)
447 for (y = 0;y < NORMSIZE;y++)
449 for (x = 0;x < NORMSIZE;x++)
451 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
452 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
487 intensity = 127.0f / sqrt(DotProduct(v, v));
488 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
489 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
490 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
491 data[((side*64+y)*64+x)*4+3] = 255;
495 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
499 static void R_BuildFogTexture(void)
503 unsigned char data1[FOGWIDTH][4];
504 //unsigned char data2[FOGWIDTH][4];
507 r_refdef.fogmasktable_start = r_refdef.fog_start;
508 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
509 r_refdef.fogmasktable_range = r_refdef.fogrange;
510 r_refdef.fogmasktable_density = r_refdef.fog_density;
512 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
513 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
515 d = (x * r - r_refdef.fogmasktable_start);
516 if(developer_extra.integer)
517 Con_DPrintf("%f ", d);
519 if (r_fog_exp2.integer)
520 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
522 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
523 if(developer_extra.integer)
524 Con_DPrintf(" : %f ", alpha);
525 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
526 if(developer_extra.integer)
527 Con_DPrintf(" = %f\n", alpha);
528 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
531 for (x = 0;x < FOGWIDTH;x++)
533 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
538 //data2[x][0] = 255 - b;
539 //data2[x][1] = 255 - b;
540 //data2[x][2] = 255 - b;
543 if (r_texture_fogattenuation)
545 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
550 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
551 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
555 static void R_BuildFogHeightTexture(void)
557 unsigned char *inpixels;
565 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
566 if (r_refdef.fogheighttexturename[0])
567 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
570 r_refdef.fog_height_tablesize = 0;
571 if (r_texture_fogheighttexture)
572 R_FreeTexture(r_texture_fogheighttexture);
573 r_texture_fogheighttexture = NULL;
574 if (r_refdef.fog_height_table2d)
575 Mem_Free(r_refdef.fog_height_table2d);
576 r_refdef.fog_height_table2d = NULL;
577 if (r_refdef.fog_height_table1d)
578 Mem_Free(r_refdef.fog_height_table1d);
579 r_refdef.fog_height_table1d = NULL;
583 r_refdef.fog_height_tablesize = size;
584 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
585 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
586 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
588 // LordHavoc: now the magic - what is that table2d for? it is a cooked
589 // average fog color table accounting for every fog layer between a point
590 // and the camera. (Note: attenuation is handled separately!)
591 for (y = 0;y < size;y++)
593 for (x = 0;x < size;x++)
599 for (j = x;j <= y;j++)
601 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
607 for (j = x;j >= y;j--)
609 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
614 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
615 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
616 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
617 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
620 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
623 //=======================================================================================================================================================
625 static const char *builtinshaderstrings[] =
627 #include "shader_glsl.h"
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *sourcebasename;
643 const char *extension;
644 const char **builtinshaderstrings;
653 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
654 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
656 {"#define USEDIFFUSE\n", " diffuse"},
657 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
658 {"#define USEVIEWTINT\n", " viewtint"},
659 {"#define USECOLORMAPPING\n", " colormapping"},
660 {"#define USESATURATION\n", " saturation"},
661 {"#define USEFOGINSIDE\n", " foginside"},
662 {"#define USEFOGOUTSIDE\n", " fogoutside"},
663 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
664 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
665 {"#define USEGAMMARAMPS\n", " gammaramps"},
666 {"#define USECUBEFILTER\n", " cubefilter"},
667 {"#define USEGLOW\n", " glow"},
668 {"#define USEBLOOM\n", " bloom"},
669 {"#define USESPECULAR\n", " specular"},
670 {"#define USEPOSTPROCESSING\n", " postprocessing"},
671 {"#define USEREFLECTION\n", " reflection"},
672 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
673 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
674 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
683 {"#define USETRIPPY\n", " trippy"},
684 {"#define USEDEPTHRGB\n", " depthrgb"},
685 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
686 {"#define USESKELETAL\n", " skeletal"},
687 {"#define USEOCCLUDE\n", " occlude"}
690 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
691 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
693 // SHADERLANGUAGE_GLSL
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
703 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
704 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
705 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
706 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
715 struct r_glsl_permutation_s;
716 typedef struct r_glsl_permutation_s
719 struct r_glsl_permutation_s *hashnext;
721 dpuint64 permutation;
723 /// indicates if we have tried compiling this permutation already
725 /// 0 if compilation failed
727 // texture units assigned to each detected uniform
728 int tex_Texture_First;
729 int tex_Texture_Second;
730 int tex_Texture_GammaRamps;
731 int tex_Texture_Normal;
732 int tex_Texture_Color;
733 int tex_Texture_Gloss;
734 int tex_Texture_Glow;
735 int tex_Texture_SecondaryNormal;
736 int tex_Texture_SecondaryColor;
737 int tex_Texture_SecondaryGloss;
738 int tex_Texture_SecondaryGlow;
739 int tex_Texture_Pants;
740 int tex_Texture_Shirt;
741 int tex_Texture_FogHeightTexture;
742 int tex_Texture_FogMask;
743 int tex_Texture_Lightmap;
744 int tex_Texture_Deluxemap;
745 int tex_Texture_Attenuation;
746 int tex_Texture_Cube;
747 int tex_Texture_Refraction;
748 int tex_Texture_Reflection;
749 int tex_Texture_ShadowMap2D;
750 int tex_Texture_CubeProjection;
751 int tex_Texture_ScreenNormalMap;
752 int tex_Texture_ScreenDiffuse;
753 int tex_Texture_ScreenSpecular;
754 int tex_Texture_ReflectMask;
755 int tex_Texture_ReflectCube;
756 int tex_Texture_BounceGrid;
757 /// locations of detected uniforms in program object, or -1 if not found
758 int loc_Texture_First;
759 int loc_Texture_Second;
760 int loc_Texture_GammaRamps;
761 int loc_Texture_Normal;
762 int loc_Texture_Color;
763 int loc_Texture_Gloss;
764 int loc_Texture_Glow;
765 int loc_Texture_SecondaryNormal;
766 int loc_Texture_SecondaryColor;
767 int loc_Texture_SecondaryGloss;
768 int loc_Texture_SecondaryGlow;
769 int loc_Texture_Pants;
770 int loc_Texture_Shirt;
771 int loc_Texture_FogHeightTexture;
772 int loc_Texture_FogMask;
773 int loc_Texture_Lightmap;
774 int loc_Texture_Deluxemap;
775 int loc_Texture_Attenuation;
776 int loc_Texture_Cube;
777 int loc_Texture_Refraction;
778 int loc_Texture_Reflection;
779 int loc_Texture_ShadowMap2D;
780 int loc_Texture_CubeProjection;
781 int loc_Texture_ScreenNormalMap;
782 int loc_Texture_ScreenDiffuse;
783 int loc_Texture_ScreenSpecular;
784 int loc_Texture_ReflectMask;
785 int loc_Texture_ReflectCube;
786 int loc_Texture_BounceGrid;
788 int loc_BloomBlur_Parameters;
790 int loc_Color_Ambient;
791 int loc_Color_Diffuse;
792 int loc_Color_Specular;
796 int loc_DeferredColor_Ambient;
797 int loc_DeferredColor_Diffuse;
798 int loc_DeferredColor_Specular;
799 int loc_DeferredMod_Diffuse;
800 int loc_DeferredMod_Specular;
801 int loc_DistortScaleRefractReflect;
804 int loc_FogHeightFade;
806 int loc_FogPlaneViewDist;
807 int loc_FogRangeRecip;
810 int loc_LightPosition;
811 int loc_OffsetMapping_ScaleSteps;
812 int loc_OffsetMapping_LodDistance;
813 int loc_OffsetMapping_Bias;
815 int loc_ReflectColor;
816 int loc_ReflectFactor;
817 int loc_ReflectOffset;
818 int loc_RefractColor;
820 int loc_ScreenCenterRefractReflect;
821 int loc_ScreenScaleRefractReflect;
822 int loc_ScreenToDepth;
823 int loc_ShadowMap_Parameters;
824 int loc_ShadowMap_TextureScale;
825 int loc_SpecularPower;
826 int loc_Skeletal_Transform12;
831 int loc_ViewTintColor;
833 int loc_ModelToLight;
835 int loc_BackgroundTexMatrix;
836 int loc_ModelViewProjectionMatrix;
837 int loc_ModelViewMatrix;
838 int loc_PixelToScreenTexCoord;
839 int loc_ModelToReflectCube;
840 int loc_ShadowMapMatrix;
841 int loc_BloomColorSubtract;
842 int loc_NormalmapScrollBlend;
843 int loc_BounceGridMatrix;
844 int loc_BounceGridIntensity;
845 /// uniform block bindings
846 int ubibind_Skeletal_Transform12_UniformBlock;
847 /// uniform block indices
848 int ubiloc_Skeletal_Transform12_UniformBlock;
850 r_glsl_permutation_t;
852 #define SHADERPERMUTATION_HASHSIZE 256
855 // non-degradable "lightweight" shader parameters to keep the permutations simpler
856 // these can NOT degrade! only use for simple stuff
859 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
860 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
861 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
862 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
863 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
864 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
865 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
866 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
867 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
868 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
869 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
870 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
871 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
872 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
874 #define SHADERSTATICPARMS_COUNT 14
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
882 extern qboolean r_shadow_shadowmapsampler;
883 extern int r_shadow_shadowmappcf;
884 qboolean R_CompileShader_CheckStaticParms(void)
886 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
887 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
888 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
891 if (r_glsl_saturation_redcompensate.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
893 if (r_glsl_vertextextureblend_usebothalphas.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
895 if (r_shadow_glossexact.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
897 if (r_glsl_postprocess.integer)
899 if (r_glsl_postprocess_uservec1_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
901 if (r_glsl_postprocess_uservec2_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
903 if (r_glsl_postprocess_uservec3_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
905 if (r_glsl_postprocess_uservec4_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
910 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
913 if (r_shadow_shadowmapsampler)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
915 if (r_shadow_shadowmappcf > 1)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
917 else if (r_shadow_shadowmappcf)
918 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
919 if (r_celshading.integer)
920 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
921 if (r_celoutlines.integer)
922 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
924 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
927 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
928 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
929 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
931 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
932 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
934 shaderstaticparms_count = 0;
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
953 /// information about each possible shader permutation
954 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
955 /// currently selected permutation
956 r_glsl_permutation_t *r_glsl_permutation;
957 /// storage for permutations linked in the hash table
958 memexpandablearray_t r_glsl_permutationarray;
960 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
962 //unsigned int hashdepth = 0;
963 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
964 r_glsl_permutation_t *p;
965 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
967 if (p->mode == mode && p->permutation == permutation)
969 //if (hashdepth > 10)
970 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
975 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
977 p->permutation = permutation;
978 p->hashnext = r_glsl_permutationhash[mode][hashindex];
979 r_glsl_permutationhash[mode][hashindex] = p;
980 //if (hashdepth > 10)
981 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
985 static char *R_ShaderStrCat(const char **strings)
988 const char **p = strings;
991 for (p = strings;(t = *p);p++)
994 s = string = (char *)Mem_Alloc(r_main_mempool, len);
996 for (p = strings;(t = *p);p++)
1006 static char *R_ShaderStrCat(const char **strings);
1007 static void R_InitShaderModeInfo(void)
1010 shadermodeinfo_t *modeinfo;
1011 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1012 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1014 for (i = 0; i < SHADERMODE_COUNT; i++)
1016 char filename[MAX_QPATH];
1017 modeinfo = &shadermodeinfo[language][i];
1018 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1019 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1020 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1021 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1026 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1029 // if the mode has no filename we have to return the builtin string
1030 if (builtinonly || !modeinfo->filename)
1031 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1032 // note that FS_LoadFile appends a 0 byte to make it a valid string
1033 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1036 if (printfromdisknotice)
1037 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1038 return shaderstring;
1040 // fall back to builtinstring
1041 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1044 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1049 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1051 char permutationname[256];
1052 int vertstrings_count = 0;
1053 int geomstrings_count = 0;
1054 int fragstrings_count = 0;
1055 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1056 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1057 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1064 permutationname[0] = 0;
1065 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1067 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1069 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1070 if(vid.support.glshaderversion >= 140)
1072 vertstrings_list[vertstrings_count++] = "#version 140\n";
1073 geomstrings_list[geomstrings_count++] = "#version 140\n";
1074 fragstrings_list[fragstrings_count++] = "#version 140\n";
1075 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1076 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1077 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1079 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1080 else if(vid.support.glshaderversion >= 130)
1082 vertstrings_list[vertstrings_count++] = "#version 130\n";
1083 geomstrings_list[geomstrings_count++] = "#version 130\n";
1084 fragstrings_list[fragstrings_count++] = "#version 130\n";
1085 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1086 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1087 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1089 // if we can do #version 120, we should (this adds the invariant keyword)
1090 else if(vid.support.glshaderversion >= 120)
1092 vertstrings_list[vertstrings_count++] = "#version 120\n";
1093 geomstrings_list[geomstrings_count++] = "#version 120\n";
1094 fragstrings_list[fragstrings_count++] = "#version 120\n";
1095 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1096 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1097 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1099 // GLES also adds several things from GLSL120
1100 switch(vid.renderpath)
1102 case RENDERPATH_GLES2:
1103 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1104 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1105 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1111 // the first pretext is which type of shader to compile as
1112 // (later these will all be bound together as a program object)
1113 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1117 // the second pretext is the mode (for example a light source)
1118 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1123 // now add all the permutation pretexts
1124 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1126 if (permutation & (1ll<<i))
1128 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1135 // keep line numbers correct
1136 vertstrings_list[vertstrings_count++] = "\n";
1137 geomstrings_list[geomstrings_count++] = "\n";
1138 fragstrings_list[fragstrings_count++] = "\n";
1143 R_CompileShader_AddStaticParms(mode, permutation);
1144 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 vertstrings_count += shaderstaticparms_count;
1146 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147 geomstrings_count += shaderstaticparms_count;
1148 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 fragstrings_count += shaderstaticparms_count;
1151 // now append the shader text itself
1152 vertstrings_list[vertstrings_count++] = sourcestring;
1153 geomstrings_list[geomstrings_count++] = sourcestring;
1154 fragstrings_list[fragstrings_count++] = sourcestring;
1156 // we don't currently use geometry shaders for anything, so just empty the list
1157 geomstrings_count = 0;
1159 // compile the shader program
1160 if (vertstrings_count + geomstrings_count + fragstrings_count)
1161 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1165 qglUseProgram(p->program);CHECKGLERROR
1166 // look up all the uniform variable names we care about, so we don't
1167 // have to look them up every time we set them
1172 GLint activeuniformindex = 0;
1173 GLint numactiveuniforms = 0;
1174 char uniformname[128];
1175 GLsizei uniformnamelength = 0;
1176 GLint uniformsize = 0;
1177 GLenum uniformtype = 0;
1178 memset(uniformname, 0, sizeof(uniformname));
1179 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1180 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1181 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1183 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1184 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1189 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1190 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1191 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1192 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1193 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1194 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1195 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1196 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1197 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1198 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1199 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1200 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1201 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1202 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1203 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1204 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1205 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1206 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1207 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1208 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1209 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1210 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1211 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1212 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1213 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1214 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1215 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1216 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1217 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1218 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1219 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1220 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1221 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1222 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1223 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1224 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1225 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1226 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1227 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1228 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1229 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1230 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1231 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1232 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1233 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1234 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1235 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1236 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1237 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1238 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1239 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1240 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1241 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1242 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1243 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1244 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1245 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1246 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1247 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1248 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1249 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1250 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1251 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1252 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1253 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1254 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1255 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1256 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1257 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1258 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1259 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1260 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1261 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1262 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1263 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1264 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1265 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1266 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1267 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1268 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1269 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1270 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1271 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1272 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1273 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1274 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1275 // initialize the samplers to refer to the texture units we use
1276 p->tex_Texture_First = -1;
1277 p->tex_Texture_Second = -1;
1278 p->tex_Texture_GammaRamps = -1;
1279 p->tex_Texture_Normal = -1;
1280 p->tex_Texture_Color = -1;
1281 p->tex_Texture_Gloss = -1;
1282 p->tex_Texture_Glow = -1;
1283 p->tex_Texture_SecondaryNormal = -1;
1284 p->tex_Texture_SecondaryColor = -1;
1285 p->tex_Texture_SecondaryGloss = -1;
1286 p->tex_Texture_SecondaryGlow = -1;
1287 p->tex_Texture_Pants = -1;
1288 p->tex_Texture_Shirt = -1;
1289 p->tex_Texture_FogHeightTexture = -1;
1290 p->tex_Texture_FogMask = -1;
1291 p->tex_Texture_Lightmap = -1;
1292 p->tex_Texture_Deluxemap = -1;
1293 p->tex_Texture_Attenuation = -1;
1294 p->tex_Texture_Cube = -1;
1295 p->tex_Texture_Refraction = -1;
1296 p->tex_Texture_Reflection = -1;
1297 p->tex_Texture_ShadowMap2D = -1;
1298 p->tex_Texture_CubeProjection = -1;
1299 p->tex_Texture_ScreenNormalMap = -1;
1300 p->tex_Texture_ScreenDiffuse = -1;
1301 p->tex_Texture_ScreenSpecular = -1;
1302 p->tex_Texture_ReflectMask = -1;
1303 p->tex_Texture_ReflectCube = -1;
1304 p->tex_Texture_BounceGrid = -1;
1305 // bind the texture samplers in use
1307 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1308 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1309 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1310 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1311 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1312 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1313 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1314 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1315 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1316 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1317 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1318 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1319 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1320 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1321 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1322 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1323 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1324 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1325 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1326 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1327 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1328 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1329 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1330 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1331 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1332 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1333 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1334 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1335 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1336 // get the uniform block indices so we can bind them
1337 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1338 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1339 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1341 // clear the uniform block bindings
1342 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1343 // bind the uniform blocks in use
1345 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1346 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1348 // we're done compiling and setting up the shader, at least until it is used
1350 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1353 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1357 Mem_Free(sourcestring);
1360 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1362 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1363 if (r_glsl_permutation != perm)
1365 r_glsl_permutation = perm;
1366 if (!r_glsl_permutation->program)
1368 if (!r_glsl_permutation->compiled)
1370 Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
1371 R_GLSL_CompilePermutation(perm, mode, permutation);
1373 if (!r_glsl_permutation->program)
1375 // remove features until we find a valid permutation
1377 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1379 // reduce i more quickly whenever it would not remove any bits
1380 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1381 if (!(permutation & j))
1384 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1385 if (!r_glsl_permutation->compiled)
1386 R_GLSL_CompilePermutation(perm, mode, permutation);
1387 if (r_glsl_permutation->program)
1390 if (i >= SHADERPERMUTATION_COUNT)
1392 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1393 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1394 qglUseProgram(0);CHECKGLERROR
1395 return; // no bit left to clear, entire mode is broken
1400 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1402 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1403 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1404 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1408 void R_GLSL_Restart_f(void)
1410 unsigned int i, limit;
1411 switch(vid.renderpath)
1413 case RENDERPATH_GL32:
1414 case RENDERPATH_GLES2:
1416 r_glsl_permutation_t *p;
1417 r_glsl_permutation = NULL;
1418 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1419 for (i = 0;i < limit;i++)
1421 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1423 GL_Backend_FreeProgram(p->program);
1424 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1427 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1433 static void R_GLSL_DumpShader_f(void)
1435 int i, language, mode, dupe;
1437 shadermodeinfo_t *modeinfo;
1440 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1442 modeinfo = shadermodeinfo[language];
1443 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1445 // don't dump the same file multiple times (most or all shaders come from the same file)
1446 for (dupe = mode - 1;dupe >= 0;dupe--)
1447 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1451 text = modeinfo[mode].builtinstring;
1454 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1457 FS_Print(file, "/* The engine may define the following macros:\n");
1458 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1459 for (i = 0;i < SHADERMODE_COUNT;i++)
1460 FS_Print(file, modeinfo[i].pretext);
1461 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1462 FS_Print(file, shaderpermutationinfo[i].pretext);
1463 FS_Print(file, "*/\n");
1464 FS_Print(file, text);
1466 Con_Printf("%s written\n", modeinfo[mode].filename);
1469 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1474 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1476 dpuint64 permutation = 0;
1477 if (r_trippy.integer && !notrippy)
1478 permutation |= SHADERPERMUTATION_TRIPPY;
1479 permutation |= SHADERPERMUTATION_VIEWTINT;
1481 permutation |= SHADERPERMUTATION_DIFFUSE;
1482 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1483 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1484 if (suppresstexalpha)
1485 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1486 if (vid.allowalphatocoverage)
1487 GL_AlphaToCoverage(false);
1488 switch (vid.renderpath)
1490 case RENDERPATH_GL32:
1491 case RENDERPATH_GLES2:
1492 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1493 if (r_glsl_permutation->tex_Texture_First >= 0)
1494 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1495 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1496 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1501 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1503 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1506 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1508 dpuint64 permutation = 0;
1509 if (r_trippy.integer && !notrippy)
1510 permutation |= SHADERPERMUTATION_TRIPPY;
1512 permutation |= SHADERPERMUTATION_DEPTHRGB;
1514 permutation |= SHADERPERMUTATION_SKELETAL;
1516 if (vid.allowalphatocoverage)
1517 GL_AlphaToCoverage(false);
1518 switch (vid.renderpath)
1520 case RENDERPATH_GL32:
1521 case RENDERPATH_GLES2:
1522 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1523 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1524 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1530 #define BLENDFUNC_ALLOWS_COLORMOD 1
1531 #define BLENDFUNC_ALLOWS_FOG 2
1532 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1533 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1534 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1535 static int R_BlendFuncFlags(int src, int dst)
1539 // a blendfunc allows colormod if:
1540 // a) it can never keep the destination pixel invariant, or
1541 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1542 // this is to prevent unintended side effects from colormod
1544 // a blendfunc allows fog if:
1545 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1546 // this is to prevent unintended side effects from fog
1548 // these checks are the output of fogeval.pl
1550 r |= BLENDFUNC_ALLOWS_COLORMOD;
1551 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1552 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1553 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1554 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1555 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1557 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1558 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1559 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1560 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1561 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1562 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1563 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1564 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1565 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1566 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1567 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1568 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1569 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1570 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1571 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1576 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1578 // select a permutation of the lighting shader appropriate to this
1579 // combination of texture, entity, light source, and fogging, only use the
1580 // minimum features necessary to avoid wasting rendering time in the
1581 // fragment shader on features that are not being used
1582 dpuint64 permutation = 0;
1583 unsigned int mode = 0;
1585 texture_t *t = rsurface.texture;
1587 matrix4x4_t tempmatrix;
1588 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1589 if (r_trippy.integer && !notrippy)
1590 permutation |= SHADERPERMUTATION_TRIPPY;
1591 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1592 permutation |= SHADERPERMUTATION_ALPHAKILL;
1593 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1594 permutation |= SHADERPERMUTATION_OCCLUDE;
1595 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1596 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1597 if (rsurfacepass == RSURFPASS_BACKGROUND)
1599 // distorted background
1600 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1602 mode = SHADERMODE_WATER;
1603 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1604 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1605 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1607 // this is the right thing to do for wateralpha
1608 GL_BlendFunc(GL_ONE, GL_ZERO);
1609 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1613 // this is the right thing to do for entity alpha
1614 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1615 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1618 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1620 mode = SHADERMODE_REFRACTION;
1621 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1622 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1623 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1624 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1628 mode = SHADERMODE_GENERIC;
1629 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1630 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1631 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1633 if (vid.allowalphatocoverage)
1634 GL_AlphaToCoverage(false);
1636 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1638 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1640 switch(t->offsetmapping)
1642 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1643 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1644 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1645 case OFFSETMAPPING_OFF: break;
1648 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1649 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1650 // normalmap (deferred prepass), may use alpha test on diffuse
1651 mode = SHADERMODE_DEFERREDGEOMETRY;
1652 GL_BlendFunc(GL_ONE, GL_ZERO);
1653 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1654 if (vid.allowalphatocoverage)
1655 GL_AlphaToCoverage(false);
1657 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1659 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1661 switch(t->offsetmapping)
1663 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1664 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1665 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1666 case OFFSETMAPPING_OFF: break;
1669 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1670 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1671 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1672 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1674 mode = SHADERMODE_LIGHTSOURCE;
1675 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1676 permutation |= SHADERPERMUTATION_CUBEFILTER;
1677 if (VectorLength2(rtlightdiffuse) > 0)
1678 permutation |= SHADERPERMUTATION_DIFFUSE;
1679 if (VectorLength2(rtlightspecular) > 0)
1680 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1681 if (r_refdef.fogenabled)
1682 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1683 if (t->colormapping)
1684 permutation |= SHADERPERMUTATION_COLORMAPPING;
1685 if (r_shadow_usingshadowmap2d)
1687 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1688 if(r_shadow_shadowmapvsdct)
1689 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1691 if (r_shadow_shadowmap2ddepthbuffer)
1692 permutation |= SHADERPERMUTATION_DEPTHRGB;
1694 if (t->reflectmasktexture)
1695 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1696 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1697 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1698 if (vid.allowalphatocoverage)
1699 GL_AlphaToCoverage(false);
1701 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1703 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1705 switch(t->offsetmapping)
1707 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1708 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1709 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1710 case OFFSETMAPPING_OFF: break;
1713 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1714 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1715 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1716 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1717 // directional model lighting
1718 mode = SHADERMODE_LIGHTDIRECTION;
1719 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1720 permutation |= SHADERPERMUTATION_GLOW;
1721 if (VectorLength2(t->render_modellight_diffuse))
1722 permutation |= SHADERPERMUTATION_DIFFUSE;
1723 if (VectorLength2(t->render_modellight_specular) > 0)
1724 permutation |= SHADERPERMUTATION_SPECULAR;
1725 if (r_refdef.fogenabled)
1726 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1727 if (t->colormapping)
1728 permutation |= SHADERPERMUTATION_COLORMAPPING;
1729 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1731 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1732 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1734 if (r_shadow_shadowmap2ddepthbuffer)
1735 permutation |= SHADERPERMUTATION_DEPTHRGB;
1737 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1738 permutation |= SHADERPERMUTATION_REFLECTION;
1739 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1740 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1741 if (t->reflectmasktexture)
1742 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1743 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1745 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1746 if (r_shadow_bouncegrid_state.directional)
1747 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1749 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1750 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1751 // when using alphatocoverage, we don't need alphakill
1752 if (vid.allowalphatocoverage)
1754 if (r_transparent_alphatocoverage.integer)
1756 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1757 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1760 GL_AlphaToCoverage(false);
1765 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1767 switch(t->offsetmapping)
1769 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1770 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1771 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1772 case OFFSETMAPPING_OFF: break;
1775 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1776 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1777 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1778 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1780 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1781 permutation |= SHADERPERMUTATION_GLOW;
1782 if (r_refdef.fogenabled)
1783 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1784 if (t->colormapping)
1785 permutation |= SHADERPERMUTATION_COLORMAPPING;
1786 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1788 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1789 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1791 if (r_shadow_shadowmap2ddepthbuffer)
1792 permutation |= SHADERPERMUTATION_DEPTHRGB;
1794 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1795 permutation |= SHADERPERMUTATION_REFLECTION;
1796 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1797 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1798 if (t->reflectmasktexture)
1799 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1800 if (FAKELIGHT_ENABLED)
1802 // fake lightmapping (q1bsp, q3bsp, fullbright map)
1803 mode = SHADERMODE_FAKELIGHT;
1804 permutation |= SHADERPERMUTATION_DIFFUSE;
1805 if (VectorLength2(t->render_lightmap_specular) > 0)
1806 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1808 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1810 // deluxemapping (light direction texture)
1811 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1812 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1814 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1815 permutation |= SHADERPERMUTATION_DIFFUSE;
1816 if (VectorLength2(t->render_lightmap_specular) > 0)
1817 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1819 else if (r_glsl_deluxemapping.integer >= 2)
1821 // fake deluxemapping (uniform light direction in tangentspace)
1822 if (rsurface.uselightmaptexture)
1823 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1825 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1826 permutation |= SHADERPERMUTATION_DIFFUSE;
1827 if (VectorLength2(t->render_lightmap_specular) > 0)
1828 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1830 else if (rsurface.uselightmaptexture)
1832 // ordinary lightmapping (q1bsp, q3bsp)
1833 mode = SHADERMODE_LIGHTMAP;
1837 // ordinary vertex coloring (q3bsp)
1838 mode = SHADERMODE_VERTEXCOLOR;
1840 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1842 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1843 if (r_shadow_bouncegrid_state.directional)
1844 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1846 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1847 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1848 // when using alphatocoverage, we don't need alphakill
1849 if (vid.allowalphatocoverage)
1851 if (r_transparent_alphatocoverage.integer)
1853 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1854 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1857 GL_AlphaToCoverage(false);
1860 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1861 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1862 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1863 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1864 switch(vid.renderpath)
1866 case RENDERPATH_GL32:
1867 case RENDERPATH_GLES2:
1868 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1869 RSurf_UploadBuffersForBatch();
1870 // this has to be after RSurf_PrepareVerticesForBatch
1871 if (rsurface.batchskeletaltransform3x4buffer)
1872 permutation |= SHADERPERMUTATION_SKELETAL;
1873 R_SetupShader_SetPermutationGLSL(mode, permutation);
1874 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1875 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1877 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1878 if (mode == SHADERMODE_LIGHTSOURCE)
1880 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1881 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1882 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1883 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1884 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1885 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1887 // additive passes are only darkened by fog, not tinted
1888 if (r_glsl_permutation->loc_FogColor >= 0)
1889 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1890 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1894 if (mode == SHADERMODE_FLATCOLOR)
1896 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1898 else if (mode == SHADERMODE_LIGHTDIRECTION)
1900 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1901 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1902 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1903 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1904 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1905 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1906 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1910 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1911 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1912 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1913 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1914 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1916 // additive passes are only darkened by fog, not tinted
1917 if (r_glsl_permutation->loc_FogColor >= 0)
1919 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1920 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1922 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1924 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1925 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1926 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1927 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1928 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1929 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1930 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1931 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1932 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1934 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1935 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1936 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1937 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1939 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1940 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1944 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1945 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1948 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1949 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1950 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1951 if (r_glsl_permutation->loc_Color_Pants >= 0)
1953 if (t->pantstexture)
1954 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1956 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1958 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1960 if (t->shirttexture)
1961 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1963 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1965 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
1966 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1967 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1968 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1969 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1970 r_glsl_offsetmapping_scale.value*t->offsetscale,
1971 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1972 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
1973 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
1975 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
1976 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
1977 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
1978 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
1979 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
1980 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
1982 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
1983 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
1984 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
1985 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
1986 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
1987 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
1988 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
1989 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
1990 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
1991 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
1992 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
1993 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
1994 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
1995 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
1996 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
1997 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
1998 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
1999 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2000 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2001 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2002 if (rsurfacepass == RSURFPASS_BACKGROUND)
2004 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2005 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2006 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2010 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2012 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2013 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2014 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2015 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2017 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2018 if (rsurface.rtlight)
2020 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2021 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2024 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2030 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2032 // select a permutation of the lighting shader appropriate to this
2033 // combination of texture, entity, light source, and fogging, only use the
2034 // minimum features necessary to avoid wasting rendering time in the
2035 // fragment shader on features that are not being used
2036 dpuint64 permutation = 0;
2037 unsigned int mode = 0;
2038 const float *lightcolorbase = rtlight->currentcolor;
2039 float ambientscale = rtlight->ambientscale;
2040 float diffusescale = rtlight->diffusescale;
2041 float specularscale = rtlight->specularscale;
2042 // this is the location of the light in view space
2043 vec3_t viewlightorigin;
2044 // this transforms from view space (camera) to light space (cubemap)
2045 matrix4x4_t viewtolight;
2046 matrix4x4_t lighttoview;
2047 float viewtolight16f[16];
2049 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2050 if (rtlight->currentcubemap != r_texture_whitecube)
2051 permutation |= SHADERPERMUTATION_CUBEFILTER;
2052 if (diffusescale > 0)
2053 permutation |= SHADERPERMUTATION_DIFFUSE;
2054 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2055 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2056 if (r_shadow_usingshadowmap2d)
2058 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2059 if (r_shadow_shadowmapvsdct)
2060 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2062 if (r_shadow_shadowmap2ddepthbuffer)
2063 permutation |= SHADERPERMUTATION_DEPTHRGB;
2065 if (vid.allowalphatocoverage)
2066 GL_AlphaToCoverage(false);
2067 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2068 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2069 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2070 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2071 switch(vid.renderpath)
2073 case RENDERPATH_GL32:
2074 case RENDERPATH_GLES2:
2075 R_SetupShader_SetPermutationGLSL(mode, permutation);
2076 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2077 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2078 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2079 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2080 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2081 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2082 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2083 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2084 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2085 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2087 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2088 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2089 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2090 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2091 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2096 #define SKINFRAME_HASH 1024
2100 unsigned int loadsequence; // incremented each level change
2101 memexpandablearray_t array;
2102 skinframe_t *hash[SKINFRAME_HASH];
2105 r_skinframe_t r_skinframe;
2107 void R_SkinFrame_PrepareForPurge(void)
2109 r_skinframe.loadsequence++;
2110 // wrap it without hitting zero
2111 if (r_skinframe.loadsequence >= 200)
2112 r_skinframe.loadsequence = 1;
2115 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2119 // mark the skinframe as used for the purging code
2120 skinframe->loadsequence = r_skinframe.loadsequence;
2123 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2127 if (s->merged == s->base)
2129 R_PurgeTexture(s->stain); s->stain = NULL;
2130 R_PurgeTexture(s->merged); s->merged = NULL;
2131 R_PurgeTexture(s->base); s->base = NULL;
2132 R_PurgeTexture(s->pants); s->pants = NULL;
2133 R_PurgeTexture(s->shirt); s->shirt = NULL;
2134 R_PurgeTexture(s->nmap); s->nmap = NULL;
2135 R_PurgeTexture(s->gloss); s->gloss = NULL;
2136 R_PurgeTexture(s->glow); s->glow = NULL;
2137 R_PurgeTexture(s->fog); s->fog = NULL;
2138 R_PurgeTexture(s->reflect); s->reflect = NULL;
2139 s->loadsequence = 0;
2142 void R_SkinFrame_Purge(void)
2146 for (i = 0;i < SKINFRAME_HASH;i++)
2148 for (s = r_skinframe.hash[i];s;s = s->next)
2150 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2151 R_SkinFrame_PurgeSkinFrame(s);
2156 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2158 char basename[MAX_QPATH];
2160 Image_StripImageExtension(name, basename, sizeof(basename));
2162 if( last == NULL ) {
2164 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2165 item = r_skinframe.hash[hashindex];
2170 // linearly search through the hash bucket
2171 for( ; item ; item = item->next ) {
2172 if( !strcmp( item->basename, basename ) ) {
2179 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2182 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2184 char basename[MAX_QPATH];
2186 Image_StripImageExtension(name, basename, sizeof(basename));
2188 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2189 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2190 if (!strcmp(item->basename, basename) &&
2191 item->textureflags == compareflags &&
2192 item->comparewidth == comparewidth &&
2193 item->compareheight == compareheight &&
2194 item->comparecrc == comparecrc)
2201 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2202 memset(item, 0, sizeof(*item));
2203 strlcpy(item->basename, basename, sizeof(item->basename));
2204 item->textureflags = compareflags;
2205 item->comparewidth = comparewidth;
2206 item->compareheight = compareheight;
2207 item->comparecrc = comparecrc;
2208 item->next = r_skinframe.hash[hashindex];
2209 r_skinframe.hash[hashindex] = item;
2211 else if (textureflags & TEXF_FORCE_RELOAD)
2212 R_SkinFrame_PurgeSkinFrame(item);
2214 R_SkinFrame_MarkUsed(item);
2218 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2220 unsigned long long avgcolor[5], wsum; \
2228 for(pix = 0; pix < cnt; ++pix) \
2231 for(comp = 0; comp < 3; ++comp) \
2233 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2236 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2238 for(comp = 0; comp < 3; ++comp) \
2239 avgcolor[comp] += getpixel * w; \
2242 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2243 avgcolor[4] += getpixel; \
2245 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2247 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2248 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2249 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2250 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2253 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2255 skinframe_t *skinframe;
2257 if (cls.state == ca_dedicated)
2260 // return an existing skinframe if already loaded
2261 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2262 if (skinframe && skinframe->base)
2265 // if the skinframe doesn't exist this will create it
2266 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2269 extern cvar_t gl_picmip;
2270 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2273 unsigned char *pixels;
2274 unsigned char *bumppixels;
2275 unsigned char *basepixels = NULL;
2276 int basepixels_width = 0;
2277 int basepixels_height = 0;
2278 rtexture_t *ddsbase = NULL;
2279 qboolean ddshasalpha = false;
2280 float ddsavgcolor[4];
2281 char basename[MAX_QPATH];
2282 int miplevel = R_PicmipForFlags(textureflags);
2283 int savemiplevel = miplevel;
2287 if (cls.state == ca_dedicated)
2290 Image_StripImageExtension(name, basename, sizeof(basename));
2292 // check for DDS texture file first
2293 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2295 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2296 if (basepixels == NULL && fallbacknotexture)
2297 basepixels = Image_GenerateNoTexture();
2298 if (basepixels == NULL)
2302 // FIXME handle miplevel
2304 if (developer_loading.integer)
2305 Con_Printf("loading skin \"%s\"\n", name);
2307 // we've got some pixels to store, so really allocate this new texture now
2309 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2310 textureflags &= ~TEXF_FORCE_RELOAD;
2311 skinframe->stain = NULL;
2312 skinframe->merged = NULL;
2313 skinframe->base = NULL;
2314 skinframe->pants = NULL;
2315 skinframe->shirt = NULL;
2316 skinframe->nmap = NULL;
2317 skinframe->gloss = NULL;
2318 skinframe->glow = NULL;
2319 skinframe->fog = NULL;
2320 skinframe->reflect = NULL;
2321 skinframe->hasalpha = false;
2322 // we could store the q2animname here too
2326 skinframe->base = ddsbase;
2327 skinframe->hasalpha = ddshasalpha;
2328 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2329 if (r_loadfog && skinframe->hasalpha)
2330 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2331 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2335 basepixels_width = image_width;
2336 basepixels_height = image_height;
2337 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2338 if (textureflags & TEXF_ALPHA)
2340 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2342 if (basepixels[j] < 255)
2344 skinframe->hasalpha = true;
2348 if (r_loadfog && skinframe->hasalpha)
2350 // has transparent pixels
2351 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2352 for (j = 0;j < image_width * image_height * 4;j += 4)
2357 pixels[j+3] = basepixels[j+3];
2359 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2363 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2365 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2366 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
2367 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2368 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
2369 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2375 mymiplevel = savemiplevel;
2376 if (r_loadnormalmap)
2377 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2378 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2380 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2381 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2382 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2383 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2386 // _norm is the name used by tenebrae and has been adopted as standard
2387 if (r_loadnormalmap && skinframe->nmap == NULL)
2389 mymiplevel = savemiplevel;
2390 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2392 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2396 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2398 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2399 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2400 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2402 Mem_Free(bumppixels);
2404 else if (r_shadow_bumpscale_basetexture.value > 0)
2406 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2407 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2408 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2412 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
2413 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2417 // _luma is supported only for tenebrae compatibility
2418 // _glow is the preferred name
2419 mymiplevel = savemiplevel;
2420 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2422 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2424 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
2425 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2427 Mem_Free(pixels);pixels = NULL;
2430 mymiplevel = savemiplevel;
2431 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2433 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2435 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
2436 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2442 mymiplevel = savemiplevel;
2443 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2445 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2447 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
2448 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2454 mymiplevel = savemiplevel;
2455 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2457 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2459 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
2460 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2466 mymiplevel = savemiplevel;
2467 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2469 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2471 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
2472 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2479 Mem_Free(basepixels);
2484 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2487 skinframe_t *skinframe;
2490 if (cls.state == ca_dedicated)
2493 // if already loaded just return it, otherwise make a new skinframe
2494 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2495 if (skinframe->base)
2497 textureflags &= ~TEXF_FORCE_RELOAD;
2499 skinframe->stain = NULL;
2500 skinframe->merged = NULL;
2501 skinframe->base = NULL;
2502 skinframe->pants = NULL;
2503 skinframe->shirt = NULL;
2504 skinframe->nmap = NULL;
2505 skinframe->gloss = NULL;
2506 skinframe->glow = NULL;
2507 skinframe->fog = NULL;
2508 skinframe->reflect = NULL;
2509 skinframe->hasalpha = false;
2511 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2515 if (developer_loading.integer)
2516 Con_Printf("loading 32bit skin \"%s\"\n", name);
2518 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2520 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2521 unsigned char *b = a + width * height * 4;
2522 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2523 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2526 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2527 if (textureflags & TEXF_ALPHA)
2529 for (i = 3;i < width * height * 4;i += 4)
2531 if (skindata[i] < 255)
2533 skinframe->hasalpha = true;
2537 if (r_loadfog && skinframe->hasalpha)
2539 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2540 memcpy(fogpixels, skindata, width * height * 4);
2541 for (i = 0;i < width * height * 4;i += 4)
2542 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2543 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2544 Mem_Free(fogpixels);
2548 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2549 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2554 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2558 skinframe_t *skinframe;
2560 if (cls.state == ca_dedicated)
2563 // if already loaded just return it, otherwise make a new skinframe
2564 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2565 if (skinframe->base)
2567 //textureflags &= ~TEXF_FORCE_RELOAD;
2569 skinframe->stain = NULL;
2570 skinframe->merged = NULL;
2571 skinframe->base = NULL;
2572 skinframe->pants = NULL;
2573 skinframe->shirt = NULL;
2574 skinframe->nmap = NULL;
2575 skinframe->gloss = NULL;
2576 skinframe->glow = NULL;
2577 skinframe->fog = NULL;
2578 skinframe->reflect = NULL;
2579 skinframe->hasalpha = false;
2581 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2585 if (developer_loading.integer)
2586 Con_Printf("loading quake skin \"%s\"\n", name);
2588 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2589 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2590 memcpy(skinframe->qpixels, skindata, width*height);
2591 skinframe->qwidth = width;
2592 skinframe->qheight = height;
2595 for (i = 0;i < width * height;i++)
2596 featuresmask |= palette_featureflags[skindata[i]];
2598 skinframe->hasalpha = false;
2601 skinframe->hasalpha = true;
2602 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2603 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2604 skinframe->qgeneratemerged = true;
2605 skinframe->qgeneratebase = skinframe->qhascolormapping;
2606 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2608 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2609 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2614 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2618 unsigned char *skindata;
2621 if (!skinframe->qpixels)
2624 if (!skinframe->qhascolormapping)
2625 colormapped = false;
2629 if (!skinframe->qgeneratebase)
2634 if (!skinframe->qgeneratemerged)
2638 width = skinframe->qwidth;
2639 height = skinframe->qheight;
2640 skindata = skinframe->qpixels;
2642 if (skinframe->qgeneratenmap)
2644 unsigned char *a, *b;
2645 skinframe->qgeneratenmap = false;
2646 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2647 b = a + width * height * 4;
2648 // use either a custom palette or the quake palette
2649 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2650 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2651 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2655 if (skinframe->qgenerateglow)
2657 skinframe->qgenerateglow = false;
2658 if (skinframe->hasalpha) // fence textures
2659 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2661 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2666 skinframe->qgeneratebase = false;
2667 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2668 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2669 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2673 skinframe->qgeneratemerged = false;
2674 if (skinframe->hasalpha) // fence textures
2675 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2677 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2680 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2682 Mem_Free(skinframe->qpixels);
2683 skinframe->qpixels = NULL;
2687 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2690 skinframe_t *skinframe;
2693 if (cls.state == ca_dedicated)
2696 // if already loaded just return it, otherwise make a new skinframe
2697 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2698 if (skinframe->base)
2700 textureflags &= ~TEXF_FORCE_RELOAD;
2702 skinframe->stain = NULL;
2703 skinframe->merged = NULL;
2704 skinframe->base = NULL;
2705 skinframe->pants = NULL;
2706 skinframe->shirt = NULL;
2707 skinframe->nmap = NULL;
2708 skinframe->gloss = NULL;
2709 skinframe->glow = NULL;
2710 skinframe->fog = NULL;
2711 skinframe->reflect = NULL;
2712 skinframe->hasalpha = false;
2714 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2718 if (developer_loading.integer)
2719 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2721 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2722 if ((textureflags & TEXF_ALPHA) && alphapalette)
2724 for (i = 0;i < width * height;i++)
2726 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2728 skinframe->hasalpha = true;
2732 if (r_loadfog && skinframe->hasalpha)
2733 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2736 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2737 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2742 skinframe_t *R_SkinFrame_LoadMissing(void)
2744 skinframe_t *skinframe;
2746 if (cls.state == ca_dedicated)
2749 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2750 skinframe->stain = NULL;
2751 skinframe->merged = NULL;
2752 skinframe->base = NULL;
2753 skinframe->pants = NULL;
2754 skinframe->shirt = NULL;
2755 skinframe->nmap = NULL;
2756 skinframe->gloss = NULL;
2757 skinframe->glow = NULL;
2758 skinframe->fog = NULL;
2759 skinframe->reflect = NULL;
2760 skinframe->hasalpha = false;
2762 skinframe->avgcolor[0] = rand() / RAND_MAX;
2763 skinframe->avgcolor[1] = rand() / RAND_MAX;
2764 skinframe->avgcolor[2] = rand() / RAND_MAX;
2765 skinframe->avgcolor[3] = 1;
2770 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2773 static unsigned char pix[16][16][4];
2775 if (cls.state == ca_dedicated)
2778 // this makes a light grey/dark grey checkerboard texture
2781 for (y = 0; y < 16; y++)
2783 for (x = 0; x < 16; x++)
2785 if ((y < 8) ^ (x < 8))
2803 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2806 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2808 skinframe_t *skinframe;
2809 if (cls.state == ca_dedicated)
2811 // if already loaded just return it, otherwise make a new skinframe
2812 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2813 if (skinframe->base)
2815 textureflags &= ~TEXF_FORCE_RELOAD;
2816 skinframe->stain = NULL;
2817 skinframe->merged = NULL;
2818 skinframe->base = NULL;
2819 skinframe->pants = NULL;
2820 skinframe->shirt = NULL;
2821 skinframe->nmap = NULL;
2822 skinframe->gloss = NULL;
2823 skinframe->glow = NULL;
2824 skinframe->fog = NULL;
2825 skinframe->reflect = NULL;
2826 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2827 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2830 if (developer_loading.integer)
2831 Con_Printf("loading 32bit skin \"%s\"\n", name);
2832 skinframe->base = skinframe->merged = tex;
2833 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2837 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2838 typedef struct suffixinfo_s
2841 qboolean flipx, flipy, flipdiagonal;
2844 static suffixinfo_t suffix[3][6] =
2847 {"px", false, false, false},
2848 {"nx", false, false, false},
2849 {"py", false, false, false},
2850 {"ny", false, false, false},
2851 {"pz", false, false, false},
2852 {"nz", false, false, false}
2855 {"posx", false, false, false},
2856 {"negx", false, false, false},
2857 {"posy", false, false, false},
2858 {"negy", false, false, false},
2859 {"posz", false, false, false},
2860 {"negz", false, false, false}
2863 {"rt", true, false, true},
2864 {"lf", false, true, true},
2865 {"ft", true, true, false},
2866 {"bk", false, false, false},
2867 {"up", true, false, true},
2868 {"dn", true, false, true}
2872 static int componentorder[4] = {0, 1, 2, 3};
2874 static rtexture_t *R_LoadCubemap(const char *basename)
2876 int i, j, cubemapsize;
2877 unsigned char *cubemappixels, *image_buffer;
2878 rtexture_t *cubemaptexture;
2880 // must start 0 so the first loadimagepixels has no requested width/height
2882 cubemappixels = NULL;
2883 cubemaptexture = NULL;
2884 // keep trying different suffix groups (posx, px, rt) until one loads
2885 for (j = 0;j < 3 && !cubemappixels;j++)
2887 // load the 6 images in the suffix group
2888 for (i = 0;i < 6;i++)
2890 // generate an image name based on the base and and suffix
2891 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2893 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2895 // an image loaded, make sure width and height are equal
2896 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2898 // if this is the first image to load successfully, allocate the cubemap memory
2899 if (!cubemappixels && image_width >= 1)
2901 cubemapsize = image_width;
2902 // note this clears to black, so unavailable sides are black
2903 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2905 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2907 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2910 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2912 Mem_Free(image_buffer);
2916 // if a cubemap loaded, upload it
2919 if (developer_loading.integer)
2920 Con_Printf("loading cubemap \"%s\"\n", basename);
2922 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
2923 Mem_Free(cubemappixels);
2927 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2928 if (developer_loading.integer)
2930 Con_Printf("(tried tried images ");
2931 for (j = 0;j < 3;j++)
2932 for (i = 0;i < 6;i++)
2933 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2934 Con_Print(" and was unable to find any of them).\n");
2937 return cubemaptexture;
2940 rtexture_t *R_GetCubemap(const char *basename)
2943 for (i = 0;i < r_texture_numcubemaps;i++)
2944 if (r_texture_cubemaps[i] != NULL)
2945 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2946 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2947 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2948 return r_texture_whitecube;
2949 r_texture_numcubemaps++;
2950 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2951 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2952 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2953 return r_texture_cubemaps[i]->texture;
2956 static void R_Main_FreeViewCache(void)
2958 if (r_refdef.viewcache.entityvisible)
2959 Mem_Free(r_refdef.viewcache.entityvisible);
2960 if (r_refdef.viewcache.world_pvsbits)
2961 Mem_Free(r_refdef.viewcache.world_pvsbits);
2962 if (r_refdef.viewcache.world_leafvisible)
2963 Mem_Free(r_refdef.viewcache.world_leafvisible);
2964 if (r_refdef.viewcache.world_surfacevisible)
2965 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2966 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2969 static void R_Main_ResizeViewCache(void)
2971 int numentities = r_refdef.scene.numentities;
2972 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2973 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2974 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2975 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2976 if (r_refdef.viewcache.maxentities < numentities)
2978 r_refdef.viewcache.maxentities = numentities;
2979 if (r_refdef.viewcache.entityvisible)
2980 Mem_Free(r_refdef.viewcache.entityvisible);
2981 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2983 if (r_refdef.viewcache.world_numclusters != numclusters)
2985 r_refdef.viewcache.world_numclusters = numclusters;
2986 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2987 if (r_refdef.viewcache.world_pvsbits)
2988 Mem_Free(r_refdef.viewcache.world_pvsbits);
2989 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2991 if (r_refdef.viewcache.world_numleafs != numleafs)
2993 r_refdef.viewcache.world_numleafs = numleafs;
2994 if (r_refdef.viewcache.world_leafvisible)
2995 Mem_Free(r_refdef.viewcache.world_leafvisible);
2996 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2998 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3000 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3001 if (r_refdef.viewcache.world_surfacevisible)
3002 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3003 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3007 extern rtexture_t *loadingscreentexture;
3008 static void gl_main_start(void)
3010 loadingscreentexture = NULL;
3011 r_texture_blanknormalmap = NULL;
3012 r_texture_white = NULL;
3013 r_texture_grey128 = NULL;
3014 r_texture_black = NULL;
3015 r_texture_whitecube = NULL;
3016 r_texture_normalizationcube = NULL;
3017 r_texture_fogattenuation = NULL;
3018 r_texture_fogheighttexture = NULL;
3019 r_texture_gammaramps = NULL;
3020 r_texture_numcubemaps = 0;
3021 r_uniformbufferalignment = 32;
3023 r_loaddds = r_texture_dds_load.integer != 0;
3024 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3026 switch(vid.renderpath)
3028 case RENDERPATH_GL32:
3029 case RENDERPATH_GLES2:
3030 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3031 Cvar_SetValueQuick(&gl_combine, 1);
3032 Cvar_SetValueQuick(&r_glsl, 1);
3033 r_loadnormalmap = true;
3036 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3037 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3043 R_FrameData_Reset();
3044 R_BufferData_Reset();
3048 memset(r_queries, 0, sizeof(r_queries));
3050 r_qwskincache = NULL;
3051 r_qwskincache_size = 0;
3053 // due to caching of texture_t references, the collision cache must be reset
3054 Collision_Cache_Reset(true);
3056 // set up r_skinframe loading system for textures
3057 memset(&r_skinframe, 0, sizeof(r_skinframe));
3058 r_skinframe.loadsequence = 1;
3059 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3061 r_main_texturepool = R_AllocTexturePool();
3062 R_BuildBlankTextures();
3065 R_BuildNormalizationCube();
3066 r_texture_fogattenuation = NULL;
3067 r_texture_fogheighttexture = NULL;
3068 r_texture_gammaramps = NULL;
3069 //r_texture_fogintensity = NULL;
3070 memset(&r_fb, 0, sizeof(r_fb));
3071 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3072 r_glsl_permutation = NULL;
3073 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3074 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3075 memset(&r_svbsp, 0, sizeof (r_svbsp));
3077 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3078 r_texture_numcubemaps = 0;
3080 r_refdef.fogmasktable_density = 0;
3083 // For Steelstorm Android
3084 // FIXME CACHE the program and reload
3085 // FIXME see possible combinations for SS:BR android
3086 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3087 R_SetupShader_SetPermutationGLSL(0, 12);
3088 R_SetupShader_SetPermutationGLSL(0, 13);
3089 R_SetupShader_SetPermutationGLSL(0, 8388621);
3090 R_SetupShader_SetPermutationGLSL(3, 0);
3091 R_SetupShader_SetPermutationGLSL(3, 2048);
3092 R_SetupShader_SetPermutationGLSL(5, 0);
3093 R_SetupShader_SetPermutationGLSL(5, 2);
3094 R_SetupShader_SetPermutationGLSL(5, 2048);
3095 R_SetupShader_SetPermutationGLSL(5, 8388608);
3096 R_SetupShader_SetPermutationGLSL(11, 1);
3097 R_SetupShader_SetPermutationGLSL(11, 2049);
3098 R_SetupShader_SetPermutationGLSL(11, 8193);
3099 R_SetupShader_SetPermutationGLSL(11, 10241);
3100 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3104 static void gl_main_shutdown(void)
3106 R_RenderTarget_FreeUnused(true);
3107 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3109 R_FrameData_Reset();
3110 R_BufferData_Reset();
3112 R_Main_FreeViewCache();
3114 switch(vid.renderpath)
3116 case RENDERPATH_GL32:
3117 case RENDERPATH_GLES2:
3118 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
3120 qglDeleteQueriesARB(r_maxqueries, r_queries);
3127 memset(r_queries, 0, sizeof(r_queries));
3129 r_qwskincache = NULL;
3130 r_qwskincache_size = 0;
3132 // clear out the r_skinframe state
3133 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3134 memset(&r_skinframe, 0, sizeof(r_skinframe));
3137 Mem_Free(r_svbsp.nodes);
3138 memset(&r_svbsp, 0, sizeof (r_svbsp));
3139 R_FreeTexturePool(&r_main_texturepool);
3140 loadingscreentexture = NULL;
3141 r_texture_blanknormalmap = NULL;
3142 r_texture_white = NULL;
3143 r_texture_grey128 = NULL;
3144 r_texture_black = NULL;
3145 r_texture_whitecube = NULL;
3146 r_texture_normalizationcube = NULL;
3147 r_texture_fogattenuation = NULL;
3148 r_texture_fogheighttexture = NULL;
3149 r_texture_gammaramps = NULL;
3150 r_texture_numcubemaps = 0;
3151 //r_texture_fogintensity = NULL;
3152 memset(&r_fb, 0, sizeof(r_fb));
3155 r_glsl_permutation = NULL;
3156 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3157 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3160 static void gl_main_newmap(void)
3162 // FIXME: move this code to client
3163 char *entities, entname[MAX_QPATH];
3165 Mem_Free(r_qwskincache);
3166 r_qwskincache = NULL;
3167 r_qwskincache_size = 0;
3170 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3171 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3173 CL_ParseEntityLump(entities);
3177 if (cl.worldmodel->brush.entities)
3178 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3180 R_Main_FreeViewCache();
3182 R_FrameData_Reset();
3183 R_BufferData_Reset();
3186 void GL_Main_Init(void)
3189 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3190 R_InitShaderModeInfo();
3192 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3193 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3194 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3195 if (gamemode == GAME_NEHAHRA)
3197 Cvar_RegisterVariable (&gl_fogenable);
3198 Cvar_RegisterVariable (&gl_fogdensity);
3199 Cvar_RegisterVariable (&gl_fogred);
3200 Cvar_RegisterVariable (&gl_foggreen);
3201 Cvar_RegisterVariable (&gl_fogblue);
3202 Cvar_RegisterVariable (&gl_fogstart);
3203 Cvar_RegisterVariable (&gl_fogend);
3204 Cvar_RegisterVariable (&gl_skyclip);
3206 Cvar_RegisterVariable(&r_motionblur);
3207 Cvar_RegisterVariable(&r_damageblur);
3208 Cvar_RegisterVariable(&r_motionblur_averaging);
3209 Cvar_RegisterVariable(&r_motionblur_randomize);
3210 Cvar_RegisterVariable(&r_motionblur_minblur);
3211 Cvar_RegisterVariable(&r_motionblur_maxblur);
3212 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3213 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3214 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3215 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3216 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3217 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3218 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3219 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3220 Cvar_RegisterVariable(&r_equalize_entities_by);
3221 Cvar_RegisterVariable(&r_equalize_entities_to);
3222 Cvar_RegisterVariable(&r_depthfirst);
3223 Cvar_RegisterVariable(&r_useinfinitefarclip);
3224 Cvar_RegisterVariable(&r_farclip_base);
3225 Cvar_RegisterVariable(&r_farclip_world);
3226 Cvar_RegisterVariable(&r_nearclip);
3227 Cvar_RegisterVariable(&r_deformvertexes);
3228 Cvar_RegisterVariable(&r_transparent);
3229 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3230 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3231 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3232 Cvar_RegisterVariable(&r_showoverdraw);
3233 Cvar_RegisterVariable(&r_showbboxes);
3234 Cvar_RegisterVariable(&r_showbboxes_client);
3235 Cvar_RegisterVariable(&r_showsurfaces);
3236 Cvar_RegisterVariable(&r_showtris);
3237 Cvar_RegisterVariable(&r_shownormals);
3238 Cvar_RegisterVariable(&r_showlighting);
3239 Cvar_RegisterVariable(&r_showcollisionbrushes);
3240 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3241 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3242 Cvar_RegisterVariable(&r_showdisabledepthtest);
3243 Cvar_RegisterVariable(&r_showspriteedges);
3244 Cvar_RegisterVariable(&r_showparticleedges);
3245 Cvar_RegisterVariable(&r_drawportals);
3246 Cvar_RegisterVariable(&r_drawentities);
3247 Cvar_RegisterVariable(&r_draw2d);
3248 Cvar_RegisterVariable(&r_drawworld);
3249 Cvar_RegisterVariable(&r_cullentities_trace);
3250 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3251 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3252 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3253 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3254 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3255 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3256 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3257 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3258 Cvar_RegisterVariable(&r_sortentities);
3259 Cvar_RegisterVariable(&r_drawviewmodel);
3260 Cvar_RegisterVariable(&r_drawexteriormodel);
3261 Cvar_RegisterVariable(&r_speeds);
3262 Cvar_RegisterVariable(&r_fullbrights);
3263 Cvar_RegisterVariable(&r_wateralpha);
3264 Cvar_RegisterVariable(&r_dynamic);
3265 Cvar_RegisterVariable(&r_fakelight);
3266 Cvar_RegisterVariable(&r_fakelight_intensity);
3267 Cvar_RegisterVariable(&r_fullbright_directed);
3268 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3269 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3270 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3271 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3272 Cvar_RegisterVariable(&r_fullbright);
3273 Cvar_RegisterVariable(&r_shadows);
3274 Cvar_RegisterVariable(&r_shadows_darken);
3275 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3276 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3277 Cvar_RegisterVariable(&r_shadows_throwdistance);
3278 Cvar_RegisterVariable(&r_shadows_throwdirection);
3279 Cvar_RegisterVariable(&r_shadows_focus);
3280 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3281 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3282 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3283 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3284 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3285 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3286 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3287 Cvar_RegisterVariable(&r_fog_exp2);
3288 Cvar_RegisterVariable(&r_fog_clear);
3289 Cvar_RegisterVariable(&r_drawfog);
3290 Cvar_RegisterVariable(&r_transparentdepthmasking);
3291 Cvar_RegisterVariable(&r_transparent_sortmindist);
3292 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3293 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3294 Cvar_RegisterVariable(&r_texture_dds_load);
3295 Cvar_RegisterVariable(&r_texture_dds_save);
3296 Cvar_RegisterVariable(&r_textureunits);
3297 Cvar_RegisterVariable(&gl_combine);
3298 Cvar_RegisterVariable(&r_usedepthtextures);
3299 Cvar_RegisterVariable(&r_viewfbo);
3300 Cvar_RegisterVariable(&r_rendertarget_debug);
3301 Cvar_RegisterVariable(&r_viewscale);
3302 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3303 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3304 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3305 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3306 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3307 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3308 Cvar_RegisterVariable(&r_glsl);
3309 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3310 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3311 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3312 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3313 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3314 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3315 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3316 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3317 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3318 Cvar_RegisterVariable(&r_glsl_postprocess);
3319 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3320 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3321 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3322 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3323 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3324 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3325 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3326 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3327 Cvar_RegisterVariable(&r_celshading);
3328 Cvar_RegisterVariable(&r_celoutlines);
3330 Cvar_RegisterVariable(&r_water);
3331 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3332 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3333 Cvar_RegisterVariable(&r_water_clippingplanebias);
3334 Cvar_RegisterVariable(&r_water_refractdistort);
3335 Cvar_RegisterVariable(&r_water_reflectdistort);
3336 Cvar_RegisterVariable(&r_water_scissormode);
3337 Cvar_RegisterVariable(&r_water_lowquality);
3338 Cvar_RegisterVariable(&r_water_hideplayer);
3340 Cvar_RegisterVariable(&r_lerpsprites);
3341 Cvar_RegisterVariable(&r_lerpmodels);
3342 Cvar_RegisterVariable(&r_lerplightstyles);
3343 Cvar_RegisterVariable(&r_waterscroll);
3344 Cvar_RegisterVariable(&r_bloom);
3345 Cvar_RegisterVariable(&r_bloom_colorscale);
3346 Cvar_RegisterVariable(&r_bloom_brighten);
3347 Cvar_RegisterVariable(&r_bloom_blur);
3348 Cvar_RegisterVariable(&r_bloom_resolution);
3349 Cvar_RegisterVariable(&r_bloom_colorexponent);
3350 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3351 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3352 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3353 Cvar_RegisterVariable(&r_hdr_glowintensity);
3354 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3355 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3356 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3357 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3358 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3359 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3360 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3361 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3362 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3363 Cvar_RegisterVariable(&developer_texturelogging);
3364 Cvar_RegisterVariable(&gl_lightmaps);
3365 Cvar_RegisterVariable(&r_test);
3366 Cvar_RegisterVariable(&r_batch_multidraw);
3367 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3368 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3369 Cvar_RegisterVariable(&r_glsl_skeletal);
3370 Cvar_RegisterVariable(&r_glsl_saturation);
3371 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3372 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3373 Cvar_RegisterVariable(&r_framedatasize);
3374 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3375 Cvar_RegisterVariable(&r_buffermegs[i]);
3376 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3377 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3378 Cvar_SetValue("r_fullbrights", 0);
3379 #ifdef DP_MOBILETOUCH
3380 // GLES devices have terrible depth precision in general, so...
3381 Cvar_SetValueQuick(&r_nearclip, 4);
3382 Cvar_SetValueQuick(&r_farclip_base, 4096);
3383 Cvar_SetValueQuick(&r_farclip_world, 0);
3384 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3386 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3389 void Render_Init(void)
3402 R_LightningBeams_Init();
3412 extern char *ENGINE_EXTENSIONS;
3415 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3416 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3417 gl_version = (const char *)qglGetString(GL_VERSION);
3418 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3422 if (!gl_platformextensions)
3423 gl_platformextensions = "";
3425 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3426 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3427 Con_Printf("GL_VERSION: %s\n", gl_version);
3428 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3429 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3431 VID_CheckExtensions();
3433 // LordHavoc: report supported extensions
3435 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3437 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
3440 // clear to black (loading plaque will be seen over this)
3441 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
3445 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3449 if (r_trippy.integer)
3451 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3453 p = r_refdef.view.frustum + i;
3458 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3462 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3466 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3470 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3474 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3478 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3482 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3486 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3494 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3498 if (r_trippy.integer)
3500 for (i = 0;i < numplanes;i++)
3507 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3511 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3515 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3519 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3523 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3527 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3531 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3535 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3543 //==================================================================================
3545 // LordHavoc: this stores temporary data used within the same frame
3547 typedef struct r_framedata_mem_s
3549 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3550 size_t size; // how much usable space
3551 size_t current; // how much space in use
3552 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3553 size_t wantedsize; // how much space was allocated
3554 unsigned char *data; // start of real data (16byte aligned)
3558 static r_framedata_mem_t *r_framedata_mem;
3560 void R_FrameData_Reset(void)
3562 while (r_framedata_mem)
3564 r_framedata_mem_t *next = r_framedata_mem->purge;
3565 Mem_Free(r_framedata_mem);
3566 r_framedata_mem = next;
3570 static void R_FrameData_Resize(qboolean mustgrow)
3573 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3574 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3575 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3577 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3578 newmem->wantedsize = wantedsize;
3579 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3580 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3581 newmem->current = 0;
3583 newmem->purge = r_framedata_mem;
3584 r_framedata_mem = newmem;
3588 void R_FrameData_NewFrame(void)
3590 R_FrameData_Resize(false);
3591 if (!r_framedata_mem)
3593 // if we ran out of space on the last frame, free the old memory now
3594 while (r_framedata_mem->purge)
3596 // repeatedly remove the second item in the list, leaving only head
3597 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3598 Mem_Free(r_framedata_mem->purge);
3599 r_framedata_mem->purge = next;
3601 // reset the current mem pointer
3602 r_framedata_mem->current = 0;
3603 r_framedata_mem->mark = 0;
3606 void *R_FrameData_Alloc(size_t size)
3611 // align to 16 byte boundary - the data pointer is already aligned, so we
3612 // only need to ensure the size of every allocation is also aligned
3613 size = (size + 15) & ~15;
3615 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3617 // emergency - we ran out of space, allocate more memory
3618 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3619 newvalue = r_framedatasize.value * 2.0f;
3620 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3621 if (sizeof(size_t) >= 8)
3622 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3624 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3625 // this might not be a growing it, but we'll allocate another buffer every time
3626 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3627 R_FrameData_Resize(true);
3630 data = r_framedata_mem->data + r_framedata_mem->current;
3631 r_framedata_mem->current += size;
3633 // count the usage for stats
3634 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3635 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3637 return (void *)data;
3640 void *R_FrameData_Store(size_t size, void *data)
3642 void *d = R_FrameData_Alloc(size);
3644 memcpy(d, data, size);
3648 void R_FrameData_SetMark(void)
3650 if (!r_framedata_mem)
3652 r_framedata_mem->mark = r_framedata_mem->current;
3655 void R_FrameData_ReturnToMark(void)
3657 if (!r_framedata_mem)
3659 r_framedata_mem->current = r_framedata_mem->mark;
3662 //==================================================================================
3664 // avoid reusing the same buffer objects on consecutive frames
3665 #define R_BUFFERDATA_CYCLE 3
3667 typedef struct r_bufferdata_buffer_s
3669 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3670 size_t size; // how much usable space
3671 size_t current; // how much space in use
3672 r_meshbuffer_t *buffer; // the buffer itself
3674 r_bufferdata_buffer_t;
3676 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3677 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3679 /// frees all dynamic buffers
3680 void R_BufferData_Reset(void)
3683 r_bufferdata_buffer_t **p, *mem;
3684 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3686 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3689 p = &r_bufferdata_buffer[cycle][type];
3695 R_Mesh_DestroyMeshBuffer(mem->buffer);
3702 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3703 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3705 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3707 float newvalue = r_buffermegs[type].value;
3709 // increase the cvar if we have to (but only if we already have a mem)
3710 if (mustgrow && mem)
3712 newvalue = bound(0.25f, newvalue, 256.0f);
3713 while (newvalue * 1024*1024 < minsize)
3716 // clamp the cvar to valid range
3717 newvalue = bound(0.25f, newvalue, 256.0f);
3718 if (r_buffermegs[type].value != newvalue)
3719 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3721 // calculate size in bytes
3722 size = (size_t)(newvalue * 1024*1024);
3723 size = bound(131072, size, 256*1024*1024);
3725 // allocate a new buffer if the size is different (purge old one later)
3726 // or if we were told we must grow the buffer
3727 if (!mem || mem->size != size || mustgrow)
3729 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3732 if (type == R_BUFFERDATA_VERTEX)
3733 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3734 else if (type == R_BUFFERDATA_INDEX16)
3735 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3736 else if (type == R_BUFFERDATA_INDEX32)
3737 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3738 else if (type == R_BUFFERDATA_UNIFORM)
3739 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3740 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3741 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3745 void R_BufferData_NewFrame(void)
3748 r_bufferdata_buffer_t **p, *mem;
3749 // cycle to the next frame's buffers
3750 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3751 // if we ran out of space on the last time we used these buffers, free the old memory now
3752 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3754 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3756 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3757 // free all but the head buffer, this is how we recycle obsolete
3758 // buffers after they are no longer in use
3759 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3765 R_Mesh_DestroyMeshBuffer(mem->buffer);
3768 // reset the current offset
3769 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3774 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3776 r_bufferdata_buffer_t *mem;
3780 *returnbufferoffset = 0;
3782 // align size to a byte boundary appropriate for the buffer type, this
3783 // makes all allocations have aligned start offsets
3784 if (type == R_BUFFERDATA_UNIFORM)
3785 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3787 padsize = (datasize + 15) & ~15;
3789 // if we ran out of space in this buffer we must allocate a new one
3790 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3791 R_BufferData_Resize(type, true, padsize);
3793 // if the resize did not give us enough memory, fail
3794 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3795 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3797 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3798 offset = (int)mem->current;
3799 mem->current += padsize;
3801 // upload the data to the buffer at the chosen offset
3803 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3804 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3806 // count the usage for stats
3807 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3808 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3810 // return the buffer offset
3811 *returnbufferoffset = offset;
3816 //==================================================================================
3818 // LordHavoc: animcache originally written by Echon, rewritten since then
3821 * Animation cache prevents re-generating mesh data for an animated model
3822 * multiple times in one frame for lighting, shadowing, reflections, etc.
3825 void R_AnimCache_Free(void)
3829 void R_AnimCache_ClearCache(void)
3832 entity_render_t *ent;
3834 for (i = 0;i < r_refdef.scene.numentities;i++)
3836 ent = r_refdef.scene.entities[i];
3837 ent->animcache_vertex3f = NULL;
3838 ent->animcache_vertex3f_vertexbuffer = NULL;
3839 ent->animcache_vertex3f_bufferoffset = 0;
3840 ent->animcache_normal3f = NULL;
3841 ent->animcache_normal3f_vertexbuffer = NULL;
3842 ent->animcache_normal3f_bufferoffset = 0;
3843 ent->animcache_svector3f = NULL;
3844 ent->animcache_svector3f_vertexbuffer = NULL;
3845 ent->animcache_svector3f_bufferoffset = 0;
3846 ent->animcache_tvector3f = NULL;
3847 ent->animcache_tvector3f_vertexbuffer = NULL;
3848 ent->animcache_tvector3f_bufferoffset = 0;
3849 ent->animcache_skeletaltransform3x4 = NULL;
3850 ent->animcache_skeletaltransform3x4buffer = NULL;
3851 ent->animcache_skeletaltransform3x4offset = 0;
3852 ent->animcache_skeletaltransform3x4size = 0;
3856 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3858 dp_model_t *model = ent->model;
3861 // see if this ent is worth caching
3862 if (!model || !model->Draw || !model->AnimateVertices)
3864 // nothing to cache if it contains no animations and has no skeleton
3865 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3867 // see if it is already cached for gpuskeletal
3868 if (ent->animcache_skeletaltransform3x4)
3870 // see if it is already cached as a mesh
3871 if (ent->animcache_vertex3f)
3873 // check if we need to add normals or tangents
3874 if (ent->animcache_normal3f)
3875 wantnormals = false;
3876 if (ent->animcache_svector3f)
3877 wanttangents = false;
3878 if (!wantnormals && !wanttangents)
3882 // check which kind of cache we need to generate
3883 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3885 // cache the skeleton so the vertex shader can use it
3886 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3887 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3888 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3889 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3890 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3891 // note: this can fail if the buffer is at the grow limit
3892 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3893 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3895 else if (ent->animcache_vertex3f)
3897 // mesh was already cached but we may need to add normals/tangents
3898 // (this only happens with multiple views, reflections, cameras, etc)
3899 if (wantnormals || wanttangents)
3901 numvertices = model->surfmesh.num_vertices;
3903 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3906 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3907 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3909 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3910 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3911 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3912 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3917 // generate mesh cache
3918 numvertices = model->surfmesh.num_vertices;
3919 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3921 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3924 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3925 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3927 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3928 if (wantnormals || wanttangents)
3930 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3931 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3932 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3934 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3935 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3936 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3941 void R_AnimCache_CacheVisibleEntities(void)
3945 // TODO: thread this
3946 // NOTE: R_PrepareRTLights() also caches entities
3948 for (i = 0;i < r_refdef.scene.numentities;i++)
3949 if (r_refdef.viewcache.entityvisible[i])
3950 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3953 //==================================================================================
3955 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3958 vec3_t eyemins, eyemaxs;
3959 vec3_t boxmins, boxmaxs;
3960 vec3_t padmins, padmaxs;
3963 dp_model_t *model = r_refdef.scene.worldmodel;
3964 static vec3_t positions[] = {
3965 { 0.5f, 0.5f, 0.5f },
3966 { 0.0f, 0.0f, 0.0f },
3967 { 0.0f, 0.0f, 1.0f },
3968 { 0.0f, 1.0f, 0.0f },
3969 { 0.0f, 1.0f, 1.0f },
3970 { 1.0f, 0.0f, 0.0f },
3971 { 1.0f, 0.0f, 1.0f },
3972 { 1.0f, 1.0f, 0.0f },
3973 { 1.0f, 1.0f, 1.0f },
3976 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3980 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3981 if (!r_refdef.view.usevieworiginculling)
3984 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3987 // expand the eye box a little
3988 eyemins[0] = eye[0] - eyejitter;
3989 eyemaxs[0] = eye[0] + eyejitter;
3990 eyemins[1] = eye[1] - eyejitter;
3991 eyemaxs[1] = eye[1] + eyejitter;
3992 eyemins[2] = eye[2] - eyejitter;
3993 eyemaxs[2] = eye[2] + eyejitter;
3994 // expand the box a little
3995 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3996 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3997 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3998 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3999 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4000 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4001 // make an even larger box for the acceptable area
4002 padmins[0] = boxmins[0] - pad;
4003 padmaxs[0] = boxmaxs[0] + pad;
4004 padmins[1] = boxmins[1] - pad;
4005 padmaxs[1] = boxmaxs[1] + pad;
4006 padmins[2] = boxmins[2] - pad;
4007 padmaxs[2] = boxmaxs[2] + pad;
4009 // return true if eye overlaps enlarged box
4010 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4013 // try specific positions in the box first - note that these can be cached
4014 if (r_cullentities_trace_entityocclusion.integer)
4016 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4018 VectorCopy(eye, start);
4019 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4020 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4021 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4022 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
4023 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4024 // not picky - if the trace ended anywhere in the box we're good
4025 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4029 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4032 // try various random positions
4033 for (i = 0; i < numsamples; i++)
4035 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4036 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4037 if (r_cullentities_trace_entityocclusion.integer)
4039 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4040 // not picky - if the trace ended anywhere in the box we're good
4041 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4044 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4052 static void R_View_UpdateEntityVisible (void)
4057 entity_render_t *ent;
4059 if (r_refdef.envmap || r_fb.water.hideplayer)
4060 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4061 else if (chase_active.integer || r_fb.water.renderingscene)
4062 renderimask = RENDER_VIEWMODEL;
4064 renderimask = RENDER_EXTERIORMODEL;
4065 if (!r_drawviewmodel.integer)
4066 renderimask |= RENDER_VIEWMODEL;
4067 if (!r_drawexteriormodel.integer)
4068 renderimask |= RENDER_EXTERIORMODEL;
4069 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4070 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4072 // worldmodel can check visibility
4073 for (i = 0;i < r_refdef.scene.numentities;i++)
4075 ent = r_refdef.scene.entities[i];
4076 if (!(ent->flags & renderimask))
4077 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4078 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4079 r_refdef.viewcache.entityvisible[i] = true;
4084 // no worldmodel or it can't check visibility
4085 for (i = 0;i < r_refdef.scene.numentities;i++)
4087 ent = r_refdef.scene.entities[i];
4088 if (!(ent->flags & renderimask))
4089 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4090 r_refdef.viewcache.entityvisible[i] = true;
4093 if (r_cullentities_trace.integer)
4095 for (i = 0;i < r_refdef.scene.numentities;i++)
4097 if (!r_refdef.viewcache.entityvisible[i])
4099 ent = r_refdef.scene.entities[i];
4100 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4102 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4103 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4104 ent->last_trace_visibility = realtime;
4105 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4106 r_refdef.viewcache.entityvisible[i] = 0;
4112 /// only used if skyrendermasked, and normally returns false
4113 static int R_DrawBrushModelsSky (void)
4116 entity_render_t *ent;
4119 for (i = 0;i < r_refdef.scene.numentities;i++)
4121 if (!r_refdef.viewcache.entityvisible[i])
4123 ent = r_refdef.scene.entities[i];
4124 if (!ent->model || !ent->model->DrawSky)
4126 ent->model->DrawSky(ent);
4132 static void R_DrawNoModel(entity_render_t *ent);
4133 static void R_DrawModels(void)
4136 entity_render_t *ent;
4138 for (i = 0;i < r_refdef.scene.numentities;i++)
4140 if (!r_refdef.viewcache.entityvisible[i])
4142 ent = r_refdef.scene.entities[i];
4143 r_refdef.stats[r_stat_entities]++;
4145 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4148 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4149 Con_Printf("R_DrawModels\n");
4150 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4151 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4152 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4155 if (ent->model && ent->model->Draw != NULL)
4156 ent->model->Draw(ent);
4162 static void R_DrawModelsDepth(void)
4165 entity_render_t *ent;
4167 for (i = 0;i < r_refdef.scene.numentities;i++)
4169 if (!r_refdef.viewcache.entityvisible[i])
4171 ent = r_refdef.scene.entities[i];
4172 if (ent->model && ent->model->DrawDepth != NULL)
4173 ent->model->DrawDepth(ent);
4177 static void R_DrawModelsDebug(void)
4180 entity_render_t *ent;
4182 for (i = 0;i < r_refdef.scene.numentities;i++)
4184 if (!r_refdef.viewcache.entityvisible[i])
4186 ent = r_refdef.scene.entities[i];
4187 if (ent->model && ent->model->DrawDebug != NULL)
4188 ent->model->DrawDebug(ent);
4192 static void R_DrawModelsAddWaterPlanes(void)
4195 entity_render_t *ent;
4197 for (i = 0;i < r_refdef.scene.numentities;i++)
4199 if (!r_refdef.viewcache.entityvisible[i])
4201 ent = r_refdef.scene.entities[i];
4202 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4203 ent->model->DrawAddWaterPlanes(ent);
4207 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4209 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4211 if (r_hdr_irisadaptation.integer)
4216 vec3_t diffusenormal;
4218 vec_t brightness = 0.0f;
4223 VectorCopy(r_refdef.view.forward, forward);
4224 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4226 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4227 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4228 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4229 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4230 d = DotProduct(forward, diffusenormal);
4231 brightness += VectorLength(ambient);
4233 brightness += d * VectorLength(diffuse);
4235 brightness *= 1.0f / c;
4236 brightness += 0.00001f; // make sure it's never zero
4237 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4238 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4239 current = r_hdr_irisadaptation_value.value;
4241 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4242 else if (current > goal)
4243 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4244 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4245 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4247 else if (r_hdr_irisadaptation_value.value != 1.0f)
4248 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4251 static void R_View_SetFrustum(const int *scissor)
4254 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4255 vec3_t forward, left, up, origin, v;
4259 // flipped x coordinates (because x points left here)
4260 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4261 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4262 // non-flipped y coordinates
4263 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4264 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4267 // we can't trust r_refdef.view.forward and friends in reflected scenes
4268 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4271 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4272 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4273 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4274 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4275 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4276 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4277 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4278 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4279 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4280 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4281 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4282 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4286 zNear = r_refdef.nearclip;
4287 nudge = 1.0 - 1.0 / (1<<23);
4288 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4289 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4290 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4291 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4292 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4293 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4294 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4295 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4301 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4302 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4303 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4304 r_refdef.view.frustum[0].dist = m[15] - m[12];
4306 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4307 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4308 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4309 r_refdef.view.frustum[1].dist = m[15] + m[12];
4311 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4312 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4313 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4314 r_refdef.view.frustum[2].dist = m[15] - m[13];
4316 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4317 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4318 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4319 r_refdef.view.frustum[3].dist = m[15] + m[13];
4321 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4322 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4323 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4324 r_refdef.view.frustum[4].dist = m[15] - m[14];
4326 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4327 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4328 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4329 r_refdef.view.frustum[5].dist = m[15] + m[14];
4332 if (r_refdef.view.useperspective)
4334 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4335 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4336 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4337 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4338 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4340 // then the normals from the corners relative to origin
4341 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4342 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4343 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4344 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4346 // in a NORMAL view, forward cross left == up
4347 // in a REFLECTED view, forward cross left == down
4348 // so our cross products above need to be adjusted for a left handed coordinate system
4349 CrossProduct(forward, left, v);
4350 if(DotProduct(v, up) < 0)
4352 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4353 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4354 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4355 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4358 // Leaving those out was a mistake, those were in the old code, and they
4359 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4360 // I couldn't reproduce it after adding those normalizations. --blub
4361 VectorNormalize(r_refdef.view.frustum[0].normal);
4362 VectorNormalize(r_refdef.view.frustum[1].normal);
4363 VectorNormalize(r_refdef.view.frustum[2].normal);
4364 VectorNormalize(r_refdef.view.frustum[3].normal);
4366 // make the corners absolute
4367 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4368 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4369 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4370 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4373 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4375 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4376 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4377 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4378 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4379 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4383 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4384 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4385 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4386 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4387 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4388 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4389 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4390 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4391 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4392 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4394 r_refdef.view.numfrustumplanes = 5;
4396 if (r_refdef.view.useclipplane)
4398 r_refdef.view.numfrustumplanes = 6;
4399 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4402 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4403 PlaneClassify(r_refdef.view.frustum + i);
4405 // LordHavoc: note to all quake engine coders, Quake had a special case
4406 // for 90 degrees which assumed a square view (wrong), so I removed it,
4407 // Quake2 has it disabled as well.
4409 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4410 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4411 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4412 //PlaneClassify(&frustum[0]);
4414 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4415 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4416 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4417 //PlaneClassify(&frustum[1]);
4419 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4420 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4421 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4422 //PlaneClassify(&frustum[2]);
4424 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4425 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4426 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4427 //PlaneClassify(&frustum[3]);
4430 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4431 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4432 //PlaneClassify(&frustum[4]);
4435 static void R_View_UpdateWithScissor(const int *myscissor)
4437 R_Main_ResizeViewCache();
4438 R_View_SetFrustum(myscissor);
4439 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4440 R_View_UpdateEntityVisible();
4443 static void R_View_Update(void)
4445 R_Main_ResizeViewCache();
4446 R_View_SetFrustum(NULL);
4447 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4448 R_View_UpdateEntityVisible();
4451 float viewscalefpsadjusted = 1.0f;
4453 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4455 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4456 scale = bound(0.03125f, scale, 1.0f);
4457 *outwidth = (int)ceil(width * scale);
4458 *outheight = (int)ceil(height * scale);
4461 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4463 const float *customclipplane = NULL;
4465 int /*rtwidth,*/ rtheight;
4466 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4468 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4469 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4470 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4471 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4472 dist = r_refdef.view.clipplane.dist;
4473 plane[0] = r_refdef.view.clipplane.normal[0];
4474 plane[1] = r_refdef.view.clipplane.normal[1];
4475 plane[2] = r_refdef.view.clipplane.normal[2];
4477 customclipplane = plane;
4480 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4481 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4483 if (!r_refdef.view.useperspective)
4484 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4485 else if (vid.stencil && r_useinfinitefarclip.integer)
4486 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4488 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4489 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4490 R_SetViewport(&r_refdef.view.viewport);
4493 void R_EntityMatrix(const matrix4x4_t *matrix)
4495 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4497 gl_modelmatrixchanged = false;
4498 gl_modelmatrix = *matrix;
4499 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4500 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4501 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4502 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4504 switch(vid.renderpath)
4506 case RENDERPATH_GL32:
4507 case RENDERPATH_GLES2:
4508 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4509 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4515 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4517 r_viewport_t viewport;
4521 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4522 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4523 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4524 R_SetViewport(&viewport);
4525 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4526 GL_Color(1, 1, 1, 1);
4527 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4528 GL_BlendFunc(GL_ONE, GL_ZERO);
4529 GL_ScissorTest(false);
4530 GL_DepthMask(false);
4531 GL_DepthRange(0, 1);
4532 GL_DepthTest(false);
4533 GL_DepthFunc(GL_LEQUAL);
4534 R_EntityMatrix(&identitymatrix);
4535 R_Mesh_ResetTextureState();
4536 GL_PolygonOffset(0, 0);
4537 switch(vid.renderpath)
4539 case RENDERPATH_GL32:
4540 case RENDERPATH_GLES2:
4541 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4544 GL_CullFace(GL_NONE);
4549 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4551 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4554 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4556 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4557 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4558 GL_Color(1, 1, 1, 1);
4559 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4560 GL_BlendFunc(GL_ONE, GL_ZERO);
4561 GL_ScissorTest(true);
4563 GL_DepthRange(0, 1);
4565 GL_DepthFunc(GL_LEQUAL);
4566 R_EntityMatrix(&identitymatrix);
4567 R_Mesh_ResetTextureState();
4568 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4569 switch(vid.renderpath)
4571 case RENDERPATH_GL32:
4572 case RENDERPATH_GLES2:
4573 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4576 GL_CullFace(r_refdef.view.cullface_back);
4581 R_RenderView_UpdateViewVectors
4584 void R_RenderView_UpdateViewVectors(void)
4586 // break apart the view matrix into vectors for various purposes
4587 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4588 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4589 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4590 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4591 // make an inverted copy of the view matrix for tracking sprites
4592 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4595 void R_RenderTarget_FreeUnused(qboolean force)
4598 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4599 for (i = 0; i < end; i++)
4601 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4602 // free resources for rendertargets that have not been used for a while
4603 // (note: this check is run after the frame render, so any targets used
4604 // this frame will not be affected even at low framerates)
4605 if (r && (realtime - r->lastusetime > 0.2 || force))
4608 R_Mesh_DestroyFramebufferObject(r->fbo);
4609 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4610 if (r->colortexture[j])
4611 R_FreeTexture(r->colortexture[j]);
4612 if (r->depthtexture)
4613 R_FreeTexture(r->depthtexture);
4614 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4619 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4621 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4625 y2 = (th - y - h) * ih;
4636 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4639 r_rendertarget_t *r = NULL;
4641 // first try to reuse an existing slot if possible
4642 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4643 for (i = 0; i < end; i++)
4645 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4646 if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4651 // no unused exact match found, so we have to make one in the first unused slot
4652 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4653 r->texturewidth = texturewidth;
4654 r->textureheight = textureheight;
4655 r->colortextype[0] = colortextype0;
4656 r->colortextype[1] = colortextype1;
4657 r->colortextype[2] = colortextype2;
4658 r->colortextype[3] = colortextype3;
4659 r->depthtextype = depthtextype;
4660 r->depthisrenderbuffer = depthisrenderbuffer;
4661 for (j = 0; j < 4; j++)
4662 if (r->colortextype[j])
4663 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4664 if (r->depthtextype)
4666 if (r->depthisrenderbuffer)
4667 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4669 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4671 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4673 r_refdef.stats[r_stat_rendertargets_used]++;
4674 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4675 r->lastusetime = realtime;
4676 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4680 static void R_Water_StartFrame(void)
4682 int waterwidth, waterheight;
4684 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4687 // set waterwidth and waterheight to the water resolution that will be
4688 // used (often less than the screen resolution for faster rendering)
4689 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4690 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4691 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4693 if (!r_water.integer || r_showsurfaces.integer)
4694 waterwidth = waterheight = 0;
4696 // set up variables that will be used in shader setup
4697 r_fb.water.waterwidth = waterwidth;
4698 r_fb.water.waterheight = waterheight;
4699 r_fb.water.texturewidth = waterwidth;
4700 r_fb.water.textureheight = waterheight;
4701 r_fb.water.camerawidth = waterwidth;
4702 r_fb.water.cameraheight = waterheight;
4703 r_fb.water.screenscale[0] = 0.5f;
4704 r_fb.water.screenscale[1] = 0.5f;
4705 r_fb.water.screencenter[0] = 0.5f;
4706 r_fb.water.screencenter[1] = 0.5f;
4707 r_fb.water.enabled = waterwidth != 0;
4709 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4710 r_fb.water.numwaterplanes = 0;
4713 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4715 int planeindex, bestplaneindex, vertexindex;
4716 vec3_t mins, maxs, normal, center, v, n;
4717 vec_t planescore, bestplanescore;
4719 r_waterstate_waterplane_t *p;
4720 texture_t *t = R_GetCurrentTexture(surface->texture);
4722 rsurface.texture = t;
4723 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4724 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4725 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4727 // average the vertex normals, find the surface bounds (after deformvertexes)
4728 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4729 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4730 VectorCopy(n, normal);
4731 VectorCopy(v, mins);
4732 VectorCopy(v, maxs);
4733 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4735 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4736 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4737 VectorAdd(normal, n, normal);
4738 mins[0] = min(mins[0], v[0]);
4739 mins[1] = min(mins[1], v[1]);
4740 mins[2] = min(mins[2], v[2]);
4741 maxs[0] = max(maxs[0], v[0]);
4742 maxs[1] = max(maxs[1], v[1]);
4743 maxs[2] = max(maxs[2], v[2]);
4745 VectorNormalize(normal);
4746 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4748 VectorCopy(normal, plane.normal);
4749 VectorNormalize(plane.normal);
4750 plane.dist = DotProduct(center, plane.normal);
4751 PlaneClassify(&plane);
4752 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4754 // skip backfaces (except if nocullface is set)
4755 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4757 VectorNegate(plane.normal, plane.normal);
4759 PlaneClassify(&plane);
4763 // find a matching plane if there is one
4764 bestplaneindex = -1;
4765 bestplanescore = 1048576.0f;
4766 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4768 if(p->camera_entity == t->camera_entity)
4770 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4771 if (bestplaneindex < 0 || bestplanescore > planescore)
4773 bestplaneindex = planeindex;
4774 bestplanescore = planescore;
4778 planeindex = bestplaneindex;
4780 // if this surface does not fit any known plane rendered this frame, add one
4781 if (planeindex < 0 || bestplanescore > 0.001f)
4783 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4785 // store the new plane
4786 planeindex = r_fb.water.numwaterplanes++;
4787 p = r_fb.water.waterplanes + planeindex;
4789 // clear materialflags and pvs
4790 p->materialflags = 0;
4791 p->pvsvalid = false;
4792 p->camera_entity = t->camera_entity;
4793 VectorCopy(mins, p->mins);
4794 VectorCopy(maxs, p->maxs);
4798 // We're totally screwed.
4804 // merge mins/maxs when we're adding this surface to the plane
4805 p = r_fb.water.waterplanes + planeindex;
4806 p->mins[0] = min(p->mins[0], mins[0]);
4807 p->mins[1] = min(p->mins[1], mins[1]);
4808 p->mins[2] = min(p->mins[2], mins[2]);
4809 p->maxs[0] = max(p->maxs[0], maxs[0]);
4810 p->maxs[1] = max(p->maxs[1], maxs[1]);
4811 p->maxs[2] = max(p->maxs[2], maxs[2]);
4813 // merge this surface's materialflags into the waterplane
4814 p->materialflags |= t->currentmaterialflags;
4815 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4817 // merge this surface's PVS into the waterplane
4818 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4819 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4821 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4827 extern cvar_t r_drawparticles;
4828 extern cvar_t r_drawdecals;
4830 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4833 r_refdef_view_t originalview;
4834 r_refdef_view_t myview;
4835 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
4836 r_waterstate_waterplane_t *p;
4838 r_rendertarget_t *rt;
4840 originalview = r_refdef.view;
4842 // lowquality hack, temporarily shut down some cvars and restore afterwards
4843 qualityreduction = r_water_lowquality.integer;
4844 if (qualityreduction > 0)
4846 if (qualityreduction >= 1)
4848 old_r_shadows = r_shadows.integer;
4849 old_r_worldrtlight = r_shadow_realtime_world.integer;
4850 old_r_dlight = r_shadow_realtime_dlight.integer;
4851 Cvar_SetValueQuick(&r_shadows, 0);
4852 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4853 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4855 if (qualityreduction >= 2)
4857 old_r_dynamic = r_dynamic.integer;
4858 old_r_particles = r_drawparticles.integer;
4859 old_r_decals = r_drawdecals.integer;
4860 Cvar_SetValueQuick(&r_dynamic, 0);
4861 Cvar_SetValueQuick(&r_drawparticles, 0);
4862 Cvar_SetValueQuick(&r_drawdecals, 0);
4866 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4868 p->rt_reflection = NULL;
4869 p->rt_refraction = NULL;
4870 p->rt_camera = NULL;
4874 r_refdef.view = originalview;
4875 r_refdef.view.showdebug = false;
4876 r_refdef.view.width = r_fb.water.waterwidth;
4877 r_refdef.view.height = r_fb.water.waterheight;
4878 r_refdef.view.useclipplane = true;
4879 myview = r_refdef.view;
4880 r_fb.water.renderingscene = true;
4881 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4883 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4886 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4888 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4889 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4891 r_refdef.view = myview;
4892 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4893 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4894 if(r_water_scissormode.integer)
4896 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4897 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4899 p->rt_reflection = NULL;
4900 p->rt_refraction = NULL;
4901 p->rt_camera = NULL;
4906 r_refdef.view.clipplane = p->plane;
4907 // reflected view origin may be in solid, so don't cull with it
4908 r_refdef.view.usevieworiginculling = false;
4909 // reverse the cullface settings for this render
4910 r_refdef.view.cullface_front = GL_FRONT;
4911 r_refdef.view.cullface_back = GL_BACK;
4912 // combined pvs (based on what can be seen from each surface center)
4913 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4915 r_refdef.view.usecustompvs = true;
4917 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4919 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4922 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4923 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4924 GL_ScissorTest(false);
4925 R_ClearScreen(r_refdef.fogenabled);
4926 GL_ScissorTest(true);
4927 if(r_water_scissormode.integer & 2)
4928 R_View_UpdateWithScissor(myscissor);
4931 R_AnimCache_CacheVisibleEntities();
4932 if(r_water_scissormode.integer & 1)
4933 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4934 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4936 r_fb.water.hideplayer = false;
4937 p->rt_reflection = rt;
4940 // render the normal view scene and copy into texture
4941 // (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)
4942 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4944 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4945 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4947 r_refdef.view = myview;
4948 if(r_water_scissormode.integer)
4950 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4951 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4953 p->rt_reflection = NULL;
4954 p->rt_refraction = NULL;
4955 p->rt_camera = NULL;
4960 // combined pvs (based on what can be seen from each surface center)
4961 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4963 r_refdef.view.usecustompvs = true;
4965 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4967 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4970 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4972 r_refdef.view.clipplane = p->plane;
4973 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4974 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4976 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4978 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4979 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4980 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4981 R_RenderView_UpdateViewVectors();
4982 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4984 r_refdef.view.usecustompvs = true;
4985 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4989 PlaneClassify(&r_refdef.view.clipplane);
4991 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4992 GL_ScissorTest(false);
4993 R_ClearScreen(r_refdef.fogenabled);
4994 GL_ScissorTest(true);
4995 if(r_water_scissormode.integer & 2)
4996 R_View_UpdateWithScissor(myscissor);
4999 R_AnimCache_CacheVisibleEntities();
5000 if(r_water_scissormode.integer & 1)
5001 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5002 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5004 r_fb.water.hideplayer = false;
5005 p->rt_refraction = rt;
5007 else if (p->materialflags & MATERIALFLAG_CAMERA)
5009 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5010 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5012 r_refdef.view = myview;
5014 r_refdef.view.clipplane = p->plane;
5015 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5016 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5018 r_refdef.view.width = r_fb.water.camerawidth;
5019 r_refdef.view.height = r_fb.water.cameraheight;
5020 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5021 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5022 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5023 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5025 if(p->camera_entity)
5027 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5028 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5031 // note: all of the view is used for displaying... so
5032 // there is no use in scissoring
5034 // reverse the cullface settings for this render
5035 r_refdef.view.cullface_front = GL_FRONT;
5036 r_refdef.view.cullface_back = GL_BACK;
5037 // also reverse the view matrix
5038 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5039 R_RenderView_UpdateViewVectors();
5040 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5042 r_refdef.view.usecustompvs = true;
5043 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5046 // camera needs no clipplane
5047 r_refdef.view.useclipplane = false;
5048 // TODO: is the camera origin always valid? if so we don't need to clear this
5049 r_refdef.view.usevieworiginculling = false;
5051 PlaneClassify(&r_refdef.view.clipplane);
5053 r_fb.water.hideplayer = false;
5055 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5056 GL_ScissorTest(false);
5057 R_ClearScreen(r_refdef.fogenabled);
5058 GL_ScissorTest(true);
5060 R_AnimCache_CacheVisibleEntities();
5061 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5063 r_fb.water.hideplayer = false;
5068 r_fb.water.renderingscene = false;
5069 r_refdef.view = originalview;
5070 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5072 R_AnimCache_CacheVisibleEntities();
5075 r_refdef.view = originalview;
5076 r_fb.water.renderingscene = false;
5077 Cvar_SetValueQuick(&r_water, 0);
5078 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5080 // lowquality hack, restore cvars
5081 if (qualityreduction > 0)
5083 if (qualityreduction >= 1)
5085 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5086 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5087 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5089 if (qualityreduction >= 2)
5091 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5092 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5093 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5098 static void R_Bloom_StartFrame(void)
5100 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5101 int viewwidth, viewheight;
5102 textype_t textype = TEXTYPE_COLORBUFFER;
5104 // clear the pointers to rendertargets from last frame as they're stale
5105 r_fb.rt_screen = NULL;
5106 r_fb.rt_bloom = NULL;
5108 switch (vid.renderpath)
5110 case RENDERPATH_GL32:
5111 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5112 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5113 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5115 case RENDERPATH_GLES2:
5116 r_fb.usedepthtextures = false;
5120 if (r_viewscale_fpsscaling.integer)
5122 double actualframetime;
5123 double targetframetime;
5125 actualframetime = r_refdef.lastdrawscreentime;
5126 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5127 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5128 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5129 if (r_viewscale_fpsscaling_stepsize.value > 0)
5130 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5131 viewscalefpsadjusted += adjust;
5132 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5135 viewscalefpsadjusted = 1.0f;
5137 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5139 // set bloomwidth and bloomheight to the bloom resolution that will be
5140 // used (often less than the screen resolution for faster rendering)
5141 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5142 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5143 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5144 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5145 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5147 // calculate desired texture sizes
5148 screentexturewidth = viewwidth;
5149 screentextureheight = viewheight;
5150 bloomtexturewidth = r_fb.bloomwidth;
5151 bloomtextureheight = r_fb.bloomheight;
5153 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5155 Cvar_SetValueQuick(&r_bloom, 0);
5156 Cvar_SetValueQuick(&r_motionblur, 0);
5157 Cvar_SetValueQuick(&r_damageblur, 0);
5160 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5161 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5163 if (r_fb.ghosttexture)
5164 R_FreeTexture(r_fb.ghosttexture);
5165 r_fb.ghosttexture = NULL;
5167 r_fb.screentexturewidth = screentexturewidth;
5168 r_fb.screentextureheight = screentextureheight;
5169 r_fb.textype = textype;
5171 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5173 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5174 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5175 r_fb.ghosttexture_valid = false;
5179 if (r_bloom.integer)
5181 // bloom texture is a different resolution
5182 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5183 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5184 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5187 r_fb.bloomwidth = r_fb.bloomheight = 0;
5189 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5191 r_refdef.view.clear = true;
5194 static void R_Bloom_MakeTexture(void)
5197 float xoffset, yoffset, r, brighten;
5198 float colorscale = r_bloom_colorscale.value;
5199 r_viewport_t bloomviewport;
5200 r_rendertarget_t *prev, *cur;
5201 textype_t textype = r_fb.rt_screen->colortextype[0];
5203 r_refdef.stats[r_stat_bloom]++;
5205 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5207 // scale down screen texture to the bloom texture size
5209 prev = r_fb.rt_screen;
5210 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5211 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5212 R_SetViewport(&bloomviewport);
5213 GL_CullFace(GL_NONE);
5214 GL_DepthTest(false);
5215 GL_BlendFunc(GL_ONE, GL_ZERO);
5216 GL_Color(colorscale, colorscale, colorscale, 1);
5217 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5218 // TODO: do boxfilter scale-down in shader?
5219 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5220 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5221 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5222 // we now have a properly scaled bloom image
5224 // multiply bloom image by itself as many times as desired to darken it
5225 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5226 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5229 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5230 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5232 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5234 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5235 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5236 GL_Color(1,1,1,1); // no fix factor supported here
5237 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5238 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5239 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5240 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5244 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5245 brighten = r_bloom_brighten.value;
5246 brighten = sqrt(brighten);
5248 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5250 for (dir = 0;dir < 2;dir++)
5253 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5254 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5255 // blend on at multiple vertical offsets to achieve a vertical blur
5256 // TODO: do offset blends using GLSL
5257 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5259 GL_BlendFunc(GL_ONE, GL_ZERO);
5261 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5263 for (x = -range;x <= range;x++)
5265 if (!dir){xoffset = 0;yoffset = x;}
5266 else {xoffset = x;yoffset = 0;}
5267 xoffset /= (float)prev->texturewidth;
5268 yoffset /= (float)prev->textureheight;
5269 // compute a texcoord array with the specified x and y offset
5270 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5271 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5272 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5273 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5274 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5275 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5276 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5277 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5278 // this r value looks like a 'dot' particle, fading sharply to
5279 // black at the edges
5280 // (probably not realistic but looks good enough)
5281 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5282 //r = brighten/(range*2+1);
5283 r = brighten / (range * 2 + 1);
5285 r *= (1 - x*x/(float)((range+1)*(range+1)));
5289 GL_Color(r, r, r, 1);
5291 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5293 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5294 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5296 GL_BlendFunc(GL_ONE, GL_ONE);
5301 // now we have the bloom image, so keep track of it
5302 r_fb.rt_bloom = cur;
5305 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5307 dpuint64 permutation;
5308 float uservecs[4][4];
5309 rtexture_t *viewtexture;
5310 rtexture_t *bloomtexture;
5312 R_EntityMatrix(&identitymatrix);
5314 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5316 // declare variables
5317 float blur_factor, blur_mouseaccel, blur_velocity;
5318 static float blur_average;
5319 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5321 // set a goal for the factoring
5322 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5323 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5324 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5325 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5326 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5327 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5329 // from the goal, pick an averaged value between goal and last value
5330 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5331 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5333 // enforce minimum amount of blur
5334 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5336 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5338 // calculate values into a standard alpha
5339 cl.motionbluralpha = 1 - exp(-
5341 (r_motionblur.value * blur_factor / 80)
5343 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5346 max(0.0001, cl.time - cl.oldtime) // fps independent
5349 // randomization for the blur value to combat persistent ghosting
5350 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5351 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5354 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5355 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5357 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5358 GL_Color(1, 1, 1, cl.motionbluralpha);
5359 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5360 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5361 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5362 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5363 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5366 // updates old view angles for next pass
5367 VectorCopy(cl.viewangles, blur_oldangles);
5369 // copy view into the ghost texture
5370 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5371 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5372 r_fb.ghosttexture_valid = true;
5375 if (r_fb.bloomwidth)
5377 // make the bloom texture
5378 R_Bloom_MakeTexture();
5381 #if _MSC_VER >= 1400
5382 #define sscanf sscanf_s
5384 memset(uservecs, 0, sizeof(uservecs));
5385 if (r_glsl_postprocess_uservec1_enable.integer)
5386 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5387 if (r_glsl_postprocess_uservec2_enable.integer)
5388 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5389 if (r_glsl_postprocess_uservec3_enable.integer)
5390 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5391 if (r_glsl_postprocess_uservec4_enable.integer)
5392 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5394 // render to the screen fbo
5395 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5396 GL_Color(1, 1, 1, 1);
5397 GL_BlendFunc(GL_ONE, GL_ZERO);
5399 viewtexture = r_fb.rt_screen->colortexture[0];
5400 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5402 if (r_rendertarget_debug.integer >= 0)
5404 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5405 if (rt && rt->colortexture[0])
5407 viewtexture = rt->colortexture[0];
5408 bloomtexture = NULL;
5412 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5413 switch(vid.renderpath)
5415 case RENDERPATH_GL32:
5416 case RENDERPATH_GLES2:
5418 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5419 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5420 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5421 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5422 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5423 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5424 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5425 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5426 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5427 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5428 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5429 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
5430 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
5431 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
5432 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
5433 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5434 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5435 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
5438 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5439 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5442 matrix4x4_t r_waterscrollmatrix;
5444 void R_UpdateFog(void)
5447 if (gamemode == GAME_NEHAHRA)
5449 if (gl_fogenable.integer)
5451 r_refdef.oldgl_fogenable = true;
5452 r_refdef.fog_density = gl_fogdensity.value;
5453 r_refdef.fog_red = gl_fogred.value;
5454 r_refdef.fog_green = gl_foggreen.value;
5455 r_refdef.fog_blue = gl_fogblue.value;
5456 r_refdef.fog_alpha = 1;
5457 r_refdef.fog_start = 0;
5458 r_refdef.fog_end = gl_skyclip.value;
5459 r_refdef.fog_height = 1<<30;
5460 r_refdef.fog_fadedepth = 128;
5462 else if (r_refdef.oldgl_fogenable)
5464 r_refdef.oldgl_fogenable = false;
5465 r_refdef.fog_density = 0;
5466 r_refdef.fog_red = 0;
5467 r_refdef.fog_green = 0;
5468 r_refdef.fog_blue = 0;
5469 r_refdef.fog_alpha = 0;
5470 r_refdef.fog_start = 0;
5471 r_refdef.fog_end = 0;
5472 r_refdef.fog_height = 1<<30;
5473 r_refdef.fog_fadedepth = 128;
5478 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5479 r_refdef.fog_start = max(0, r_refdef.fog_start);
5480 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5482 if (r_refdef.fog_density && r_drawfog.integer)
5484 r_refdef.fogenabled = true;
5485 // this is the point where the fog reaches 0.9986 alpha, which we
5486 // consider a good enough cutoff point for the texture
5487 // (0.9986 * 256 == 255.6)
5488 if (r_fog_exp2.integer)
5489 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5491 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5492 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5493 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5494 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5495 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5496 R_BuildFogHeightTexture();
5497 // fog color was already set
5498 // update the fog texture
5499 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)
5500 R_BuildFogTexture();
5501 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5502 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5505 r_refdef.fogenabled = false;
5508 if (r_refdef.fog_density)
5510 r_refdef.fogcolor[0] = r_refdef.fog_red;
5511 r_refdef.fogcolor[1] = r_refdef.fog_green;
5512 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5514 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5515 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5516 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5517 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5521 VectorCopy(r_refdef.fogcolor, fogvec);
5522 // color.rgb *= ContrastBoost * SceneBrightness;
5523 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5524 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5525 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5526 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5531 void R_UpdateVariables(void)
5535 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5537 r_refdef.farclip = r_farclip_base.value;
5538 if (r_refdef.scene.worldmodel)
5539 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5540 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5542 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5543 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5544 r_refdef.polygonfactor = 0;
5545 r_refdef.polygonoffset = 0;
5547 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5548 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5549 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5550 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5551 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5552 if (FAKELIGHT_ENABLED)
5554 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5556 else if (r_refdef.scene.worldmodel)
5558 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5560 if (r_showsurfaces.integer)
5562 r_refdef.scene.rtworld = false;
5563 r_refdef.scene.rtworldshadows = false;
5564 r_refdef.scene.rtdlight = false;
5565 r_refdef.scene.rtdlightshadows = false;
5566 r_refdef.scene.lightmapintensity = 0;
5569 r_gpuskeletal = false;
5570 switch(vid.renderpath)
5572 case RENDERPATH_GL32:
5573 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5574 case RENDERPATH_GLES2:
5575 if(!vid_gammatables_trivial)
5577 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5579 // build GLSL gamma texture
5580 #define RAMPWIDTH 256
5581 unsigned short ramp[RAMPWIDTH * 3];
5582 unsigned char rampbgr[RAMPWIDTH][4];
5585 r_texture_gammaramps_serial = vid_gammatables_serial;
5587 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5588 for(i = 0; i < RAMPWIDTH; ++i)
5590 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5591 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5592 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5595 if (r_texture_gammaramps)
5597 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5601 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5607 // remove GLSL gamma texture
5613 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5614 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5620 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5621 if( scenetype != r_currentscenetype ) {
5622 // store the old scenetype
5623 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5624 r_currentscenetype = scenetype;
5625 // move in the new scene
5626 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5635 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5637 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5638 if( scenetype == r_currentscenetype ) {
5639 return &r_refdef.scene;
5641 return &r_scenes_store[ scenetype ];
5645 static int R_SortEntities_Compare(const void *ap, const void *bp)
5647 const entity_render_t *a = *(const entity_render_t **)ap;
5648 const entity_render_t *b = *(const entity_render_t **)bp;
5651 if(a->model < b->model)
5653 if(a->model > b->model)
5657 // TODO possibly calculate the REAL skinnum here first using
5659 if(a->skinnum < b->skinnum)
5661 if(a->skinnum > b->skinnum)
5664 // everything we compared is equal
5667 static void R_SortEntities(void)
5669 // below or equal 2 ents, sorting never gains anything
5670 if(r_refdef.scene.numentities <= 2)
5673 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5681 extern cvar_t r_shadow_bouncegrid;
5682 extern cvar_t v_isometric;
5683 extern void V_MakeViewIsometric(void);
5684 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5686 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5688 rtexture_t *viewdepthtexture = NULL;
5689 rtexture_t *viewcolortexture = NULL;
5690 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5692 // finish any 2D rendering that was queued
5695 if (r_timereport_active)
5696 R_TimeReport("start");
5697 r_textureframe++; // used only by R_GetCurrentTexture
5698 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5700 if(R_CompileShader_CheckStaticParms())
5703 if (!r_drawentities.integer)
5704 r_refdef.scene.numentities = 0;
5705 else if (r_sortentities.integer)
5708 R_AnimCache_ClearCache();
5710 /* adjust for stereo display */
5711 if(R_Stereo_Active())
5713 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
5714 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5717 if (r_refdef.view.isoverlay)
5719 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5720 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5721 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5722 R_TimeReport("depthclear");
5724 r_refdef.view.showdebug = false;
5726 r_fb.water.enabled = false;
5727 r_fb.water.numwaterplanes = 0;
5729 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5731 r_refdef.view.matrix = originalmatrix;
5737 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5739 r_refdef.view.matrix = originalmatrix;
5743 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5744 if (v_isometric.integer && r_refdef.view.ismain)
5745 V_MakeViewIsometric();
5747 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5749 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5750 // in sRGB fallback, behave similar to true sRGB: convert this
5751 // value from linear to sRGB
5752 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5754 R_RenderView_UpdateViewVectors();
5756 R_Shadow_UpdateWorldLightSelection();
5758 // this will set up r_fb.rt_screen
5759 R_Bloom_StartFrame();
5761 // apply bloom brightness offset
5763 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5765 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5768 viewfbo = r_fb.rt_screen->fbo;
5769 viewdepthtexture = r_fb.rt_screen->depthtexture;
5770 viewcolortexture = r_fb.rt_screen->colortexture[0];
5774 viewheight = height;
5777 R_Water_StartFrame();
5780 if (r_timereport_active)
5781 R_TimeReport("viewsetup");
5783 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5785 // clear the whole fbo every frame - otherwise the driver will consider
5786 // it to be an inter-frame texture and stall in multi-gpu configurations
5788 GL_ScissorTest(false);
5789 R_ClearScreen(r_refdef.fogenabled);
5790 if (r_timereport_active)
5791 R_TimeReport("viewclear");
5793 r_refdef.view.clear = true;
5795 r_refdef.view.showdebug = true;
5798 if (r_timereport_active)
5799 R_TimeReport("visibility");
5801 R_AnimCache_CacheVisibleEntities();
5802 if (r_timereport_active)
5803 R_TimeReport("animcache");
5805 R_Shadow_UpdateBounceGridTexture();
5806 if (r_timereport_active && r_shadow_bouncegrid.integer)
5807 R_TimeReport("bouncegrid");
5809 r_fb.water.numwaterplanes = 0;
5810 if (r_fb.water.enabled)
5811 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5813 // for the actual view render we use scissoring a fair amount, so scissor
5814 // test needs to be on
5816 GL_ScissorTest(true);
5817 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5818 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5819 r_fb.water.numwaterplanes = 0;
5821 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5822 GL_ScissorTest(false);
5824 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5825 if (r_timereport_active)
5826 R_TimeReport("blendview");
5828 r_refdef.view.matrix = originalmatrix;
5832 // go back to 2d rendering
5836 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5838 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5840 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5841 if (r_timereport_active)
5842 R_TimeReport("waterworld");
5845 // don't let sound skip if going slow
5846 if (r_refdef.scene.extraupdate)
5849 R_DrawModelsAddWaterPlanes();
5850 if (r_timereport_active)
5851 R_TimeReport("watermodels");
5853 if (r_fb.water.numwaterplanes)
5855 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5856 if (r_timereport_active)
5857 R_TimeReport("waterscenes");
5861 extern cvar_t cl_locs_show;
5862 static void R_DrawLocs(void);
5863 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5864 static void R_DrawModelDecals(void);
5865 extern cvar_t cl_decals_newsystem;
5866 extern qboolean r_shadow_usingdeferredprepass;
5867 extern int r_shadow_shadowmapatlas_modelshadows_size;
5868 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5870 qboolean shadowmapping = false;
5872 if (r_timereport_active)
5873 R_TimeReport("beginscene");
5875 r_refdef.stats[r_stat_renders]++;
5879 // don't let sound skip if going slow
5880 if (r_refdef.scene.extraupdate)
5883 R_MeshQueue_BeginScene();
5887 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);
5889 if (r_timereport_active)
5890 R_TimeReport("skystartframe");
5892 if (cl.csqc_vidvars.drawworld)
5894 // don't let sound skip if going slow
5895 if (r_refdef.scene.extraupdate)
5898 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5900 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5901 if (r_timereport_active)
5902 R_TimeReport("worldsky");
5905 if (R_DrawBrushModelsSky() && r_timereport_active)
5906 R_TimeReport("bmodelsky");
5908 if (skyrendermasked && skyrenderlater)
5910 // we have to force off the water clipping plane while rendering sky
5911 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5913 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5914 if (r_timereport_active)
5915 R_TimeReport("sky");
5919 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5920 r_shadow_viewfbo = viewfbo;
5921 r_shadow_viewdepthtexture = viewdepthtexture;
5922 r_shadow_viewcolortexture = viewcolortexture;
5923 r_shadow_viewx = viewx;
5924 r_shadow_viewy = viewy;
5925 r_shadow_viewwidth = viewwidth;
5926 r_shadow_viewheight = viewheight;
5928 R_Shadow_PrepareModelShadows();
5929 R_Shadow_PrepareLights();
5930 if (r_timereport_active)
5931 R_TimeReport("preparelights");
5933 // render all the shadowmaps that will be used for this view
5934 shadowmapping = R_Shadow_ShadowMappingEnabled();
5935 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5937 R_Shadow_DrawShadowMaps();
5938 if (r_timereport_active)
5939 R_TimeReport("shadowmaps");
5942 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5943 if (r_shadow_usingdeferredprepass)
5944 R_Shadow_DrawPrepass();
5946 // now we begin the forward pass of the view render
5947 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5949 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5950 if (r_timereport_active)
5951 R_TimeReport("worlddepth");
5953 if (r_depthfirst.integer >= 2)
5955 R_DrawModelsDepth();
5956 if (r_timereport_active)
5957 R_TimeReport("modeldepth");
5960 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5962 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5963 if (r_timereport_active)
5964 R_TimeReport("world");
5967 // don't let sound skip if going slow
5968 if (r_refdef.scene.extraupdate)
5972 if (r_timereport_active)
5973 R_TimeReport("models");
5975 // don't let sound skip if going slow
5976 if (r_refdef.scene.extraupdate)
5979 if (!r_shadow_usingdeferredprepass)
5981 R_Shadow_DrawLights();
5982 if (r_timereport_active)
5983 R_TimeReport("rtlights");
5986 // don't let sound skip if going slow
5987 if (r_refdef.scene.extraupdate)
5990 if (cl.csqc_vidvars.drawworld)
5992 if (cl_decals_newsystem.integer)
5994 R_DrawModelDecals();
5995 if (r_timereport_active)
5996 R_TimeReport("modeldecals");
6001 if (r_timereport_active)
6002 R_TimeReport("decals");
6006 if (r_timereport_active)
6007 R_TimeReport("particles");
6010 if (r_timereport_active)
6011 R_TimeReport("explosions");
6014 if (r_refdef.view.showdebug)
6016 if (cl_locs_show.integer)
6019 if (r_timereport_active)
6020 R_TimeReport("showlocs");
6023 if (r_drawportals.integer)
6026 if (r_timereport_active)
6027 R_TimeReport("portals");
6030 if (r_showbboxes_client.value > 0)
6032 R_DrawEntityBBoxes(CLVM_prog);
6033 if (r_timereport_active)
6034 R_TimeReport("clbboxes");
6036 if (r_showbboxes.value > 0)
6038 R_DrawEntityBBoxes(SVVM_prog);
6039 if (r_timereport_active)
6040 R_TimeReport("svbboxes");
6044 if (r_transparent.integer)
6046 R_MeshQueue_RenderTransparent();
6047 if (r_timereport_active)
6048 R_TimeReport("drawtrans");
6051 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
6053 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6054 if (r_timereport_active)
6055 R_TimeReport("worlddebug");
6056 R_DrawModelsDebug();
6057 if (r_timereport_active)
6058 R_TimeReport("modeldebug");
6061 if (cl.csqc_vidvars.drawworld)
6063 R_Shadow_DrawCoronas();
6064 if (r_timereport_active)
6065 R_TimeReport("coronas");
6068 // don't let sound skip if going slow
6069 if (r_refdef.scene.extraupdate)
6073 static const unsigned short bboxelements[36] =
6083 #define BBOXEDGES 13
6084 static const float bboxedges[BBOXEDGES][6] =
6087 { 0, 0, 0, 1, 1, 1 },
6089 { 0, 0, 0, 0, 1, 0 },
6090 { 0, 0, 0, 1, 0, 0 },
6091 { 0, 1, 0, 1, 1, 0 },
6092 { 1, 0, 0, 1, 1, 0 },
6094 { 0, 0, 1, 0, 1, 1 },
6095 { 0, 0, 1, 1, 0, 1 },
6096 { 0, 1, 1, 1, 1, 1 },
6097 { 1, 0, 1, 1, 1, 1 },
6099 { 0, 0, 0, 0, 0, 1 },
6100 { 1, 0, 0, 1, 0, 1 },
6101 { 0, 1, 0, 0, 1, 1 },
6102 { 1, 1, 0, 1, 1, 1 },
6105 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6107 int numvertices = BBOXEDGES * 8;
6108 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6109 int numtriangles = BBOXEDGES * 12;
6110 unsigned short elements[BBOXEDGES * 36];
6112 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6114 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6116 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6117 GL_DepthMask(false);
6118 GL_DepthRange(0, 1);
6119 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6121 for (edge = 0; edge < BBOXEDGES; edge++)
6123 for (i = 0; i < 3; i++)
6125 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6126 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6128 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6129 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6130 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6131 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6132 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6133 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6134 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6135 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6136 for (i = 0; i < 36; i++)
6137 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6139 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6140 if (r_refdef.fogenabled)
6142 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6144 f1 = RSurf_FogVertex(v);
6146 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6147 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6148 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6151 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6152 R_Mesh_ResetTextureState();
6153 R_SetupShader_Generic_NoTexture(false, false);
6154 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6157 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6159 // hacky overloading of the parameters
6160 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6163 prvm_edict_t *edict;
6165 GL_CullFace(GL_NONE);
6166 R_SetupShader_Generic_NoTexture(false, false);
6168 for (i = 0;i < numsurfaces;i++)
6170 edict = PRVM_EDICT_NUM(surfacelist[i]);
6171 switch ((int)PRVM_serveredictfloat(edict, solid))
6173 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6174 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6175 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6176 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6177 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6178 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6179 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6181 if (prog == CLVM_prog)
6182 color[3] *= r_showbboxes_client.value;
6184 color[3] *= r_showbboxes.value;
6185 color[3] = bound(0, color[3], 1);
6186 GL_DepthTest(!r_showdisabledepthtest.integer);
6187 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6191 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6194 prvm_edict_t *edict;
6200 for (i = 0; i < prog->num_edicts; i++)
6202 edict = PRVM_EDICT_NUM(i);
6203 if (edict->priv.server->free)
6205 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6206 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6208 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6210 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6211 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6215 static const int nomodelelement3i[24] =
6227 static const unsigned short nomodelelement3s[24] =
6239 static const float nomodelvertex3f[6*3] =
6249 static const float nomodelcolor4f[6*4] =
6251 0.0f, 0.0f, 0.5f, 1.0f,
6252 0.0f, 0.0f, 0.5f, 1.0f,
6253 0.0f, 0.5f, 0.0f, 1.0f,
6254 0.0f, 0.5f, 0.0f, 1.0f,
6255 0.5f, 0.0f, 0.0f, 1.0f,
6256 0.5f, 0.0f, 0.0f, 1.0f
6259 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6265 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
6267 // this is only called once per entity so numsurfaces is always 1, and
6268 // surfacelist is always {0}, so this code does not handle batches
6270 if (rsurface.ent_flags & RENDER_ADDITIVE)
6272 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6273 GL_DepthMask(false);
6275 else if (ent->alpha < 1)
6277 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6278 GL_DepthMask(false);
6282 GL_BlendFunc(GL_ONE, GL_ZERO);
6285 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6286 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6287 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6288 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6289 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6290 for (i = 0, c = color4f;i < 6;i++, c += 4)
6292 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6293 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6294 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6297 if (r_refdef.fogenabled)
6299 for (i = 0, c = color4f;i < 6;i++, c += 4)
6301 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6303 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6304 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6305 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6308 // R_Mesh_ResetTextureState();
6309 R_SetupShader_Generic_NoTexture(false, false);
6310 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6311 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6314 void R_DrawNoModel(entity_render_t *ent)
6317 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6318 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6319 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6321 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6324 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6326 vec3_t right1, right2, diff, normal;
6328 VectorSubtract (org2, org1, normal);
6330 // calculate 'right' vector for start
6331 VectorSubtract (r_refdef.view.origin, org1, diff);
6332 CrossProduct (normal, diff, right1);
6333 VectorNormalize (right1);
6335 // calculate 'right' vector for end
6336 VectorSubtract (r_refdef.view.origin, org2, diff);
6337 CrossProduct (normal, diff, right2);
6338 VectorNormalize (right2);
6340 vert[ 0] = org1[0] + width * right1[0];
6341 vert[ 1] = org1[1] + width * right1[1];
6342 vert[ 2] = org1[2] + width * right1[2];
6343 vert[ 3] = org1[0] - width * right1[0];
6344 vert[ 4] = org1[1] - width * right1[1];
6345 vert[ 5] = org1[2] - width * right1[2];
6346 vert[ 6] = org2[0] - width * right2[0];
6347 vert[ 7] = org2[1] - width * right2[1];
6348 vert[ 8] = org2[2] - width * right2[2];
6349 vert[ 9] = org2[0] + width * right2[0];
6350 vert[10] = org2[1] + width * right2[1];
6351 vert[11] = org2[2] + width * right2[2];
6354 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
6356 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6357 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6358 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6359 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6360 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6361 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6362 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6363 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6364 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6365 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6366 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6367 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6370 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6375 VectorSet(v, x, y, z);
6376 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6377 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6379 if (i == mesh->numvertices)
6381 if (mesh->numvertices < mesh->maxvertices)
6383 VectorCopy(v, vertex3f);
6384 mesh->numvertices++;
6386 return mesh->numvertices;
6392 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6396 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6397 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6398 e = mesh->element3i + mesh->numtriangles * 3;
6399 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6401 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6402 if (mesh->numtriangles < mesh->maxtriangles)
6407 mesh->numtriangles++;
6409 element[1] = element[2];
6413 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6417 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6418 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6419 e = mesh->element3i + mesh->numtriangles * 3;
6420 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6422 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6423 if (mesh->numtriangles < mesh->maxtriangles)
6428 mesh->numtriangles++;
6430 element[1] = element[2];
6434 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6435 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6437 int planenum, planenum2;
6440 mplane_t *plane, *plane2;
6442 double temppoints[2][256*3];
6443 // figure out how large a bounding box we need to properly compute this brush
6445 for (w = 0;w < numplanes;w++)
6446 maxdist = max(maxdist, fabs(planes[w].dist));
6447 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6448 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6449 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6453 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6454 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6456 if (planenum2 == planenum)
6458 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);
6461 if (tempnumpoints < 3)
6463 // generate elements forming a triangle fan for this polygon
6464 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6468 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)
6470 texturelayer_t *layer;
6471 layer = t->currentlayers + t->currentnumlayers++;
6473 layer->depthmask = depthmask;
6474 layer->blendfunc1 = blendfunc1;
6475 layer->blendfunc2 = blendfunc2;
6476 layer->texture = texture;
6477 layer->texmatrix = *matrix;
6478 layer->color[0] = r;
6479 layer->color[1] = g;
6480 layer->color[2] = b;
6481 layer->color[3] = a;
6484 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6486 if(parms[0] == 0 && parms[1] == 0)
6488 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6489 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6494 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6497 index = parms[2] + rsurface.shadertime * parms[3];
6498 index -= floor(index);
6499 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6502 case Q3WAVEFUNC_NONE:
6503 case Q3WAVEFUNC_NOISE:
6504 case Q3WAVEFUNC_COUNT:
6507 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6508 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6509 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6510 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6511 case Q3WAVEFUNC_TRIANGLE:
6513 f = index - floor(index);
6526 f = parms[0] + parms[1] * f;
6527 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6528 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6532 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6539 matrix4x4_t matrix, temp;
6540 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6541 // it's better to have one huge fixup every 9 hours than gradual
6542 // degradation over time which looks consistently bad after many hours.
6544 // tcmod scroll in particular suffers from this degradation which can't be
6545 // effectively worked around even with floor() tricks because we don't
6546 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6547 // a workaround involving floor() would be incorrect anyway...
6548 shadertime = rsurface.shadertime;
6549 if (shadertime >= 32768.0f)
6550 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6551 switch(tcmod->tcmod)
6555 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6556 matrix = r_waterscrollmatrix;
6558 matrix = identitymatrix;
6560 case Q3TCMOD_ENTITYTRANSLATE:
6561 // this is used in Q3 to allow the gamecode to control texcoord
6562 // scrolling on the entity, which is not supported in darkplaces yet.
6563 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6565 case Q3TCMOD_ROTATE:
6566 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6567 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6568 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6571 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6573 case Q3TCMOD_SCROLL:
6574 // this particular tcmod is a "bug for bug" compatible one with regards to
6575 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6576 // specifically did the wrapping and so we must mimic that...
6577 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6578 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6579 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6581 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6582 w = (int) tcmod->parms[0];
6583 h = (int) tcmod->parms[1];
6584 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6586 idx = (int) floor(f * w * h);
6587 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6589 case Q3TCMOD_STRETCH:
6590 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6591 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6593 case Q3TCMOD_TRANSFORM:
6594 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6595 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6596 VectorSet(tcmat + 6, 0 , 0 , 1);
6597 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6598 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6600 case Q3TCMOD_TURBULENT:
6601 // this is handled in the RSurf_PrepareVertices function
6602 matrix = identitymatrix;
6606 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6609 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6611 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6612 char name[MAX_QPATH];
6613 skinframe_t *skinframe;
6614 unsigned char pixels[296*194];
6615 strlcpy(cache->name, skinname, sizeof(cache->name));
6616 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6617 if (developer_loading.integer)
6618 Con_Printf("loading %s\n", name);
6619 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6620 if (!skinframe || !skinframe->base)
6623 fs_offset_t filesize;
6625 f = FS_LoadFile(name, tempmempool, true, &filesize);
6628 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6629 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6633 cache->skinframe = skinframe;
6636 texture_t *R_GetCurrentTexture(texture_t *t)
6639 const entity_render_t *ent = rsurface.entity;
6640 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6641 q3shaderinfo_layer_tcmod_t *tcmod;
6642 float specularscale = 0.0f;
6644 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6645 return t->currentframe;
6646 t->update_lastrenderframe = r_textureframe;
6647 t->update_lastrenderentity = (void *)ent;
6649 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6650 t->camera_entity = ent->entitynumber;
6652 t->camera_entity = 0;
6654 // switch to an alternate material if this is a q1bsp animated material
6656 texture_t *texture = t;
6657 int s = rsurface.ent_skinnum;
6658 if ((unsigned int)s >= (unsigned int)model->numskins)
6660 if (model->skinscenes)
6662 if (model->skinscenes[s].framecount > 1)
6663 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6665 s = model->skinscenes[s].firstframe;
6668 t = t + s * model->num_surfaces;
6671 // use an alternate animation if the entity's frame is not 0,
6672 // and only if the texture has an alternate animation
6673 if (t->animated == 2) // q2bsp
6674 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6675 else if (rsurface.ent_alttextures && t->anim_total[1])
6676 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6678 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6680 texture->currentframe = t;
6683 // update currentskinframe to be a qw skin or animation frame
6684 if (rsurface.ent_qwskin >= 0)
6686 i = rsurface.ent_qwskin;
6687 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6689 r_qwskincache_size = cl.maxclients;
6691 Mem_Free(r_qwskincache);
6692 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6694 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6695 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6696 t->currentskinframe = r_qwskincache[i].skinframe;
6697 if (t->materialshaderpass && t->currentskinframe == NULL)
6698 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6700 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6701 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6702 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6703 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6705 t->currentmaterialflags = t->basematerialflags;
6706 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6707 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6708 t->currentalpha *= r_wateralpha.value;
6709 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6710 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6711 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6712 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6714 // decide on which type of lighting to use for this surface
6715 if (rsurface.entity->render_modellight_forced)
6716 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6717 if (rsurface.entity->render_rtlight_disabled)
6718 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6719 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6721 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6722 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6723 for (q = 0; q < 3; q++)
6725 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6726 t->render_modellight_lightdir[q] = q == 2;
6727 t->render_modellight_ambient[q] = 1;
6728 t->render_modellight_diffuse[q] = 0;
6729 t->render_modellight_specular[q] = 0;
6730 t->render_lightmap_ambient[q] = 0;
6731 t->render_lightmap_diffuse[q] = 0;
6732 t->render_lightmap_specular[q] = 0;
6733 t->render_rtlight_diffuse[q] = 0;
6734 t->render_rtlight_specular[q] = 0;
6737 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6739 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6740 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6741 for (q = 0; q < 3; q++)
6743 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6744 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6745 t->render_modellight_lightdir[q] = q == 2;
6746 t->render_modellight_diffuse[q] = 0;
6747 t->render_modellight_specular[q] = 0;
6748 t->render_lightmap_ambient[q] = 0;
6749 t->render_lightmap_diffuse[q] = 0;
6750 t->render_lightmap_specular[q] = 0;
6751 t->render_rtlight_diffuse[q] = 0;
6752 t->render_rtlight_specular[q] = 0;
6755 else if (FAKELIGHT_ENABLED)
6757 // no modellight if using fakelight for the map
6758 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6759 for (q = 0; q < 3; q++)
6761 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6762 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6763 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6764 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6765 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6766 t->render_lightmap_ambient[q] = 0;
6767 t->render_lightmap_diffuse[q] = 0;
6768 t->render_lightmap_specular[q] = 0;
6769 t->render_rtlight_diffuse[q] = 0;
6770 t->render_rtlight_specular[q] = 0;
6773 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6775 // ambient + single direction light (modellight)
6776 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6777 for (q = 0; q < 3; q++)
6779 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6780 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6781 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6782 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6783 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6784 t->render_lightmap_ambient[q] = 0;
6785 t->render_lightmap_diffuse[q] = 0;
6786 t->render_lightmap_specular[q] = 0;
6787 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6788 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6793 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6794 for (q = 0; q < 3; q++)
6796 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6797 t->render_modellight_lightdir[q] = q == 2;
6798 t->render_modellight_ambient[q] = 0;
6799 t->render_modellight_diffuse[q] = 0;
6800 t->render_modellight_specular[q] = 0;
6801 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6802 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6803 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6804 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6805 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6809 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6811 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6812 // attribute, we punt it to the lightmap path and hope for the best,
6813 // but lighting doesn't work.
6815 // FIXME: this is fine for effects but CSQC polygons should be subject
6817 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6818 for (q = 0; q < 3; q++)
6820 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6821 t->render_modellight_lightdir[q] = q == 2;
6822 t->render_modellight_ambient[q] = 0;
6823 t->render_modellight_diffuse[q] = 0;
6824 t->render_modellight_specular[q] = 0;
6825 t->render_lightmap_ambient[q] = 0;
6826 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6827 t->render_lightmap_specular[q] = 0;
6828 t->render_rtlight_diffuse[q] = 0;
6829 t->render_rtlight_specular[q] = 0;
6833 for (q = 0; q < 3; q++)
6835 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6836 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6839 if (rsurface.ent_flags & RENDER_ADDITIVE)
6840 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6841 else if (t->currentalpha < 1)
6842 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6843 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6844 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6845 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6846 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6847 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6848 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6849 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6850 if (t->backgroundshaderpass)
6851 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6852 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6854 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6855 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6858 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6859 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6861 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6862 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6864 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6865 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6867 // there is no tcmod
6868 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6870 t->currenttexmatrix = r_waterscrollmatrix;
6871 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6873 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6875 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6876 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6879 if (t->materialshaderpass)
6880 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6881 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6883 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6884 if (t->currentskinframe->qpixels)
6885 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6886 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6887 if (!t->basetexture)
6888 t->basetexture = r_texture_notexture;
6889 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6890 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6891 t->nmaptexture = t->currentskinframe->nmap;
6892 if (!t->nmaptexture)
6893 t->nmaptexture = r_texture_blanknormalmap;
6894 t->glosstexture = r_texture_black;
6895 t->glowtexture = t->currentskinframe->glow;
6896 t->fogtexture = t->currentskinframe->fog;
6897 t->reflectmasktexture = t->currentskinframe->reflect;
6898 if (t->backgroundshaderpass)
6900 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6901 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6902 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6903 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6904 t->backgroundglosstexture = r_texture_black;
6905 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6906 if (!t->backgroundnmaptexture)
6907 t->backgroundnmaptexture = r_texture_blanknormalmap;
6908 // make sure that if glow is going to be used, both textures are not NULL
6909 if (!t->backgroundglowtexture && t->glowtexture)
6910 t->backgroundglowtexture = r_texture_black;
6911 if (!t->glowtexture && t->backgroundglowtexture)
6912 t->glowtexture = r_texture_black;
6916 t->backgroundbasetexture = r_texture_white;
6917 t->backgroundnmaptexture = r_texture_blanknormalmap;
6918 t->backgroundglosstexture = r_texture_black;
6919 t->backgroundglowtexture = NULL;
6921 t->specularpower = r_shadow_glossexponent.value;
6922 // TODO: store reference values for these in the texture?
6923 if (r_shadow_gloss.integer > 0)
6925 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6927 if (r_shadow_glossintensity.value > 0)
6929 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6930 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6931 specularscale = r_shadow_glossintensity.value;
6934 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6936 t->glosstexture = r_texture_white;
6937 t->backgroundglosstexture = r_texture_white;
6938 specularscale = r_shadow_gloss2intensity.value;
6939 t->specularpower = r_shadow_gloss2exponent.value;
6942 specularscale *= t->specularscalemod;
6943 t->specularpower *= t->specularpowermod;
6945 // lightmaps mode looks bad with dlights using actual texturing, so turn
6946 // off the colormap and glossmap, but leave the normalmap on as it still
6947 // accurately represents the shading involved
6948 if (gl_lightmaps.integer)
6950 t->basetexture = r_texture_grey128;
6951 t->pantstexture = r_texture_black;
6952 t->shirttexture = r_texture_black;
6953 if (gl_lightmaps.integer < 2)
6954 t->nmaptexture = r_texture_blanknormalmap;
6955 t->glosstexture = r_texture_black;
6956 t->glowtexture = NULL;
6957 t->fogtexture = NULL;
6958 t->reflectmasktexture = NULL;
6959 t->backgroundbasetexture = NULL;
6960 if (gl_lightmaps.integer < 2)
6961 t->backgroundnmaptexture = r_texture_blanknormalmap;
6962 t->backgroundglosstexture = r_texture_black;
6963 t->backgroundglowtexture = NULL;
6965 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6968 if (specularscale != 1.0f)
6970 for (q = 0; q < 3; q++)
6972 t->render_modellight_specular[q] *= specularscale;
6973 t->render_lightmap_specular[q] *= specularscale;
6974 t->render_rtlight_specular[q] *= specularscale;
6978 t->currentnumlayers = 0;
6979 if (t->currentmaterialflags & MATERIALFLAG_WALL)
6981 int blendfunc1, blendfunc2;
6983 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6985 blendfunc1 = GL_SRC_ALPHA;
6986 blendfunc2 = GL_ONE;
6988 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6990 blendfunc1 = GL_SRC_ALPHA;
6991 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
6993 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6995 blendfunc1 = t->customblendfunc[0];
6996 blendfunc2 = t->customblendfunc[1];
7000 blendfunc1 = GL_ONE;
7001 blendfunc2 = GL_ZERO;
7003 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7004 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7006 // basic lit geometry
7007 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
7008 // add pants/shirt if needed
7009 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7010 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
7011 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7012 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
7016 // basic lit geometry
7017 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
7018 // add pants/shirt if needed
7019 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7020 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7021 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7022 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7023 // now add ambient passes if needed
7024 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
7026 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
7027 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7028 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
7029 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7030 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
7033 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7034 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
7035 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7037 // if this is opaque use alpha blend which will darken the earlier
7040 // if this is an alpha blended material, all the earlier passes
7041 // were darkened by fog already, so we only need to add the fog
7042 // color ontop through the fog mask texture
7044 // if this is an additive blended material, all the earlier passes
7045 // were darkened by fog already, and we should not add fog color
7046 // (because the background was not darkened, there is no fog color
7047 // that was lost behind it).
7048 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
7055 rsurfacestate_t rsurface;
7057 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7059 dp_model_t *model = ent->model;
7060 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7062 rsurface.entity = (entity_render_t *)ent;
7063 rsurface.skeleton = ent->skeleton;
7064 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7065 rsurface.ent_skinnum = ent->skinnum;
7066 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
7067 rsurface.ent_flags = ent->flags;
7068 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7069 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7070 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7071 rsurface.matrix = ent->matrix;
7072 rsurface.inversematrix = ent->inversematrix;
7073 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7074 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7075 R_EntityMatrix(&rsurface.matrix);
7076 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7077 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7078 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7079 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7080 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7081 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7082 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7083 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7084 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7085 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7086 if (ent->model->brush.submodel && !prepass)
7088 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7089 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7091 // if the animcache code decided it should use the shader path, skip the deform step
7092 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7093 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7094 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7095 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7096 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7097 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7099 if (ent->animcache_vertex3f)
7101 r_refdef.stats[r_stat_batch_entitycache_count]++;
7102 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7103 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7104 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7105 rsurface.modelvertex3f = ent->animcache_vertex3f;
7106 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7107 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7108 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7109 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7110 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7111 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7112 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7113 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7114 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7115 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7116 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7118 else if (wanttangents)
7120 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7121 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7122 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7123 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7124 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7125 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7126 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7127 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7128 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7129 rsurface.modelvertex3f_vertexbuffer = NULL;
7130 rsurface.modelvertex3f_bufferoffset = 0;
7131 rsurface.modelvertex3f_vertexbuffer = 0;
7132 rsurface.modelvertex3f_bufferoffset = 0;
7133 rsurface.modelsvector3f_vertexbuffer = 0;
7134 rsurface.modelsvector3f_bufferoffset = 0;
7135 rsurface.modeltvector3f_vertexbuffer = 0;
7136 rsurface.modeltvector3f_bufferoffset = 0;
7137 rsurface.modelnormal3f_vertexbuffer = 0;
7138 rsurface.modelnormal3f_bufferoffset = 0;
7140 else if (wantnormals)
7142 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7143 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7144 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7145 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7146 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7147 rsurface.modelsvector3f = NULL;
7148 rsurface.modeltvector3f = NULL;
7149 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7150 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7151 rsurface.modelvertex3f_vertexbuffer = NULL;
7152 rsurface.modelvertex3f_bufferoffset = 0;
7153 rsurface.modelvertex3f_vertexbuffer = 0;
7154 rsurface.modelvertex3f_bufferoffset = 0;
7155 rsurface.modelsvector3f_vertexbuffer = 0;
7156 rsurface.modelsvector3f_bufferoffset = 0;
7157 rsurface.modeltvector3f_vertexbuffer = 0;
7158 rsurface.modeltvector3f_bufferoffset = 0;
7159 rsurface.modelnormal3f_vertexbuffer = 0;
7160 rsurface.modelnormal3f_bufferoffset = 0;
7164 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7165 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7166 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7167 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7168 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7169 rsurface.modelsvector3f = NULL;
7170 rsurface.modeltvector3f = NULL;
7171 rsurface.modelnormal3f = NULL;
7172 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7173 rsurface.modelvertex3f_vertexbuffer = NULL;
7174 rsurface.modelvertex3f_bufferoffset = 0;
7175 rsurface.modelvertex3f_vertexbuffer = 0;
7176 rsurface.modelvertex3f_bufferoffset = 0;
7177 rsurface.modelsvector3f_vertexbuffer = 0;
7178 rsurface.modelsvector3f_bufferoffset = 0;
7179 rsurface.modeltvector3f_vertexbuffer = 0;
7180 rsurface.modeltvector3f_bufferoffset = 0;
7181 rsurface.modelnormal3f_vertexbuffer = 0;
7182 rsurface.modelnormal3f_bufferoffset = 0;
7184 rsurface.modelgeneratedvertex = true;
7188 if (rsurface.entityskeletaltransform3x4)
7190 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7191 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7192 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7193 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7197 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7198 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7199 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7200 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7202 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7203 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7204 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7205 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7206 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7207 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7208 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7209 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7210 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7211 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7212 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7213 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7214 rsurface.modelgeneratedvertex = false;
7216 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7217 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7218 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7219 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7220 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7221 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7222 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7223 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7224 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7225 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7226 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7227 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7228 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7229 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7230 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7231 rsurface.modelelement3i = model->surfmesh.data_element3i;
7232 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7233 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7234 rsurface.modelelement3s = model->surfmesh.data_element3s;
7235 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7236 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7237 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7238 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7239 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7240 rsurface.modelsurfaces = model->data_surfaces;
7241 rsurface.batchgeneratedvertex = false;
7242 rsurface.batchfirstvertex = 0;
7243 rsurface.batchnumvertices = 0;
7244 rsurface.batchfirsttriangle = 0;
7245 rsurface.batchnumtriangles = 0;
7246 rsurface.batchvertex3f = NULL;
7247 rsurface.batchvertex3f_vertexbuffer = NULL;
7248 rsurface.batchvertex3f_bufferoffset = 0;
7249 rsurface.batchsvector3f = NULL;
7250 rsurface.batchsvector3f_vertexbuffer = NULL;
7251 rsurface.batchsvector3f_bufferoffset = 0;
7252 rsurface.batchtvector3f = NULL;
7253 rsurface.batchtvector3f_vertexbuffer = NULL;
7254 rsurface.batchtvector3f_bufferoffset = 0;
7255 rsurface.batchnormal3f = NULL;
7256 rsurface.batchnormal3f_vertexbuffer = NULL;
7257 rsurface.batchnormal3f_bufferoffset = 0;
7258 rsurface.batchlightmapcolor4f = NULL;
7259 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7260 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7261 rsurface.batchtexcoordtexture2f = NULL;
7262 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7263 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7264 rsurface.batchtexcoordlightmap2f = NULL;
7265 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7266 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7267 rsurface.batchskeletalindex4ub = NULL;
7268 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7269 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7270 rsurface.batchskeletalweight4ub = NULL;
7271 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7272 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7273 rsurface.batchelement3i = NULL;
7274 rsurface.batchelement3i_indexbuffer = NULL;
7275 rsurface.batchelement3i_bufferoffset = 0;
7276 rsurface.batchelement3s = NULL;
7277 rsurface.batchelement3s_indexbuffer = NULL;
7278 rsurface.batchelement3s_bufferoffset = 0;
7279 rsurface.forcecurrenttextureupdate = false;
7282 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
7284 rsurface.entity = r_refdef.scene.worldentity;
7285 rsurface.skeleton = NULL;
7286 rsurface.ent_skinnum = 0;
7287 rsurface.ent_qwskin = -1;
7288 rsurface.ent_flags = entflags;
7289 rsurface.shadertime = r_refdef.scene.time - shadertime;
7290 rsurface.modelnumvertices = numvertices;
7291 rsurface.modelnumtriangles = numtriangles;
7292 rsurface.matrix = *matrix;
7293 rsurface.inversematrix = *inversematrix;
7294 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7295 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7296 R_EntityMatrix(&rsurface.matrix);
7297 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7298 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7299 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7300 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7301 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7302 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7303 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7304 rsurface.frameblend[0].lerp = 1;
7305 rsurface.ent_alttextures = false;
7306 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7307 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7308 rsurface.entityskeletaltransform3x4 = NULL;
7309 rsurface.entityskeletaltransform3x4buffer = NULL;
7310 rsurface.entityskeletaltransform3x4offset = 0;
7311 rsurface.entityskeletaltransform3x4size = 0;
7312 rsurface.entityskeletalnumtransforms = 0;
7313 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7314 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7315 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7316 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7319 rsurface.modelvertex3f = (float *)vertex3f;
7320 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7321 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7322 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7324 else if (wantnormals)
7326 rsurface.modelvertex3f = (float *)vertex3f;
7327 rsurface.modelsvector3f = NULL;
7328 rsurface.modeltvector3f = NULL;
7329 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7333 rsurface.modelvertex3f = (float *)vertex3f;
7334 rsurface.modelsvector3f = NULL;
7335 rsurface.modeltvector3f = NULL;
7336 rsurface.modelnormal3f = NULL;
7338 rsurface.modelvertex3f_vertexbuffer = 0;
7339 rsurface.modelvertex3f_bufferoffset = 0;
7340 rsurface.modelsvector3f_vertexbuffer = 0;
7341 rsurface.modelsvector3f_bufferoffset = 0;
7342 rsurface.modeltvector3f_vertexbuffer = 0;
7343 rsurface.modeltvector3f_bufferoffset = 0;
7344 rsurface.modelnormal3f_vertexbuffer = 0;
7345 rsurface.modelnormal3f_bufferoffset = 0;
7346 rsurface.modelgeneratedvertex = true;
7347 rsurface.modellightmapcolor4f = (float *)color4f;
7348 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7349 rsurface.modellightmapcolor4f_bufferoffset = 0;
7350 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7351 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7352 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7353 rsurface.modeltexcoordlightmap2f = NULL;
7354 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7355 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7356 rsurface.modelskeletalindex4ub = NULL;
7357 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7358 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7359 rsurface.modelskeletalweight4ub = NULL;
7360 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7361 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7362 rsurface.modelelement3i = (int *)element3i;
7363 rsurface.modelelement3i_indexbuffer = NULL;
7364 rsurface.modelelement3i_bufferoffset = 0;
7365 rsurface.modelelement3s = (unsigned short *)element3s;
7366 rsurface.modelelement3s_indexbuffer = NULL;
7367 rsurface.modelelement3s_bufferoffset = 0;
7368 rsurface.modellightmapoffsets = NULL;
7369 rsurface.modelsurfaces = NULL;
7370 rsurface.batchgeneratedvertex = false;
7371 rsurface.batchfirstvertex = 0;
7372 rsurface.batchnumvertices = 0;
7373 rsurface.batchfirsttriangle = 0;
7374 rsurface.batchnumtriangles = 0;
7375 rsurface.batchvertex3f = NULL;
7376 rsurface.batchvertex3f_vertexbuffer = NULL;
7377 rsurface.batchvertex3f_bufferoffset = 0;
7378 rsurface.batchsvector3f = NULL;
7379 rsurface.batchsvector3f_vertexbuffer = NULL;
7380 rsurface.batchsvector3f_bufferoffset = 0;
7381 rsurface.batchtvector3f = NULL;
7382 rsurface.batchtvector3f_vertexbuffer = NULL;
7383 rsurface.batchtvector3f_bufferoffset = 0;
7384 rsurface.batchnormal3f = NULL;
7385 rsurface.batchnormal3f_vertexbuffer = NULL;
7386 rsurface.batchnormal3f_bufferoffset = 0;
7387 rsurface.batchlightmapcolor4f = NULL;
7388 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7389 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7390 rsurface.batchtexcoordtexture2f = NULL;
7391 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7392 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7393 rsurface.batchtexcoordlightmap2f = NULL;
7394 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7395 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7396 rsurface.batchskeletalindex4ub = NULL;
7397 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7398 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7399 rsurface.batchskeletalweight4ub = NULL;
7400 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7401 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7402 rsurface.batchelement3i = NULL;
7403 rsurface.batchelement3i_indexbuffer = NULL;
7404 rsurface.batchelement3i_bufferoffset = 0;
7405 rsurface.batchelement3s = NULL;
7406 rsurface.batchelement3s_indexbuffer = NULL;
7407 rsurface.batchelement3s_bufferoffset = 0;
7408 rsurface.forcecurrenttextureupdate = true;
7410 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7412 if ((wantnormals || wanttangents) && !normal3f)
7414 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7415 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7417 if (wanttangents && !svector3f)
7419 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7420 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7421 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7426 float RSurf_FogPoint(const float *v)
7428 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7429 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7430 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7431 float FogHeightFade = r_refdef.fogheightfade;
7433 unsigned int fogmasktableindex;
7434 if (r_refdef.fogplaneviewabove)
7435 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7437 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7438 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7439 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7442 float RSurf_FogVertex(const float *v)
7444 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7445 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7446 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7447 float FogHeightFade = rsurface.fogheightfade;
7449 unsigned int fogmasktableindex;
7450 if (r_refdef.fogplaneviewabove)
7451 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7453 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7454 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7455 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7458 void RSurf_UploadBuffersForBatch(void)
7460 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7461 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7462 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7463 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7464 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7465 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7466 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7467 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7468 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7469 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7470 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7471 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7472 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7473 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7474 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7475 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7476 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7477 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7478 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7479 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7481 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7482 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7483 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7484 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7486 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7487 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7488 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7489 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7490 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7491 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7492 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7493 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7494 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7495 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7498 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7501 for (i = 0;i < numelements;i++)
7502 outelement3i[i] = inelement3i[i] + adjust;
7505 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7506 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7514 int surfacefirsttriangle;
7515 int surfacenumtriangles;
7516 int surfacefirstvertex;
7517 int surfaceendvertex;
7518 int surfacenumvertices;
7519 int batchnumsurfaces = texturenumsurfaces;
7520 int batchnumvertices;
7521 int batchnumtriangles;
7524 qboolean dynamicvertex;
7527 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7530 q3shaderinfo_deform_t *deform;
7531 const msurface_t *surface, *firstsurface;
7532 if (!texturenumsurfaces)
7534 // find vertex range of this surface batch
7536 firstsurface = texturesurfacelist[0];
7537 firsttriangle = firstsurface->num_firsttriangle;
7538 batchnumvertices = 0;
7539 batchnumtriangles = 0;
7540 firstvertex = endvertex = firstsurface->num_firstvertex;
7541 for (i = 0;i < texturenumsurfaces;i++)
7543 surface = texturesurfacelist[i];
7544 if (surface != firstsurface + i)
7546 surfacefirstvertex = surface->num_firstvertex;
7547 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7548 surfacenumvertices = surface->num_vertices;
7549 surfacenumtriangles = surface->num_triangles;
7550 if (firstvertex > surfacefirstvertex)
7551 firstvertex = surfacefirstvertex;
7552 if (endvertex < surfaceendvertex)
7553 endvertex = surfaceendvertex;
7554 batchnumvertices += surfacenumvertices;
7555 batchnumtriangles += surfacenumtriangles;
7558 r_refdef.stats[r_stat_batch_batches]++;
7560 r_refdef.stats[r_stat_batch_withgaps]++;
7561 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7562 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7563 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7565 // we now know the vertex range used, and if there are any gaps in it
7566 rsurface.batchfirstvertex = firstvertex;
7567 rsurface.batchnumvertices = endvertex - firstvertex;
7568 rsurface.batchfirsttriangle = firsttriangle;
7569 rsurface.batchnumtriangles = batchnumtriangles;
7571 // check if any dynamic vertex processing must occur
7572 dynamicvertex = false;
7574 // we must use vertexbuffers for rendering, we can upload vertex buffers
7575 // easily enough but if the basevertex is non-zero it becomes more
7576 // difficult, so force dynamicvertex path in that case - it's suboptimal
7577 // but the most optimal case is to have the geometry sources provide their
7579 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7580 dynamicvertex = true;
7582 // a cvar to force the dynamic vertex path to be taken, for debugging
7583 if (r_batch_debugdynamicvertexpath.integer)
7587 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7588 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7589 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7590 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7592 dynamicvertex = true;
7595 // if there is a chance of animated vertex colors, it's a dynamic batch
7596 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7600 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7601 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7602 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7603 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7605 dynamicvertex = true;
7608 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7610 switch (deform->deform)
7613 case Q3DEFORM_PROJECTIONSHADOW:
7614 case Q3DEFORM_TEXT0:
7615 case Q3DEFORM_TEXT1:
7616 case Q3DEFORM_TEXT2:
7617 case Q3DEFORM_TEXT3:
7618 case Q3DEFORM_TEXT4:
7619 case Q3DEFORM_TEXT5:
7620 case Q3DEFORM_TEXT6:
7621 case Q3DEFORM_TEXT7:
7624 case Q3DEFORM_AUTOSPRITE:
7627 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7628 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7629 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7630 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7632 dynamicvertex = true;
7633 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7635 case Q3DEFORM_AUTOSPRITE2:
7638 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7639 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7640 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7641 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7643 dynamicvertex = true;
7644 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7646 case Q3DEFORM_NORMAL:
7649 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7650 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7651 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7652 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7654 dynamicvertex = true;
7655 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7658 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7659 break; // if wavefunc is a nop, ignore this transform
7662 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7663 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7664 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7665 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7667 dynamicvertex = true;
7668 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7670 case Q3DEFORM_BULGE:
7673 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7674 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7675 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7676 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7678 dynamicvertex = true;
7679 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7682 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7683 break; // if wavefunc is a nop, ignore this transform
7686 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7687 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7688 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7689 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7691 dynamicvertex = true;
7692 batchneed |= BATCHNEED_ARRAY_VERTEX;
7696 if (rsurface.texture->materialshaderpass)
7698 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7701 case Q3TCGEN_TEXTURE:
7703 case Q3TCGEN_LIGHTMAP:
7706 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7707 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7708 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7709 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7711 dynamicvertex = true;
7712 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7714 case Q3TCGEN_VECTOR:
7717 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7718 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7719 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7720 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7722 dynamicvertex = true;
7723 batchneed |= BATCHNEED_ARRAY_VERTEX;
7725 case Q3TCGEN_ENVIRONMENT:
7728 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7729 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7730 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7731 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7733 dynamicvertex = true;
7734 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7737 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7741 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7742 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7743 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7744 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7746 dynamicvertex = true;
7747 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7751 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7752 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7753 // we ensure this by treating the vertex batch as dynamic...
7754 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7758 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7759 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7760 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7761 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7763 dynamicvertex = true;
7766 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7767 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7768 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7770 rsurface.batchvertex3f = rsurface.modelvertex3f;
7771 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7772 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7773 rsurface.batchsvector3f = rsurface.modelsvector3f;
7774 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7775 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7776 rsurface.batchtvector3f = rsurface.modeltvector3f;
7777 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7778 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7779 rsurface.batchnormal3f = rsurface.modelnormal3f;
7780 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7781 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7782 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7783 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7784 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7785 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7786 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7787 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7788 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7789 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7790 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7791 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7792 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7793 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7794 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7795 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7796 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7797 rsurface.batchelement3i = rsurface.modelelement3i;
7798 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7799 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7800 rsurface.batchelement3s = rsurface.modelelement3s;
7801 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7802 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7803 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7804 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7805 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7806 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7807 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7809 // if any dynamic vertex processing has to occur in software, we copy the
7810 // entire surface list together before processing to rebase the vertices
7811 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7813 // if any gaps exist and we do not have a static vertex buffer, we have to
7814 // copy the surface list together to avoid wasting upload bandwidth on the
7815 // vertices in the gaps.
7817 // if gaps exist and we have a static vertex buffer, we can choose whether
7818 // to combine the index buffer ranges into one dynamic index buffer or
7819 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7821 // in many cases the batch is reduced to one draw call.
7823 rsurface.batchmultidraw = false;
7824 rsurface.batchmultidrawnumsurfaces = 0;
7825 rsurface.batchmultidrawsurfacelist = NULL;
7829 // static vertex data, just set pointers...
7830 rsurface.batchgeneratedvertex = false;
7831 // if there are gaps, we want to build a combined index buffer,
7832 // otherwise use the original static buffer with an appropriate offset
7835 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7836 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7837 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7838 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7839 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7841 rsurface.batchmultidraw = true;
7842 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7843 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7846 // build a new triangle elements array for this batch
7847 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7848 rsurface.batchfirsttriangle = 0;
7850 for (i = 0;i < texturenumsurfaces;i++)
7852 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7853 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7854 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7855 numtriangles += surfacenumtriangles;
7857 rsurface.batchelement3i_indexbuffer = NULL;
7858 rsurface.batchelement3i_bufferoffset = 0;
7859 rsurface.batchelement3s = NULL;
7860 rsurface.batchelement3s_indexbuffer = NULL;
7861 rsurface.batchelement3s_bufferoffset = 0;
7862 if (endvertex <= 65536)
7864 // make a 16bit (unsigned short) index array if possible
7865 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7866 for (i = 0;i < numtriangles*3;i++)
7867 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7872 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7873 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7874 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7875 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7880 // something needs software processing, do it for real...
7881 // we only directly handle separate array data in this case and then
7882 // generate interleaved data if needed...
7883 rsurface.batchgeneratedvertex = true;
7884 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7885 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7886 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7887 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7889 // now copy the vertex data into a combined array and make an index array
7890 // (this is what Quake3 does all the time)
7891 // we also apply any skeletal animation here that would have been done in
7892 // the vertex shader, because most of the dynamic vertex animation cases
7893 // need actual vertex positions and normals
7894 //if (dynamicvertex)
7896 rsurface.batchvertex3f = NULL;
7897 rsurface.batchvertex3f_vertexbuffer = NULL;
7898 rsurface.batchvertex3f_bufferoffset = 0;
7899 rsurface.batchsvector3f = NULL;
7900 rsurface.batchsvector3f_vertexbuffer = NULL;
7901 rsurface.batchsvector3f_bufferoffset = 0;
7902 rsurface.batchtvector3f = NULL;
7903 rsurface.batchtvector3f_vertexbuffer = NULL;
7904 rsurface.batchtvector3f_bufferoffset = 0;
7905 rsurface.batchnormal3f = NULL;
7906 rsurface.batchnormal3f_vertexbuffer = NULL;
7907 rsurface.batchnormal3f_bufferoffset = 0;
7908 rsurface.batchlightmapcolor4f = NULL;
7909 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7910 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7911 rsurface.batchtexcoordtexture2f = NULL;
7912 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7913 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7914 rsurface.batchtexcoordlightmap2f = NULL;
7915 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7916 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7917 rsurface.batchskeletalindex4ub = NULL;
7918 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7919 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7920 rsurface.batchskeletalweight4ub = NULL;
7921 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7922 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7923 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7924 rsurface.batchelement3i_indexbuffer = NULL;
7925 rsurface.batchelement3i_bufferoffset = 0;
7926 rsurface.batchelement3s = NULL;
7927 rsurface.batchelement3s_indexbuffer = NULL;
7928 rsurface.batchelement3s_bufferoffset = 0;
7929 rsurface.batchskeletaltransform3x4buffer = NULL;
7930 rsurface.batchskeletaltransform3x4offset = 0;
7931 rsurface.batchskeletaltransform3x4size = 0;
7932 // we'll only be setting up certain arrays as needed
7933 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7934 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7935 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7936 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7937 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7939 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7940 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7942 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7943 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7944 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7945 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7946 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7947 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7948 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7950 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7951 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7955 for (i = 0;i < texturenumsurfaces;i++)
7957 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7958 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7959 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7960 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7961 // copy only the data requested
7962 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7964 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7966 if (rsurface.batchvertex3f)
7967 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7969 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7971 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7973 if (rsurface.modelnormal3f)
7974 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7976 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7978 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7980 if (rsurface.modelsvector3f)
7982 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7983 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7987 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7988 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7991 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7993 if (rsurface.modellightmapcolor4f)
7994 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7996 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7998 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8000 if (rsurface.modeltexcoordtexture2f)
8001 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8003 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8005 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8007 if (rsurface.modeltexcoordlightmap2f)
8008 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8010 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8012 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
8014 if (rsurface.modelskeletalindex4ub)
8016 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8017 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8021 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8022 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8023 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
8024 for (j = 0;j < surfacenumvertices;j++)
8029 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8030 numvertices += surfacenumvertices;
8031 numtriangles += surfacenumtriangles;
8034 // generate a 16bit index array as well if possible
8035 // (in general, dynamic batches fit)
8036 if (numvertices <= 65536)
8038 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8039 for (i = 0;i < numtriangles*3;i++)
8040 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8043 // since we've copied everything, the batch now starts at 0
8044 rsurface.batchfirstvertex = 0;
8045 rsurface.batchnumvertices = batchnumvertices;
8046 rsurface.batchfirsttriangle = 0;
8047 rsurface.batchnumtriangles = batchnumtriangles;
8050 // apply skeletal animation that would have been done in the vertex shader
8051 if (rsurface.batchskeletaltransform3x4)
8053 const unsigned char *si;
8054 const unsigned char *sw;
8056 const float *b = rsurface.batchskeletaltransform3x4;
8057 float *vp, *vs, *vt, *vn;
8059 float m[3][4], n[3][4];
8060 float tp[3], ts[3], tt[3], tn[3];
8061 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8062 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8063 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8064 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8065 si = rsurface.batchskeletalindex4ub;
8066 sw = rsurface.batchskeletalweight4ub;
8067 vp = rsurface.batchvertex3f;
8068 vs = rsurface.batchsvector3f;
8069 vt = rsurface.batchtvector3f;
8070 vn = rsurface.batchnormal3f;
8071 memset(m[0], 0, sizeof(m));
8072 memset(n[0], 0, sizeof(n));
8073 for (i = 0;i < batchnumvertices;i++)
8075 t[0] = b + si[0]*12;
8078 // common case - only one matrix
8092 else if (sw[2] + sw[3])
8095 t[1] = b + si[1]*12;
8096 t[2] = b + si[2]*12;
8097 t[3] = b + si[3]*12;
8098 w[0] = sw[0] * (1.0f / 255.0f);
8099 w[1] = sw[1] * (1.0f / 255.0f);
8100 w[2] = sw[2] * (1.0f / 255.0f);
8101 w[3] = sw[3] * (1.0f / 255.0f);
8102 // blend the matrices
8103 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8104 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8105 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8106 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8107 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8108 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8109 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8110 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8111 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8112 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8113 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8114 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8119 t[1] = b + si[1]*12;
8120 w[0] = sw[0] * (1.0f / 255.0f);
8121 w[1] = sw[1] * (1.0f / 255.0f);
8122 // blend the matrices
8123 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8124 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8125 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8126 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8127 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8128 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8129 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8130 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8131 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8132 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8133 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8134 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8138 // modify the vertex
8140 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8141 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8142 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8146 // the normal transformation matrix is a set of cross products...
8147 CrossProduct(m[1], m[2], n[0]);
8148 CrossProduct(m[2], m[0], n[1]);
8149 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8151 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8152 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8153 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8154 VectorNormalize(vn);
8159 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8160 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8161 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8162 VectorNormalize(vs);
8165 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8166 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8167 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8168 VectorNormalize(vt);
8173 rsurface.batchskeletaltransform3x4 = NULL;
8174 rsurface.batchskeletalnumtransforms = 0;
8177 // q1bsp surfaces rendered in vertex color mode have to have colors
8178 // calculated based on lightstyles
8179 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8181 // generate color arrays for the surfaces in this list
8186 const unsigned char *lm;
8187 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8188 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8189 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8191 for (i = 0;i < texturenumsurfaces;i++)
8193 surface = texturesurfacelist[i];
8194 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8195 surfacenumvertices = surface->num_vertices;
8196 if (surface->lightmapinfo->samples)
8198 for (j = 0;j < surfacenumvertices;j++)
8200 lm = surface->lightmapinfo->samples + offsets[j];
8201 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8202 VectorScale(lm, scale, c);
8203 if (surface->lightmapinfo->styles[1] != 255)
8205 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8207 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8208 VectorMA(c, scale, lm, c);
8209 if (surface->lightmapinfo->styles[2] != 255)
8212 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8213 VectorMA(c, scale, lm, c);
8214 if (surface->lightmapinfo->styles[3] != 255)
8217 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8218 VectorMA(c, scale, lm, c);
8225 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8231 for (j = 0;j < surfacenumvertices;j++)
8233 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8240 // if vertices are deformed (sprite flares and things in maps, possibly
8241 // water waves, bulges and other deformations), modify the copied vertices
8243 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8246 switch (deform->deform)
8249 case Q3DEFORM_PROJECTIONSHADOW:
8250 case Q3DEFORM_TEXT0:
8251 case Q3DEFORM_TEXT1:
8252 case Q3DEFORM_TEXT2:
8253 case Q3DEFORM_TEXT3:
8254 case Q3DEFORM_TEXT4:
8255 case Q3DEFORM_TEXT5:
8256 case Q3DEFORM_TEXT6:
8257 case Q3DEFORM_TEXT7:
8260 case Q3DEFORM_AUTOSPRITE:
8261 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8262 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8263 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8264 VectorNormalize(newforward);
8265 VectorNormalize(newright);
8266 VectorNormalize(newup);
8267 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8268 // rsurface.batchvertex3f_vertexbuffer = NULL;
8269 // rsurface.batchvertex3f_bufferoffset = 0;
8270 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8271 // rsurface.batchsvector3f_vertexbuffer = NULL;
8272 // rsurface.batchsvector3f_bufferoffset = 0;
8273 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8274 // rsurface.batchtvector3f_vertexbuffer = NULL;
8275 // rsurface.batchtvector3f_bufferoffset = 0;
8276 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8277 // rsurface.batchnormal3f_vertexbuffer = NULL;
8278 // rsurface.batchnormal3f_bufferoffset = 0;
8279 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8280 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8281 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8282 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8283 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8284 // a single autosprite surface can contain multiple sprites...
8285 for (j = 0;j < batchnumvertices - 3;j += 4)
8287 VectorClear(center);
8288 for (i = 0;i < 4;i++)
8289 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8290 VectorScale(center, 0.25f, center);
8291 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8292 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8293 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8294 for (i = 0;i < 4;i++)
8296 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8297 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8300 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8301 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8302 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8304 case Q3DEFORM_AUTOSPRITE2:
8305 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8306 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8307 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8308 VectorNormalize(newforward);
8309 VectorNormalize(newright);
8310 VectorNormalize(newup);
8311 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8312 // rsurface.batchvertex3f_vertexbuffer = NULL;
8313 // rsurface.batchvertex3f_bufferoffset = 0;
8315 const float *v1, *v2;
8325 memset(shortest, 0, sizeof(shortest));
8326 // a single autosprite surface can contain multiple sprites...
8327 for (j = 0;j < batchnumvertices - 3;j += 4)
8329 VectorClear(center);
8330 for (i = 0;i < 4;i++)
8331 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8332 VectorScale(center, 0.25f, center);
8333 // find the two shortest edges, then use them to define the
8334 // axis vectors for rotating around the central axis
8335 for (i = 0;i < 6;i++)
8337 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8338 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8339 l = VectorDistance2(v1, v2);
8340 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8342 l += (1.0f / 1024.0f);
8343 if (shortest[0].length2 > l || i == 0)
8345 shortest[1] = shortest[0];
8346 shortest[0].length2 = l;
8347 shortest[0].v1 = v1;
8348 shortest[0].v2 = v2;
8350 else if (shortest[1].length2 > l || i == 1)
8352 shortest[1].length2 = l;
8353 shortest[1].v1 = v1;
8354 shortest[1].v2 = v2;
8357 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8358 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8359 // this calculates the right vector from the shortest edge
8360 // and the up vector from the edge midpoints
8361 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8362 VectorNormalize(right);
8363 VectorSubtract(end, start, up);
8364 VectorNormalize(up);
8365 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8366 VectorSubtract(rsurface.localvieworigin, center, forward);
8367 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8368 VectorNegate(forward, forward);
8369 VectorReflect(forward, 0, up, forward);
8370 VectorNormalize(forward);
8371 CrossProduct(up, forward, newright);
8372 VectorNormalize(newright);
8373 // rotate the quad around the up axis vector, this is made
8374 // especially easy by the fact we know the quad is flat,
8375 // so we only have to subtract the center position and
8376 // measure distance along the right vector, and then
8377 // multiply that by the newright vector and add back the
8379 // we also need to subtract the old position to undo the
8380 // displacement from the center, which we do with a
8381 // DotProduct, the subtraction/addition of center is also
8382 // optimized into DotProducts here
8383 l = DotProduct(right, center);
8384 for (i = 0;i < 4;i++)
8386 v1 = rsurface.batchvertex3f + 3*(j+i);
8387 f = DotProduct(right, v1) - l;
8388 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8392 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8394 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8395 // rsurface.batchnormal3f_vertexbuffer = NULL;
8396 // rsurface.batchnormal3f_bufferoffset = 0;
8397 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8399 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8401 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8402 // rsurface.batchsvector3f_vertexbuffer = NULL;
8403 // rsurface.batchsvector3f_bufferoffset = 0;
8404 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8405 // rsurface.batchtvector3f_vertexbuffer = NULL;
8406 // rsurface.batchtvector3f_bufferoffset = 0;
8407 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8410 case Q3DEFORM_NORMAL:
8411 // deform the normals to make reflections wavey
8412 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8413 rsurface.batchnormal3f_vertexbuffer = NULL;
8414 rsurface.batchnormal3f_bufferoffset = 0;
8415 for (j = 0;j < batchnumvertices;j++)
8418 float *normal = rsurface.batchnormal3f + 3*j;
8419 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8420 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8421 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8422 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8423 VectorNormalize(normal);
8425 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8427 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8428 // rsurface.batchsvector3f_vertexbuffer = NULL;
8429 // rsurface.batchsvector3f_bufferoffset = 0;
8430 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8431 // rsurface.batchtvector3f_vertexbuffer = NULL;
8432 // rsurface.batchtvector3f_bufferoffset = 0;
8433 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8437 // deform vertex array to make wavey water and flags and such
8438 waveparms[0] = deform->waveparms[0];
8439 waveparms[1] = deform->waveparms[1];
8440 waveparms[2] = deform->waveparms[2];
8441 waveparms[3] = deform->waveparms[3];
8442 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8443 break; // if wavefunc is a nop, don't make a dynamic vertex array
8444 // this is how a divisor of vertex influence on deformation
8445 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8446 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8447 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8448 // rsurface.batchvertex3f_vertexbuffer = NULL;
8449 // rsurface.batchvertex3f_bufferoffset = 0;
8450 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8451 // rsurface.batchnormal3f_vertexbuffer = NULL;
8452 // rsurface.batchnormal3f_bufferoffset = 0;
8453 for (j = 0;j < batchnumvertices;j++)
8455 // if the wavefunc depends on time, evaluate it per-vertex
8458 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8459 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8461 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8463 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8464 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8465 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8467 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8468 // rsurface.batchsvector3f_vertexbuffer = NULL;
8469 // rsurface.batchsvector3f_bufferoffset = 0;
8470 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8471 // rsurface.batchtvector3f_vertexbuffer = NULL;
8472 // rsurface.batchtvector3f_bufferoffset = 0;
8473 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8476 case Q3DEFORM_BULGE:
8477 // deform vertex array to make the surface have moving bulges
8478 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8479 // rsurface.batchvertex3f_vertexbuffer = NULL;
8480 // rsurface.batchvertex3f_bufferoffset = 0;
8481 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8482 // rsurface.batchnormal3f_vertexbuffer = NULL;
8483 // rsurface.batchnormal3f_bufferoffset = 0;
8484 for (j = 0;j < batchnumvertices;j++)
8486 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8487 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8489 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8490 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8491 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8493 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8494 // rsurface.batchsvector3f_vertexbuffer = NULL;
8495 // rsurface.batchsvector3f_bufferoffset = 0;
8496 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8497 // rsurface.batchtvector3f_vertexbuffer = NULL;
8498 // rsurface.batchtvector3f_bufferoffset = 0;
8499 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8503 // deform vertex array
8504 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8505 break; // if wavefunc is a nop, don't make a dynamic vertex array
8506 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8507 VectorScale(deform->parms, scale, waveparms);
8508 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8509 // rsurface.batchvertex3f_vertexbuffer = NULL;
8510 // rsurface.batchvertex3f_bufferoffset = 0;
8511 for (j = 0;j < batchnumvertices;j++)
8512 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8517 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8519 // generate texcoords based on the chosen texcoord source
8520 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8523 case Q3TCGEN_TEXTURE:
8525 case Q3TCGEN_LIGHTMAP:
8526 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8527 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8528 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8529 if (rsurface.batchtexcoordlightmap2f)
8530 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8532 case Q3TCGEN_VECTOR:
8533 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8534 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8535 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8536 for (j = 0;j < batchnumvertices;j++)
8538 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8539 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8542 case Q3TCGEN_ENVIRONMENT:
8543 // make environment reflections using a spheremap
8544 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8545 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8546 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8547 for (j = 0;j < batchnumvertices;j++)
8549 // identical to Q3A's method, but executed in worldspace so
8550 // carried models can be shiny too
8552 float viewer[3], d, reflected[3], worldreflected[3];
8554 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8555 // VectorNormalize(viewer);
8557 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8559 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8560 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8561 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8562 // note: this is proportinal to viewer, so we can normalize later
8564 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8565 VectorNormalize(worldreflected);
8567 // note: this sphere map only uses world x and z!
8568 // so positive and negative y will LOOK THE SAME.
8569 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8570 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8574 // the only tcmod that needs software vertex processing is turbulent, so
8575 // check for it here and apply the changes if needed
8576 // and we only support that as the first one
8577 // (handling a mixture of turbulent and other tcmods would be problematic
8578 // without punting it entirely to a software path)
8579 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8581 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8582 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8583 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8584 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8585 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8586 for (j = 0;j < batchnumvertices;j++)
8588 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8589 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8595 void RSurf_DrawBatch(void)
8597 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8598 // through the pipeline, killing it earlier in the pipeline would have
8599 // per-surface overhead rather than per-batch overhead, so it's best to
8600 // reject it here, before it hits glDraw.
8601 if (rsurface.batchnumtriangles == 0)
8604 // batch debugging code
8605 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8611 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8612 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8615 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8617 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8619 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8620 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
8627 if (rsurface.batchmultidraw)
8629 // issue multiple draws rather than copying index data
8630 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8631 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8632 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8633 for (i = 0;i < numsurfaces;)
8635 // combine consecutive surfaces as one draw
8636 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8637 if (surfacelist[j] != surfacelist[k] + 1)
8639 firstvertex = surfacelist[i]->num_firstvertex;
8640 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8641 firsttriangle = surfacelist[i]->num_firsttriangle;
8642 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8643 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8649 // there is only one consecutive run of index data (may have been combined)
8650 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8654 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8656 // pick the closest matching water plane
8657 int planeindex, vertexindex, bestplaneindex = -1;
8661 r_waterstate_waterplane_t *p;
8662 qboolean prepared = false;
8664 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8666 if(p->camera_entity != rsurface.texture->camera_entity)
8671 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8673 if(rsurface.batchnumvertices == 0)
8676 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8678 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8679 d += fabs(PlaneDiff(vert, &p->plane));
8681 if (bestd > d || bestplaneindex < 0)
8684 bestplaneindex = planeindex;
8687 return bestplaneindex;
8688 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8689 // this situation though, as it might be better to render single larger
8690 // batches with useless stuff (backface culled for example) than to
8691 // render multiple smaller batches
8694 void RSurf_SetupDepthAndCulling(void)
8696 // submodels are biased to avoid z-fighting with world surfaces that they
8697 // may be exactly overlapping (avoids z-fighting artifacts on certain
8698 // doors and things in Quake maps)
8699 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8700 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8701 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8702 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8705 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8708 // transparent sky would be ridiculous
8709 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8711 R_SetupShader_Generic_NoTexture(false, false);
8712 skyrenderlater = true;
8713 RSurf_SetupDepthAndCulling();
8716 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8717 if (r_sky_scissor.integer)
8719 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8720 for (i = 0; i < texturenumsurfaces; i++)
8722 const msurface_t *surf = texturesurfacelist[i];
8725 float mins[3], maxs[3];
8727 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8729 Matrix4x4_Transform(&rsurface.matrix, v, p);
8732 if (mins[0] > p[0]) mins[0] = p[0];
8733 if (mins[1] > p[1]) mins[1] = p[1];
8734 if (mins[2] > p[2]) mins[2] = p[2];
8735 if (maxs[0] < p[0]) maxs[0] = p[0];
8736 if (maxs[1] < p[1]) maxs[1] = p[1];
8737 if (maxs[2] < p[2]) maxs[2] = p[2];
8741 VectorCopy(p, mins);
8742 VectorCopy(p, maxs);
8745 if (!R_ScissorForBBox(mins, maxs, scissor))
8749 if (skyscissor[0] > scissor[0])
8751 skyscissor[2] += skyscissor[0] - scissor[0];
8752 skyscissor[0] = scissor[0];
8754 if (skyscissor[1] > scissor[1])
8756 skyscissor[3] += skyscissor[1] - scissor[1];
8757 skyscissor[1] = scissor[1];
8759 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8760 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8761 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8762 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8765 Vector4Copy(scissor, skyscissor);
8770 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8771 // skymasking on them, and Quake3 never did sky masking (unlike
8772 // software Quake and software Quake2), so disable the sky masking
8773 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8774 // and skymasking also looks very bad when noclipping outside the
8775 // level, so don't use it then either.
8776 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8778 R_Mesh_ResetTextureState();
8779 if (skyrendermasked)
8781 R_SetupShader_DepthOrShadow(false, false, false);
8782 // depth-only (masking)
8783 GL_ColorMask(0, 0, 0, 0);
8784 // just to make sure that braindead drivers don't draw
8785 // anything despite that colormask...
8786 GL_BlendFunc(GL_ZERO, GL_ONE);
8787 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8788 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8792 R_SetupShader_Generic_NoTexture(false, false);
8794 GL_BlendFunc(GL_ONE, GL_ZERO);
8795 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8796 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8797 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8800 if (skyrendermasked)
8801 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8803 R_Mesh_ResetTextureState();
8804 GL_Color(1, 1, 1, 1);
8807 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8808 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8809 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8811 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8815 // render screenspace normalmap to texture
8817 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8822 // bind lightmap texture
8824 // water/refraction/reflection/camera surfaces have to be handled specially
8825 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8827 int start, end, startplaneindex;
8828 for (start = 0;start < texturenumsurfaces;start = end)
8830 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8831 if(startplaneindex < 0)
8833 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8834 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8838 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8840 // now that we have a batch using the same planeindex, render it
8841 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8843 // render water or distortion background
8845 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8847 // blend surface on top
8848 GL_DepthMask(false);
8849 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8852 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8854 // render surface with reflection texture as input
8855 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8856 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8863 // render surface batch normally
8864 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8865 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
8869 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8873 int texturesurfaceindex;
8875 const msurface_t *surface;
8876 float surfacecolor4f[4];
8878 // R_Mesh_ResetTextureState();
8879 R_SetupShader_Generic_NoTexture(false, false);
8881 GL_BlendFunc(GL_ONE, GL_ZERO);
8882 GL_DepthMask(writedepth);
8884 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8886 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8888 surface = texturesurfacelist[texturesurfaceindex];
8889 k = (int)(((size_t)surface) / sizeof(msurface_t));
8890 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8891 for (j = 0;j < surface->num_vertices;j++)
8893 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8897 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8901 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
8904 RSurf_SetupDepthAndCulling();
8905 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8907 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8910 switch (vid.renderpath)
8912 case RENDERPATH_GL32:
8913 case RENDERPATH_GLES2:
8914 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
8920 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8923 int texturenumsurfaces, endsurface;
8925 const msurface_t *surface;
8926 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8928 RSurf_ActiveModelEntity(ent, true, true, false);
8930 if (r_transparentdepthmasking.integer)
8932 qboolean setup = false;
8933 for (i = 0;i < numsurfaces;i = j)
8936 surface = rsurface.modelsurfaces + surfacelist[i];
8937 texture = surface->texture;
8938 rsurface.texture = R_GetCurrentTexture(texture);
8939 rsurface.lightmaptexture = NULL;
8940 rsurface.deluxemaptexture = NULL;
8941 rsurface.uselightmaptexture = false;
8942 // scan ahead until we find a different texture
8943 endsurface = min(i + 1024, numsurfaces);
8944 texturenumsurfaces = 0;
8945 texturesurfacelist[texturenumsurfaces++] = surface;
8946 for (;j < endsurface;j++)
8948 surface = rsurface.modelsurfaces + surfacelist[j];
8949 if (texture != surface->texture)
8951 texturesurfacelist[texturenumsurfaces++] = surface;
8953 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8955 // render the range of surfaces as depth
8959 GL_ColorMask(0,0,0,0);
8962 GL_BlendFunc(GL_ONE, GL_ZERO);
8964 // R_Mesh_ResetTextureState();
8966 RSurf_SetupDepthAndCulling();
8967 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8968 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8969 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8973 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8976 for (i = 0;i < numsurfaces;i = j)
8979 surface = rsurface.modelsurfaces + surfacelist[i];
8980 texture = surface->texture;
8981 rsurface.texture = R_GetCurrentTexture(texture);
8982 // scan ahead until we find a different texture
8983 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8984 texturenumsurfaces = 0;
8985 texturesurfacelist[texturenumsurfaces++] = surface;
8986 if(FAKELIGHT_ENABLED)
8988 rsurface.lightmaptexture = NULL;
8989 rsurface.deluxemaptexture = NULL;
8990 rsurface.uselightmaptexture = false;
8991 for (;j < endsurface;j++)
8993 surface = rsurface.modelsurfaces + surfacelist[j];
8994 if (texture != surface->texture)
8996 texturesurfacelist[texturenumsurfaces++] = surface;
9001 rsurface.lightmaptexture = surface->lightmaptexture;
9002 rsurface.deluxemaptexture = surface->deluxemaptexture;
9003 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
9004 for (;j < endsurface;j++)
9006 surface = rsurface.modelsurfaces + surfacelist[j];
9007 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
9009 texturesurfacelist[texturenumsurfaces++] = surface;
9012 // render the range of surfaces
9013 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9015 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9018 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9020 // transparent surfaces get pushed off into the transparent queue
9021 int surfacelistindex;
9022 const msurface_t *surface;
9023 vec3_t tempcenter, center;
9024 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9026 surface = texturesurfacelist[surfacelistindex];
9027 if (r_transparent_sortsurfacesbynearest.integer)
9029 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9030 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9031 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9035 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9036 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9037 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9039 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9040 if (rsurface.entity->transparent_offset) // transparent offset
9042 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9043 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9044 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9046 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
9050 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9052 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9054 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9056 RSurf_SetupDepthAndCulling();
9057 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9058 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9059 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9063 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9067 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9069 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9072 if (!rsurface.texture->currentnumlayers)
9074 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9075 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9077 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9079 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9080 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9081 else if (!rsurface.texture->currentnumlayers)
9083 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9085 // in the deferred case, transparent surfaces were queued during prepass
9086 if (!r_shadow_usingdeferredprepass)
9087 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9091 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9092 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9097 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9101 R_FrameData_SetMark();
9102 // break the surface list down into batches by texture and use of lightmapping
9103 for (i = 0;i < numsurfaces;i = j)
9106 // texture is the base texture pointer, rsurface.texture is the
9107 // current frame/skin the texture is directing us to use (for example
9108 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9109 // use skin 1 instead)
9110 texture = surfacelist[i]->texture;
9111 rsurface.texture = R_GetCurrentTexture(texture);
9112 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9114 // if this texture is not the kind we want, skip ahead to the next one
9115 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9119 if(FAKELIGHT_ENABLED || depthonly || prepass)
9121 rsurface.lightmaptexture = NULL;
9122 rsurface.deluxemaptexture = NULL;
9123 rsurface.uselightmaptexture = false;
9124 // simply scan ahead until we find a different texture or lightmap state
9125 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9130 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9131 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9132 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9133 // simply scan ahead until we find a different texture or lightmap state
9134 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9137 // render the range of surfaces
9138 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9140 R_FrameData_ReturnToMark();
9143 float locboxvertex3f[6*4*3] =
9145 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9146 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9147 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9148 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9149 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9150 1,0,0, 0,0,0, 0,1,0, 1,1,0
9153 unsigned short locboxelements[6*2*3] =
9163 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9166 cl_locnode_t *loc = (cl_locnode_t *)ent;
9168 float vertex3f[6*4*3];
9170 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9171 GL_DepthMask(false);
9172 GL_DepthRange(0, 1);
9173 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9175 GL_CullFace(GL_NONE);
9176 R_EntityMatrix(&identitymatrix);
9178 // R_Mesh_ResetTextureState();
9181 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9182 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9183 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9184 surfacelist[0] < 0 ? 0.5f : 0.125f);
9186 if (VectorCompare(loc->mins, loc->maxs))
9188 VectorSet(size, 2, 2, 2);
9189 VectorMA(loc->mins, -0.5f, size, mins);
9193 VectorCopy(loc->mins, mins);
9194 VectorSubtract(loc->maxs, loc->mins, size);
9197 for (i = 0;i < 6*4*3;)
9198 for (j = 0;j < 3;j++, i++)
9199 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9201 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9202 R_SetupShader_Generic_NoTexture(false, false);
9203 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9206 void R_DrawLocs(void)
9209 cl_locnode_t *loc, *nearestloc;
9211 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9212 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9214 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9215 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9219 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9221 if (decalsystem->decals)
9222 Mem_Free(decalsystem->decals);
9223 memset(decalsystem, 0, sizeof(*decalsystem));
9226 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9232 // expand or initialize the system
9233 if (decalsystem->maxdecals <= decalsystem->numdecals)
9235 decalsystem_t old = *decalsystem;
9236 qboolean useshortelements;
9237 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9238 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9239 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
9240 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9241 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9242 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9243 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9244 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9245 if (decalsystem->numdecals)
9246 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9248 Mem_Free(old.decals);
9249 for (i = 0;i < decalsystem->maxdecals*3;i++)
9250 decalsystem->element3i[i] = i;
9251 if (useshortelements)
9252 for (i = 0;i < decalsystem->maxdecals*3;i++)
9253 decalsystem->element3s[i] = i;
9256 // grab a decal and search for another free slot for the next one
9257 decals = decalsystem->decals;
9258 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9259 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9261 decalsystem->freedecal = i;
9262 if (decalsystem->numdecals <= i)
9263 decalsystem->numdecals = i + 1;
9265 // initialize the decal
9267 decal->triangleindex = triangleindex;
9268 decal->surfaceindex = surfaceindex;
9269 decal->decalsequence = decalsequence;
9270 decal->color4f[0][0] = c0[0];
9271 decal->color4f[0][1] = c0[1];
9272 decal->color4f[0][2] = c0[2];
9273 decal->color4f[0][3] = 1;
9274 decal->color4f[1][0] = c1[0];
9275 decal->color4f[1][1] = c1[1];
9276 decal->color4f[1][2] = c1[2];
9277 decal->color4f[1][3] = 1;
9278 decal->color4f[2][0] = c2[0];
9279 decal->color4f[2][1] = c2[1];
9280 decal->color4f[2][2] = c2[2];
9281 decal->color4f[2][3] = 1;
9282 decal->vertex3f[0][0] = v0[0];
9283 decal->vertex3f[0][1] = v0[1];
9284 decal->vertex3f[0][2] = v0[2];
9285 decal->vertex3f[1][0] = v1[0];
9286 decal->vertex3f[1][1] = v1[1];
9287 decal->vertex3f[1][2] = v1[2];
9288 decal->vertex3f[2][0] = v2[0];
9289 decal->vertex3f[2][1] = v2[1];
9290 decal->vertex3f[2][2] = v2[2];
9291 decal->texcoord2f[0][0] = t0[0];
9292 decal->texcoord2f[0][1] = t0[1];
9293 decal->texcoord2f[1][0] = t1[0];
9294 decal->texcoord2f[1][1] = t1[1];
9295 decal->texcoord2f[2][0] = t2[0];
9296 decal->texcoord2f[2][1] = t2[1];
9297 TriangleNormal(v0, v1, v2, decal->plane);
9298 VectorNormalize(decal->plane);
9299 decal->plane[3] = DotProduct(v0, decal->plane);
9302 extern cvar_t cl_decals_bias;
9303 extern cvar_t cl_decals_models;
9304 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9305 // baseparms, parms, temps
9306 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9311 const float *vertex3f;
9312 const float *normal3f;
9314 float points[2][9][3];
9321 e = rsurface.modelelement3i + 3*triangleindex;
9323 vertex3f = rsurface.modelvertex3f;
9324 normal3f = rsurface.modelnormal3f;
9328 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9330 index = 3*e[cornerindex];
9331 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9336 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9338 index = 3*e[cornerindex];
9339 VectorCopy(vertex3f + index, v[cornerindex]);
9344 //TriangleNormal(v[0], v[1], v[2], normal);
9345 //if (DotProduct(normal, localnormal) < 0.0f)
9347 // clip by each of the box planes formed from the projection matrix
9348 // if anything survives, we emit the decal
9349 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9352 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9355 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9358 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9361 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9364 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
9367 // some part of the triangle survived, so we have to accept it...
9370 // dynamic always uses the original triangle
9372 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9374 index = 3*e[cornerindex];
9375 VectorCopy(vertex3f + index, v[cornerindex]);
9378 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9380 // convert vertex positions to texcoords
9381 Matrix4x4_Transform(projection, v[cornerindex], temp);
9382 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9383 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9384 // calculate distance fade from the projection origin
9385 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9386 f = bound(0.0f, f, 1.0f);
9387 c[cornerindex][0] = r * f;
9388 c[cornerindex][1] = g * f;
9389 c[cornerindex][2] = b * f;
9390 c[cornerindex][3] = 1.0f;
9391 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9394 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
9396 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9397 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
9399 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9401 matrix4x4_t projection;
9402 decalsystem_t *decalsystem;
9405 const msurface_t *surface;
9406 const msurface_t *surfaces;
9407 const int *surfacelist;
9408 const texture_t *texture;
9411 int surfacelistindex;
9414 float localorigin[3];
9415 float localnormal[3];
9423 int bih_triangles_count;
9424 int bih_triangles[256];
9425 int bih_surfaces[256];
9427 decalsystem = &ent->decalsystem;
9429 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9431 R_DecalSystem_Reset(&ent->decalsystem);
9435 if (!model->brush.data_leafs && !cl_decals_models.integer)
9437 if (decalsystem->model)
9438 R_DecalSystem_Reset(decalsystem);
9442 if (decalsystem->model != model)
9443 R_DecalSystem_Reset(decalsystem);
9444 decalsystem->model = model;
9446 RSurf_ActiveModelEntity(ent, true, false, false);
9448 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9449 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9450 VectorNormalize(localnormal);
9451 localsize = worldsize*rsurface.inversematrixscale;
9452 localmins[0] = localorigin[0] - localsize;
9453 localmins[1] = localorigin[1] - localsize;
9454 localmins[2] = localorigin[2] - localsize;
9455 localmaxs[0] = localorigin[0] + localsize;
9456 localmaxs[1] = localorigin[1] + localsize;
9457 localmaxs[2] = localorigin[2] + localsize;
9459 //VectorCopy(localnormal, planes[4]);
9460 //VectorVectors(planes[4], planes[2], planes[0]);
9461 AnglesFromVectors(angles, localnormal, NULL, false);
9462 AngleVectors(angles, planes[0], planes[2], planes[4]);
9463 VectorNegate(planes[0], planes[1]);
9464 VectorNegate(planes[2], planes[3]);
9465 VectorNegate(planes[4], planes[5]);
9466 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9467 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9468 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9469 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9470 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9471 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9476 matrix4x4_t forwardprojection;
9477 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9478 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9483 float projectionvector[4][3];
9484 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9485 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9486 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9487 projectionvector[0][0] = planes[0][0] * ilocalsize;
9488 projectionvector[0][1] = planes[1][0] * ilocalsize;
9489 projectionvector[0][2] = planes[2][0] * ilocalsize;
9490 projectionvector[1][0] = planes[0][1] * ilocalsize;
9491 projectionvector[1][1] = planes[1][1] * ilocalsize;
9492 projectionvector[1][2] = planes[2][1] * ilocalsize;
9493 projectionvector[2][0] = planes[0][2] * ilocalsize;
9494 projectionvector[2][1] = planes[1][2] * ilocalsize;
9495 projectionvector[2][2] = planes[2][2] * ilocalsize;
9496 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9497 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9498 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9499 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9503 dynamic = model->surfmesh.isanimated;
9504 numsurfacelist = model->nummodelsurfaces;
9505 surfacelist = model->sortedmodelsurfaces;
9506 surfaces = model->data_surfaces;
9509 bih_triangles_count = -1;
9512 if(model->render_bih.numleafs)
9513 bih = &model->render_bih;
9514 else if(model->collision_bih.numleafs)
9515 bih = &model->collision_bih;
9518 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9519 if(bih_triangles_count == 0)
9521 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9523 if(bih_triangles_count > 0)
9525 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9527 surfaceindex = bih_surfaces[triangleindex];
9528 surface = surfaces + surfaceindex;
9529 texture = surface->texture;
9530 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9532 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9534 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9539 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9541 surfaceindex = surfacelist[surfacelistindex];
9542 surface = surfaces + surfaceindex;
9543 // check cull box first because it rejects more than any other check
9544 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9546 // skip transparent surfaces
9547 texture = surface->texture;
9548 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9550 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9552 numtriangles = surface->num_triangles;
9553 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9554 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9559 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9560 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9562 int renderentityindex;
9565 entity_render_t *ent;
9567 if (!cl_decals_newsystem.integer)
9570 worldmins[0] = worldorigin[0] - worldsize;
9571 worldmins[1] = worldorigin[1] - worldsize;
9572 worldmins[2] = worldorigin[2] - worldsize;
9573 worldmaxs[0] = worldorigin[0] + worldsize;
9574 worldmaxs[1] = worldorigin[1] + worldsize;
9575 worldmaxs[2] = worldorigin[2] + worldsize;
9577 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9579 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9581 ent = r_refdef.scene.entities[renderentityindex];
9582 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9585 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9589 typedef struct r_decalsystem_splatqueue_s
9596 unsigned int decalsequence;
9598 r_decalsystem_splatqueue_t;
9600 int r_decalsystem_numqueued = 0;
9601 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9603 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
9605 r_decalsystem_splatqueue_t *queue;
9607 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9610 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9611 VectorCopy(worldorigin, queue->worldorigin);
9612 VectorCopy(worldnormal, queue->worldnormal);
9613 Vector4Set(queue->color, r, g, b, a);
9614 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9615 queue->worldsize = worldsize;
9616 queue->decalsequence = cl.decalsequence++;
9619 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9622 r_decalsystem_splatqueue_t *queue;
9624 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9625 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
9626 r_decalsystem_numqueued = 0;
9629 extern cvar_t cl_decals_max;
9630 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9633 decalsystem_t *decalsystem = &ent->decalsystem;
9635 unsigned int killsequence;
9640 if (!decalsystem->numdecals)
9643 if (r_showsurfaces.integer)
9646 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9648 R_DecalSystem_Reset(decalsystem);
9652 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9653 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9655 if (decalsystem->lastupdatetime)
9656 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9659 decalsystem->lastupdatetime = r_refdef.scene.time;
9660 numdecals = decalsystem->numdecals;
9662 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9664 if (decal->color4f[0][3])
9666 decal->lived += frametime;
9667 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9669 memset(decal, 0, sizeof(*decal));
9670 if (decalsystem->freedecal > i)
9671 decalsystem->freedecal = i;
9675 decal = decalsystem->decals;
9676 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9679 // collapse the array by shuffling the tail decals into the gaps
9682 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9683 decalsystem->freedecal++;
9684 if (decalsystem->freedecal == numdecals)
9686 decal[decalsystem->freedecal] = decal[--numdecals];
9689 decalsystem->numdecals = numdecals;
9693 // if there are no decals left, reset decalsystem
9694 R_DecalSystem_Reset(decalsystem);
9698 extern skinframe_t *decalskinframe;
9699 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9702 decalsystem_t *decalsystem = &ent->decalsystem;
9711 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9714 numdecals = decalsystem->numdecals;
9718 if (r_showsurfaces.integer)
9721 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9723 R_DecalSystem_Reset(decalsystem);
9727 // if the model is static it doesn't matter what value we give for
9728 // wantnormals and wanttangents, so this logic uses only rules applicable
9729 // to a model, knowing that they are meaningless otherwise
9730 RSurf_ActiveModelEntity(ent, false, false, false);
9732 decalsystem->lastupdatetime = r_refdef.scene.time;
9734 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9736 // update vertex positions for animated models
9737 v3f = decalsystem->vertex3f;
9738 c4f = decalsystem->color4f;
9739 t2f = decalsystem->texcoord2f;
9740 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9742 if (!decal->color4f[0][3])
9745 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9749 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9752 // update color values for fading decals
9753 if (decal->lived >= cl_decals_time.value)
9754 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9758 c4f[ 0] = decal->color4f[0][0] * alpha;
9759 c4f[ 1] = decal->color4f[0][1] * alpha;
9760 c4f[ 2] = decal->color4f[0][2] * alpha;
9762 c4f[ 4] = decal->color4f[1][0] * alpha;
9763 c4f[ 5] = decal->color4f[1][1] * alpha;
9764 c4f[ 6] = decal->color4f[1][2] * alpha;
9766 c4f[ 8] = decal->color4f[2][0] * alpha;
9767 c4f[ 9] = decal->color4f[2][1] * alpha;
9768 c4f[10] = decal->color4f[2][2] * alpha;
9771 t2f[0] = decal->texcoord2f[0][0];
9772 t2f[1] = decal->texcoord2f[0][1];
9773 t2f[2] = decal->texcoord2f[1][0];
9774 t2f[3] = decal->texcoord2f[1][1];
9775 t2f[4] = decal->texcoord2f[2][0];
9776 t2f[5] = decal->texcoord2f[2][1];
9778 // update vertex positions for animated models
9779 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9781 e = rsurface.modelelement3i + 3*decal->triangleindex;
9782 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9783 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9784 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9788 VectorCopy(decal->vertex3f[0], v3f);
9789 VectorCopy(decal->vertex3f[1], v3f + 3);
9790 VectorCopy(decal->vertex3f[2], v3f + 6);
9793 if (r_refdef.fogenabled)
9795 alpha = RSurf_FogVertex(v3f);
9796 VectorScale(c4f, alpha, c4f);
9797 alpha = RSurf_FogVertex(v3f + 3);
9798 VectorScale(c4f + 4, alpha, c4f + 4);
9799 alpha = RSurf_FogVertex(v3f + 6);
9800 VectorScale(c4f + 8, alpha, c4f + 8);
9811 r_refdef.stats[r_stat_drawndecals] += numtris;
9813 // now render the decals all at once
9814 // (this assumes they all use one particle font texture!)
9815 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
9816 // R_Mesh_ResetTextureState();
9817 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9818 GL_DepthMask(false);
9819 GL_DepthRange(0, 1);
9820 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9822 GL_CullFace(GL_NONE);
9823 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9824 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9825 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9829 static void R_DrawModelDecals(void)
9833 // fade faster when there are too many decals
9834 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9835 for (i = 0;i < r_refdef.scene.numentities;i++)
9836 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9838 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9839 for (i = 0;i < r_refdef.scene.numentities;i++)
9840 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9841 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9843 R_DecalSystem_ApplySplatEntitiesQueue();
9845 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9846 for (i = 0;i < r_refdef.scene.numentities;i++)
9847 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9849 r_refdef.stats[r_stat_totaldecals] += numdecals;
9851 if (r_showsurfaces.integer)
9854 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9856 for (i = 0;i < r_refdef.scene.numentities;i++)
9858 if (!r_refdef.viewcache.entityvisible[i])
9860 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9861 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9865 extern cvar_t mod_collision_bih;
9866 static void R_DrawDebugModel(void)
9868 entity_render_t *ent = rsurface.entity;
9869 int i, j, flagsmask;
9870 const msurface_t *surface;
9871 dp_model_t *model = ent->model;
9873 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9876 if (r_showoverdraw.value > 0)
9878 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9879 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9880 R_SetupShader_Generic_NoTexture(false, false);
9881 GL_DepthTest(false);
9882 GL_DepthMask(false);
9883 GL_DepthRange(0, 1);
9884 GL_BlendFunc(GL_ONE, GL_ONE);
9885 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9887 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9889 rsurface.texture = R_GetCurrentTexture(surface->texture);
9890 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9892 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9893 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9894 if (!rsurface.texture->currentlayers->depthmask)
9895 GL_Color(c, 0, 0, 1.0f);
9896 else if (ent == r_refdef.scene.worldentity)
9897 GL_Color(c, c, c, 1.0f);
9899 GL_Color(0, c, 0, 1.0f);
9900 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9904 rsurface.texture = NULL;
9907 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9909 // R_Mesh_ResetTextureState();
9910 R_SetupShader_Generic_NoTexture(false, false);
9911 GL_DepthRange(0, 1);
9912 GL_DepthTest(!r_showdisabledepthtest.integer);
9913 GL_DepthMask(false);
9914 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9916 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9920 qboolean cullbox = false;
9921 const q3mbrush_t *brush;
9922 const bih_t *bih = &model->collision_bih;
9923 const bih_leaf_t *bihleaf;
9924 float vertex3f[3][3];
9925 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9926 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9928 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9930 switch (bihleaf->type)
9933 brush = model->brush.data_brushes + bihleaf->itemindex;
9934 if (brush->colbrushf && brush->colbrushf->numtriangles)
9936 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9937 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9938 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9941 case BIH_COLLISIONTRIANGLE:
9942 triangleindex = bihleaf->itemindex;
9943 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9944 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9945 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9946 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9947 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9948 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9950 case BIH_RENDERTRIANGLE:
9951 triangleindex = bihleaf->itemindex;
9952 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9953 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9954 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9955 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9956 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9957 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9963 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9966 if (r_showtris.value > 0 && qglPolygonMode)
9968 if (r_showdisabledepthtest.integer)
9970 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9971 GL_DepthMask(false);
9975 GL_BlendFunc(GL_ONE, GL_ZERO);
9978 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9979 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9981 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9983 rsurface.texture = R_GetCurrentTexture(surface->texture);
9984 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9986 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9987 if (!rsurface.texture->currentlayers->depthmask)
9988 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9989 else if (ent == r_refdef.scene.worldentity)
9990 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9992 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9993 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9997 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9998 rsurface.texture = NULL;
10002 // FIXME! implement r_shownormals with just triangles
10003 if (r_shownormals.value != 0 && qglBegin)
10007 if (r_showdisabledepthtest.integer)
10009 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10010 GL_DepthMask(false);
10014 GL_BlendFunc(GL_ONE, GL_ZERO);
10015 GL_DepthMask(true);
10017 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10019 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10021 rsurface.texture = R_GetCurrentTexture(surface->texture);
10022 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10024 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10025 qglBegin(GL_LINES);
10026 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10028 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10030 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10031 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10032 qglVertex3f(v[0], v[1], v[2]);
10033 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10034 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10035 qglVertex3f(v[0], v[1], v[2]);
10038 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10040 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10042 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10043 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10044 qglVertex3f(v[0], v[1], v[2]);
10045 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10046 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10047 qglVertex3f(v[0], v[1], v[2]);
10050 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10052 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10054 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10055 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10056 qglVertex3f(v[0], v[1], v[2]);
10057 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10058 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10059 qglVertex3f(v[0], v[1], v[2]);
10062 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10064 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10066 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10067 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10068 qglVertex3f(v[0], v[1], v[2]);
10069 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10070 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10071 qglVertex3f(v[0], v[1], v[2]);
10078 rsurface.texture = NULL;
10084 int r_maxsurfacelist = 0;
10085 const msurface_t **r_surfacelist = NULL;
10086 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
10088 int i, j, endj, flagsmask;
10089 dp_model_t *model = ent->model;
10090 msurface_t *surfaces;
10091 unsigned char *update;
10092 int numsurfacelist = 0;
10096 if (r_maxsurfacelist < model->num_surfaces)
10098 r_maxsurfacelist = model->num_surfaces;
10100 Mem_Free((msurface_t **)r_surfacelist);
10101 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10104 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10105 RSurf_ActiveModelEntity(ent, false, false, false);
10107 RSurf_ActiveModelEntity(ent, true, true, true);
10108 else if (depthonly)
10109 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10111 RSurf_ActiveModelEntity(ent, true, true, false);
10113 surfaces = model->data_surfaces;
10114 update = model->brushq1.lightmapupdateflags;
10116 // update light styles
10117 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10119 model_brush_lightstyleinfo_t *style;
10120 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10122 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10124 int *list = style->surfacelist;
10125 style->value = r_refdef.scene.lightstylevalue[style->style];
10126 for (j = 0;j < style->numsurfaces;j++)
10127 update[list[j]] = true;
10132 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10136 R_DrawDebugModel();
10137 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10141 rsurface.lightmaptexture = NULL;
10142 rsurface.deluxemaptexture = NULL;
10143 rsurface.uselightmaptexture = false;
10144 rsurface.texture = NULL;
10145 rsurface.rtlight = NULL;
10146 numsurfacelist = 0;
10147 // add visible surfaces to draw list
10148 if (ent == r_refdef.scene.worldentity)
10150 // for the world entity, check surfacevisible
10151 for (i = 0;i < model->nummodelsurfaces;i++)
10153 j = model->sortedmodelsurfaces[i];
10154 if (r_refdef.viewcache.world_surfacevisible[j])
10155 r_surfacelist[numsurfacelist++] = surfaces + j;
10160 // for ui we have to preserve the order of surfaces
10161 for (i = 0; i < model->nummodelsurfaces; i++)
10162 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10166 // add all surfaces
10167 for (i = 0; i < model->nummodelsurfaces; i++)
10168 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10170 // don't do anything if there were no surfaces
10171 if (!numsurfacelist)
10173 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10176 // update lightmaps if needed
10180 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10185 R_BuildLightMap(ent, surfaces + j);
10190 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10192 // add to stats if desired
10193 if (r_speeds.integer && !skysurfaces && !depthonly)
10195 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10196 for (j = 0;j < numsurfacelist;j++)
10197 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10200 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10203 void R_DebugLine(vec3_t start, vec3_t end)
10205 dp_model_t *mod = CL_Mesh_UI();
10207 int e0, e1, e2, e3;
10208 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10209 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10210 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10213 // transform to screen coords first
10214 Vector4Set(w[0], start[0], start[1], start[2], 1);
10215 Vector4Set(w[1], end[0], end[1], end[2], 1);
10216 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10217 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10218 x1 = s[0][0] * vid_conwidth.value / vid.width;
10219 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10220 x2 = s[1][0] * vid_conwidth.value / vid.width;
10221 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10222 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10224 // add the line to the UI mesh for drawing later
10226 // width is measured in real pixels
10227 if (fabs(x2 - x1) > fabs(y2 - y1))
10230 offsety = 0.5f * width * vid_conheight.value / vid.height;
10234 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10237 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
10238 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10239 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10240 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10241 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10242 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10243 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10248 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10251 static texture_t texture;
10252 static msurface_t surface;
10253 const msurface_t *surfacelist = &surface;
10255 // fake enough texture and surface state to render this geometry
10257 texture.update_lastrenderframe = -1; // regenerate this texture
10258 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10259 texture.basealpha = 1.0f;
10260 texture.currentskinframe = skinframe;
10261 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10262 texture.offsetmapping = OFFSETMAPPING_OFF;
10263 texture.offsetscale = 1;
10264 texture.specularscalemod = 1;
10265 texture.specularpowermod = 1;
10266 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10267 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10268 // JUST GREP FOR "specularscalemod = 1".
10270 for (q = 0; q < 3; q++)
10272 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10273 texture.render_modellight_lightdir[q] = q == 2;
10274 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10275 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10276 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10277 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10278 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10279 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10280 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10281 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10283 texture.currentalpha = 1.0f;
10285 surface.texture = &texture;
10286 surface.num_triangles = numtriangles;
10287 surface.num_firsttriangle = firsttriangle;
10288 surface.num_vertices = numvertices;
10289 surface.num_firstvertex = firstvertex;
10292 rsurface.texture = R_GetCurrentTexture(surface.texture);
10293 rsurface.lightmaptexture = NULL;
10294 rsurface.deluxemaptexture = NULL;
10295 rsurface.uselightmaptexture = false;
10296 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10299 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10301 static msurface_t surface;
10302 const msurface_t *surfacelist = &surface;
10304 // fake enough texture and surface state to render this geometry
10305 surface.texture = texture;
10306 surface.num_triangles = numtriangles;
10307 surface.num_firsttriangle = firsttriangle;
10308 surface.num_vertices = numvertices;
10309 surface.num_firstvertex = firstvertex;
10312 rsurface.texture = R_GetCurrentTexture(surface.texture);
10313 rsurface.lightmaptexture = NULL;
10314 rsurface.deluxemaptexture = NULL;
10315 rsurface.uselightmaptexture = false;
10316 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);