2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
49 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"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
53 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)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 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"};
57 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 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"};
60 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"};
61 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"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 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."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 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."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 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"};
82 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
95 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 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)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 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)"};
104 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)"};
105 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)"};
106 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)"};
107 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
109 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)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 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"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
133 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"};
135 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"};
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
147 extern cvar_t v_glslgamma;
149 extern qboolean v_flipped_state;
151 static struct r_bloomstate_s
156 int bloomwidth, bloomheight;
158 int screentexturewidth, screentextureheight;
159 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
161 int bloomtexturewidth, bloomtextureheight;
162 rtexture_t *texture_bloom;
164 // arrays for rendering the screen passes
165 float screentexcoord2f[8];
166 float bloomtexcoord2f[8];
167 float offsettexcoord2f[8];
169 r_viewport_t viewport;
173 r_waterstate_t r_waterstate;
175 /// shadow volume bsp struct with automatically growing nodes buffer
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
206 extern void R_DrawModelShadows(void);
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
211 for (i = 0;i < verts;i++)
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
225 for (i = 0;i < verts;i++)
235 // FIXME: move this to client?
238 if (gamemode == GAME_NEHAHRA)
240 Cvar_Set("gl_fogenable", "0");
241 Cvar_Set("gl_fogdensity", "0.2");
242 Cvar_Set("gl_fogred", "0.3");
243 Cvar_Set("gl_foggreen", "0.3");
244 Cvar_Set("gl_fogblue", "0.3");
246 r_refdef.fog_density = 0;
247 r_refdef.fog_red = 0;
248 r_refdef.fog_green = 0;
249 r_refdef.fog_blue = 0;
250 r_refdef.fog_alpha = 1;
251 r_refdef.fog_start = 0;
252 r_refdef.fog_end = 0;
255 float FogForDistance(vec_t dist)
257 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
261 float FogPoint_World(const vec3_t p)
263 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
266 float FogPoint_Model(const vec3_t p)
268 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
271 static void R_BuildBlankTextures(void)
273 unsigned char data[4];
274 data[2] = 128; // normal X
275 data[1] = 128; // normal Y
276 data[0] = 255; // normal Z
277 data[3] = 128; // height
278 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 static void R_BuildNoTexture(void)
299 unsigned char pix[16][16][4];
300 // this makes a light grey/dark grey checkerboard texture
301 for (y = 0;y < 16;y++)
303 for (x = 0;x < 16;x++)
305 if ((y < 8) ^ (x < 8))
321 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
324 static void R_BuildWhiteCube(void)
326 unsigned char data[6*1*1*4];
327 memset(data, 255, sizeof(data));
328 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
331 static void R_BuildNormalizationCube(void)
335 vec_t s, t, intensity;
337 unsigned char data[6][NORMSIZE][NORMSIZE][4];
338 for (side = 0;side < 6;side++)
340 for (y = 0;y < NORMSIZE;y++)
342 for (x = 0;x < NORMSIZE;x++)
344 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380 intensity = 127.0f / sqrt(DotProduct(v, v));
381 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384 data[side][y][x][3] = 255;
388 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
391 static void R_BuildFogTexture(void)
395 unsigned char data1[FOGWIDTH][4];
396 //unsigned char data2[FOGWIDTH][4];
399 r_refdef.fogmasktable_start = r_refdef.fog_start;
400 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401 r_refdef.fogmasktable_range = r_refdef.fogrange;
402 r_refdef.fogmasktable_density = r_refdef.fog_density;
404 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
407 d = (x * r - r_refdef.fogmasktable_start);
408 if(developer.integer >= 100)
409 Con_Printf("%f ", d);
411 if (r_fog_exp2.integer)
412 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
414 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415 if(developer.integer >= 100)
416 Con_Printf(" : %f ", alpha);
417 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418 if(developer.integer >= 100)
419 Con_Printf(" = %f\n", alpha);
420 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
423 for (x = 0;x < FOGWIDTH;x++)
425 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430 //data2[x][0] = 255 - b;
431 //data2[x][1] = 255 - b;
432 //data2[x][2] = 255 - b;
435 if (r_texture_fogattenuation)
437 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
443 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
450 "#ifdef USESHADOWMAPRECT\n"
451 "# extension GL_ARB_texture_rectangle : enable\n"
454 "#ifdef USESHADOWMAP2D\n"
455 "# ifdef GL_EXT_gpu_shader4\n"
456 "# extension GL_EXT_gpu_shader4 : enable\n"
458 "# ifdef GL_ARB_texture_gather\n"
459 "# extension GL_ARB_texture_gather : enable\n"
460 "# define USETEXTUREGATHER\n"
462 "# ifdef GL_AMD_texture_texture4\n"
463 "# extension GL_AMD_texture_texture4 : enable\n"
464 "# define USETEXTUREGATHER\n"
465 "# define textureGather texture4\n"
470 "#ifdef USESHADOWMAPCUBE\n"
471 "# extension GL_EXT_gpu_shader4 : enable\n"
474 "// common definitions between vertex shader and fragment shader:\n"
476 "//#ifdef __GLSL_CG_DATA_TYPES\n"
477 "//# define myhalf half\n"
478 "//# define myhalf2 half2\n"
479 "//# define myhalf3half3\n"
480 "//# define myhalf4 half4\n"
482 "# define myhalf float\n"
483 "# define myhalf2 vec2\n"
484 "# define myhalf3 vec3\n"
485 "# define myhalf4 vec4\n"
488 "#ifdef MODE_DEPTH_OR_SHADOW\n"
490 "# ifdef VERTEX_SHADER\n"
493 " gl_Position = ftransform();\n"
498 "#ifdef MODE_SHOWDEPTH\n"
499 "# ifdef VERTEX_SHADER\n"
502 " gl_Position = ftransform();\n"
503 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
506 "# ifdef FRAGMENT_SHADER\n"
509 " gl_FragColor = gl_Color;\n"
513 "#else // !MODE_SHOWDEPTH\n"
515 "#ifdef MODE_POSTPROCESS\n"
516 "# ifdef VERTEX_SHADER\n"
519 " gl_FrontColor = gl_Color;\n"
520 " gl_Position = ftransform();\n"
521 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
523 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
527 "# ifdef FRAGMENT_SHADER\n"
529 "uniform sampler2D Texture_First;\n"
531 "uniform sampler2D Texture_Second;\n"
533 "#ifdef USEGAMMARAMPS\n"
534 "uniform sampler2D Texture_GammaRamps;\n"
536 "#ifdef USESATURATION\n"
537 "uniform float Saturation;\n"
539 "#ifdef USEVIEWTINT\n"
540 "uniform vec4 TintColor;\n"
542 "//uncomment these if you want to use them:\n"
543 "uniform vec4 UserVec1;\n"
544 "// uniform vec4 UserVec2;\n"
545 "// uniform vec4 UserVec3;\n"
546 "// uniform vec4 UserVec4;\n"
547 "// uniform float ClientTime;\n"
548 "uniform vec2 PixelSize;\n"
551 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
553 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
555 "#ifdef USEVIEWTINT\n"
556 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
559 "#ifdef USEPOSTPROCESSING\n"
560 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
561 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
562 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
563 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
564 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
565 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
566 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
567 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
570 "#ifdef USESATURATION\n"
571 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
572 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
573 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
574 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
577 "#ifdef USEGAMMARAMPS\n"
578 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
579 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
580 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
587 "#ifdef MODE_GENERIC\n"
588 "# ifdef VERTEX_SHADER\n"
591 " gl_FrontColor = gl_Color;\n"
592 "# ifdef USEDIFFUSE\n"
593 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
595 "# ifdef USESPECULAR\n"
596 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
598 " gl_Position = ftransform();\n"
601 "# ifdef FRAGMENT_SHADER\n"
603 "# ifdef USEDIFFUSE\n"
604 "uniform sampler2D Texture_First;\n"
606 "# ifdef USESPECULAR\n"
607 "uniform sampler2D Texture_Second;\n"
612 " gl_FragColor = gl_Color;\n"
613 "# ifdef USEDIFFUSE\n"
614 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
617 "# ifdef USESPECULAR\n"
618 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
620 "# ifdef USECOLORMAPPING\n"
621 " gl_FragColor *= tex2;\n"
624 " gl_FragColor += tex2;\n"
626 "# ifdef USEVERTEXTEXTUREBLEND\n"
627 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
632 "#else // !MODE_GENERIC\n"
634 "varying vec2 TexCoord;\n"
635 "#ifdef USEVERTEXTEXTUREBLEND\n"
636 "varying vec2 TexCoord2;\n"
638 "varying vec2 TexCoordLightmap;\n"
640 "#ifdef MODE_LIGHTSOURCE\n"
641 "varying vec3 CubeVector;\n"
644 "#ifdef MODE_LIGHTSOURCE\n"
645 "varying vec3 LightVector;\n"
647 "#ifdef MODE_LIGHTDIRECTION\n"
648 "varying vec3 LightVector;\n"
651 "varying vec3 EyeVector;\n"
653 "varying vec3 EyeVectorModelSpace;\n"
656 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
657 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
658 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
660 "#ifdef MODE_WATER\n"
661 "varying vec4 ModelViewProjectionPosition;\n"
663 "#ifdef MODE_REFRACTION\n"
664 "varying vec4 ModelViewProjectionPosition;\n"
666 "#ifdef USEREFLECTION\n"
667 "varying vec4 ModelViewProjectionPosition;\n"
674 "// vertex shader specific:\n"
675 "#ifdef VERTEX_SHADER\n"
677 "uniform vec3 LightPosition;\n"
678 "uniform vec3 EyePosition;\n"
679 "uniform vec3 LightDir;\n"
681 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
685 " gl_FrontColor = gl_Color;\n"
686 " // copy the surface texcoord\n"
687 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
688 "#ifdef USEVERTEXTEXTUREBLEND\n"
689 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
691 "#ifndef MODE_LIGHTSOURCE\n"
692 "# ifndef MODE_LIGHTDIRECTION\n"
693 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
697 "#ifdef MODE_LIGHTSOURCE\n"
698 " // transform vertex position into light attenuation/cubemap space\n"
699 " // (-1 to +1 across the light box)\n"
700 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
702 " // transform unnormalized light direction into tangent space\n"
703 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
704 " // normalize it per pixel)\n"
705 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
706 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
707 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
708 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
711 "#ifdef MODE_LIGHTDIRECTION\n"
712 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
713 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
714 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
717 " // transform unnormalized eye direction into tangent space\n"
719 " vec3 EyeVectorModelSpace;\n"
721 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
722 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
723 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
724 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
726 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
727 " VectorS = gl_MultiTexCoord1.xyz;\n"
728 " VectorT = gl_MultiTexCoord2.xyz;\n"
729 " VectorR = gl_MultiTexCoord3.xyz;\n"
732 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
733 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
734 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
735 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
738 "// transform vertex to camera space, using ftransform to match non-VS\n"
740 " gl_Position = ftransform();\n"
742 "#ifdef MODE_WATER\n"
743 " ModelViewProjectionPosition = gl_Position;\n"
745 "#ifdef MODE_REFRACTION\n"
746 " ModelViewProjectionPosition = gl_Position;\n"
748 "#ifdef USEREFLECTION\n"
749 " ModelViewProjectionPosition = gl_Position;\n"
753 "#endif // VERTEX_SHADER\n"
758 "// fragment shader specific:\n"
759 "#ifdef FRAGMENT_SHADER\n"
761 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
762 "uniform sampler2D Texture_Normal;\n"
763 "uniform sampler2D Texture_Color;\n"
764 "uniform sampler2D Texture_Gloss;\n"
765 "uniform sampler2D Texture_Glow;\n"
766 "uniform sampler2D Texture_SecondaryNormal;\n"
767 "uniform sampler2D Texture_SecondaryColor;\n"
768 "uniform sampler2D Texture_SecondaryGloss;\n"
769 "uniform sampler2D Texture_SecondaryGlow;\n"
770 "uniform sampler2D Texture_Pants;\n"
771 "uniform sampler2D Texture_Shirt;\n"
772 "uniform sampler2D Texture_FogMask;\n"
773 "uniform sampler2D Texture_Lightmap;\n"
774 "uniform sampler2D Texture_Deluxemap;\n"
775 "uniform sampler2D Texture_Refraction;\n"
776 "uniform sampler2D Texture_Reflection;\n"
777 "uniform sampler2D Texture_Attenuation;\n"
778 "uniform samplerCube Texture_Cube;\n"
780 "#define showshadowmap 0\n"
782 "#ifdef USESHADOWMAPRECT\n"
783 "# ifdef USESHADOWSAMPLER\n"
784 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
786 "uniform sampler2DRect Texture_ShadowMapRect;\n"
790 "#ifdef USESHADOWMAP2D\n"
791 "# ifdef USESHADOWSAMPLER\n"
792 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
794 "uniform sampler2D Texture_ShadowMap2D;\n"
798 "#ifdef USESHADOWMAPVSDCT\n"
799 "uniform samplerCube Texture_CubeProjection;\n"
802 "#ifdef USESHADOWMAPCUBE\n"
803 "# ifdef USESHADOWSAMPLER\n"
804 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
806 "uniform samplerCube Texture_ShadowMapCube;\n"
810 "uniform myhalf3 LightColor;\n"
811 "uniform myhalf3 AmbientColor;\n"
812 "uniform myhalf3 DiffuseColor;\n"
813 "uniform myhalf3 SpecularColor;\n"
814 "uniform myhalf3 Color_Pants;\n"
815 "uniform myhalf3 Color_Shirt;\n"
816 "uniform myhalf3 FogColor;\n"
818 "uniform myhalf4 TintColor;\n"
821 "//#ifdef MODE_WATER\n"
822 "uniform vec4 DistortScaleRefractReflect;\n"
823 "uniform vec4 ScreenScaleRefractReflect;\n"
824 "uniform vec4 ScreenCenterRefractReflect;\n"
825 "uniform myhalf4 RefractColor;\n"
826 "uniform myhalf4 ReflectColor;\n"
827 "uniform myhalf ReflectFactor;\n"
828 "uniform myhalf ReflectOffset;\n"
830 "//# ifdef MODE_REFRACTION\n"
831 "//uniform vec4 DistortScaleRefractReflect;\n"
832 "//uniform vec4 ScreenScaleRefractReflect;\n"
833 "//uniform vec4 ScreenCenterRefractReflect;\n"
834 "//uniform myhalf4 RefractColor;\n"
835 "//# ifdef USEREFLECTION\n"
836 "//uniform myhalf4 ReflectColor;\n"
839 "//# ifdef USEREFLECTION\n"
840 "//uniform vec4 DistortScaleRefractReflect;\n"
841 "//uniform vec4 ScreenScaleRefractReflect;\n"
842 "//uniform vec4 ScreenCenterRefractReflect;\n"
843 "//uniform myhalf4 ReflectColor;\n"
848 "uniform myhalf GlowScale;\n"
849 "uniform myhalf SceneBrightness;\n"
851 "uniform float OffsetMapping_Scale;\n"
852 "uniform float OffsetMapping_Bias;\n"
853 "uniform float FogRangeRecip;\n"
855 "uniform myhalf AmbientScale;\n"
856 "uniform myhalf DiffuseScale;\n"
857 "uniform myhalf SpecularScale;\n"
858 "uniform myhalf SpecularPower;\n"
860 "#ifdef USEOFFSETMAPPING\n"
861 "vec2 OffsetMapping(vec2 TexCoord)\n"
863 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
864 " // 14 sample relief mapping: linear search and then binary search\n"
865 " // this basically steps forward a small amount repeatedly until it finds\n"
866 " // itself inside solid, then jitters forward and back using decreasing\n"
867 " // amounts to find the impact\n"
868 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
869 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
870 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
871 " vec3 RT = vec3(TexCoord, 1);\n"
872 " OffsetVector *= 0.1;\n"
873 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
874 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
875 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
876 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
877 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
883 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
884 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
885 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
886 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
889 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
890 " // this basically moves forward the full distance, and then backs up based\n"
891 " // on height of samples\n"
892 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
893 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
894 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
895 " TexCoord += OffsetVector;\n"
896 " OffsetVector *= 0.333;\n"
897 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
898 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
899 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
900 " return TexCoord;\n"
903 "#endif // USEOFFSETMAPPING\n"
905 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
906 "uniform vec4 ShadowMap_TextureScale;\n"
907 "uniform vec4 ShadowMap_Parameters;\n"
910 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
911 "vec3 GetShadowMapTC2D(vec3 dir)\n"
913 " vec3 adir = abs(dir);\n"
914 "# ifndef USESHADOWMAPVSDCT\n"
918 " if (adir.x > adir.y)\n"
920 " if (adir.x > adir.z)\n"
923 " if (dir.x >= 0.0) { tc = vec2(-dir.z, -dir.y); offset = vec2(0.5, 0.5); } // +X\n"
924 " else { tc = vec2( dir.z, -dir.y); offset = vec2(1.5, 0.5); } // -X\n"
929 " if (dir.z >= 0.0) { tc = vec2( dir.x, -dir.y); offset = vec2(0.5, 2.5); } // +Z\n"
930 " else { tc = vec2(-dir.x, -dir.y); offset = vec2(1.5, 2.5); } // -Z\n"
935 " if (adir.y > adir.z)\n"
938 " if (dir.y >= 0.0) { tc = vec2( dir.x, dir.z); offset = vec2(0.5, 1.5); } // +Y\n"
939 " else { tc = vec2( dir.x, -dir.z); offset = vec2(1.5, 1.5); } // -Y\n"
944 " if (dir.z >= 0.0) { tc = vec2( dir.x, -dir.y); offset = vec2(0.5, 2.5); } // +Z\n"
945 " else { tc = vec2(-dir.x, -dir.y); offset = vec2(1.5, 2.5); } // -Z\n"
949 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
950 " stc.xy *= ShadowMap_TextureScale.xy;\n"
953 " return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_Parameters.xy, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
956 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
958 "#ifdef USESHADOWMAPCUBE\n"
959 "vec4 GetShadowMapTCCube(vec3 dir)\n"
961 " vec3 adir = abs(dir);\n"
962 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
966 "#if !showshadowmap\n"
967 "# ifdef USESHADOWMAPRECT\n"
968 "float ShadowMapCompare(vec3 dir)\n"
970 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
972 "# ifdef USESHADOWSAMPLER\n"
974 "# ifdef USESHADOWMAPPCF\n"
975 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
976 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
978 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
983 "# ifdef USESHADOWMAPPCF\n"
984 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
986 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
987 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
988 " row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))),\n"
989 " row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))),\n"
990 " row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))),\n"
991 " cols = row2 + row3 + mix(row1, row4, offset.y);\n"
992 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
994 " vec2 offset = fract(shadowmaptc.xy);\n"
995 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))),\n"
996 " row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)))\n"
997 " row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))),\n"
998 " cols = row2 + mix(row1, row3, offset.y);\n"
999 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1002 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1010 "# ifdef USESHADOWMAP2D\n"
1011 "float ShadowMapCompare(vec3 dir)\n"
1013 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1016 "# ifdef USESHADOWSAMPLER\n"
1017 "# ifdef USESHADOWMAPPCF\n"
1018 "# ifdef GL_EXT_gpu_shader4\n"
1019 "# define texval(x, y) shadow2DOffset(Texture_ShadowMap2D, shadowmaptc, ivec2(x, y)).r\n"
1021 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z)).r \n"
1023 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1025 " f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
1028 "# ifdef USESHADOWMAPPCF\n"
1029 "# ifdef USETEXTUREGATHER\n"
1030 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1031 " vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1032 " group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1033 " group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
1034 " group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
1035 " cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1036 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1037 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1039 "# ifdef GL_EXT_gpu_shader4\n"
1040 " vec2 center = shadowmaptc.xy - 0.5*ShadowMap_TextureScale.xy, offset = fract(center*ShadowMap_TextureScale.zw);\n"
1041 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1043 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1044 "# define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r \n"
1046 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
1047 " row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))),\n"
1048 " row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))),\n"
1049 " row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))),\n"
1050 " cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1051 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1054 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
1061 "# ifdef USESHADOWMAPCUBE\n"
1062 "float ShadowMapCompare(vec3 dir)\n"
1064 " // apply depth texture cubemap as light filter\n"
1065 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1067 "# ifdef USESHADOWSAMPLER\n"
1068 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1070 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1077 "#ifdef MODE_WATER\n"
1082 "#ifdef USEOFFSETMAPPING\n"
1083 " // apply offsetmapping\n"
1084 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1085 "#define TexCoord TexCoordOffset\n"
1088 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1089 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1090 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1091 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1092 " // FIXME temporary hack to detect the case that the reflection\n"
1093 " // gets blackened at edges due to leaving the area that contains actual\n"
1095 " // Remove this 'ack once we have a better way to stop this thing from\n"
1097 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1098 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1099 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1100 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1101 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1102 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1103 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1104 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1105 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1106 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1107 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1108 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1111 "#else // !MODE_WATER\n"
1112 "#ifdef MODE_REFRACTION\n"
1114 "// refraction pass\n"
1117 "#ifdef USEOFFSETMAPPING\n"
1118 " // apply offsetmapping\n"
1119 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1120 "#define TexCoord TexCoordOffset\n"
1123 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1124 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1125 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1126 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1127 " // FIXME temporary hack to detect the case that the reflection\n"
1128 " // gets blackened at edges due to leaving the area that contains actual\n"
1130 " // Remove this 'ack once we have a better way to stop this thing from\n"
1132 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1133 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1134 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1135 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1136 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1137 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1140 "#else // !MODE_REFRACTION\n"
1143 "#ifdef USEOFFSETMAPPING\n"
1144 " // apply offsetmapping\n"
1145 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1146 "#define TexCoord TexCoordOffset\n"
1149 " // combine the diffuse textures (base, pants, shirt)\n"
1150 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1151 "#ifdef USECOLORMAPPING\n"
1152 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1154 "#ifdef USEVERTEXTEXTUREBLEND\n"
1155 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1156 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1157 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1158 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1160 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1163 "#ifdef USEDIFFUSE\n"
1164 " // get the surface normal and the gloss color\n"
1165 "# ifdef USEVERTEXTEXTUREBLEND\n"
1166 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1167 "# ifdef USESPECULAR\n"
1168 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1171 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1172 "# ifdef USESPECULAR\n"
1173 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1180 "#ifdef MODE_LIGHTSOURCE\n"
1181 " // light source\n"
1183 " // calculate surface normal, light normal, and specular normal\n"
1184 " // compute color intensity for the two textures (colormap and glossmap)\n"
1185 " // scale by light color and attenuation as efficiently as possible\n"
1186 " // (do as much scalar math as possible rather than vector math)\n"
1187 "# ifdef USEDIFFUSE\n"
1188 " // get the light normal\n"
1189 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1191 "# ifdef USESPECULAR\n"
1192 "# ifndef USEEXACTSPECULARMATH\n"
1193 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1196 " // calculate directional shading\n"
1197 "# ifdef USEEXACTSPECULARMATH\n"
1198 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1200 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1203 "# ifdef USEDIFFUSE\n"
1204 " // calculate directional shading\n"
1205 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1207 " // calculate directionless shading\n"
1208 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1212 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1213 "#if !showshadowmap\n"
1214 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1218 "# ifdef USECUBEFILTER\n"
1219 " // apply light cubemap filter\n"
1220 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1221 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1223 "#endif // MODE_LIGHTSOURCE\n"
1228 "#ifdef MODE_LIGHTDIRECTION\n"
1229 " // directional model lighting\n"
1230 "# ifdef USEDIFFUSE\n"
1231 " // get the light normal\n"
1232 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1234 "# ifdef USESPECULAR\n"
1235 " // calculate directional shading\n"
1236 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1237 "# ifdef USEEXACTSPECULARMATH\n"
1238 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1240 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1241 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1244 "# ifdef USEDIFFUSE\n"
1246 " // calculate directional shading\n"
1247 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1249 " color.rgb *= AmbientColor;\n"
1252 "#endif // MODE_LIGHTDIRECTION\n"
1257 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1258 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1260 " // get the light normal\n"
1261 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1262 " myhalf3 diffusenormal;\n"
1263 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1264 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1265 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1266 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1267 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1268 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1269 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1270 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1271 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1272 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1273 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1274 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1275 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1276 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1277 "# ifdef USESPECULAR\n"
1278 "# ifdef USEEXACTSPECULARMATH\n"
1279 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1281 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1282 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1286 " // apply lightmap color\n"
1287 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1288 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1293 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1294 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1296 " // get the light normal\n"
1297 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1298 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1299 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1300 "# ifdef USESPECULAR\n"
1301 "# ifdef USEEXACTSPECULARMATH\n"
1302 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1304 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1305 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1309 " // apply lightmap color\n"
1310 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1311 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1316 "#ifdef MODE_LIGHTMAP\n"
1317 " // apply lightmap color\n"
1318 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1319 "#endif // MODE_LIGHTMAP\n"
1324 "#ifdef MODE_VERTEXCOLOR\n"
1325 " // apply lightmap color\n"
1326 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1327 "#endif // MODE_VERTEXCOLOR\n"
1332 "#ifdef MODE_FLATCOLOR\n"
1333 "#endif // MODE_FLATCOLOR\n"
1341 " color *= TintColor;\n"
1344 "#ifdef USEVERTEXTEXTUREBLEND\n"
1345 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1347 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1351 " color.rgb *= SceneBrightness;\n"
1353 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1355 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1358 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1359 "#ifdef USEREFLECTION\n"
1360 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1361 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1362 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1363 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1364 " // FIXME temporary hack to detect the case that the reflection\n"
1365 " // gets blackened at edges due to leaving the area that contains actual\n"
1367 " // Remove this 'ack once we have a better way to stop this thing from\n"
1369 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1370 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1371 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1372 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1373 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1374 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1377 " gl_FragColor = vec4(color);\n"
1379 "#if showshadowmap\n"
1380 "# ifdef USESHADOWMAPRECT\n"
1381 "# ifdef USESHADOWSAMPLER\n"
1382 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1384 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1387 "# ifdef USESHADOWMAP2D\n"
1388 "# ifdef USESHADOWSAMPLER\n"
1389 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1391 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1395 "# ifdef USESHADOWMAPCUBE\n"
1396 "# ifdef USESHADOWSAMPLER\n"
1397 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1399 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1404 "#endif // !MODE_REFRACTION\n"
1405 "#endif // !MODE_WATER\n"
1407 "#endif // FRAGMENT_SHADER\n"
1409 "#endif // !MODE_GENERIC\n"
1410 "#endif // !MODE_POSTPROCESS\n"
1411 "#endif // !MODE_SHOWDEPTH\n"
1412 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1415 typedef struct shaderpermutationinfo_s
1417 const char *pretext;
1420 shaderpermutationinfo_t;
1422 typedef struct shadermodeinfo_s
1424 const char *vertexfilename;
1425 const char *geometryfilename;
1426 const char *fragmentfilename;
1427 const char *pretext;
1432 typedef enum shaderpermutation_e
1434 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1435 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1436 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1437 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1438 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1439 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1440 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1441 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1442 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1443 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1444 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1445 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1446 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1447 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1448 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1449 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1450 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1451 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1452 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1453 SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1454 SHADERPERMUTATION_SHADOWSAMPLER = 1<<15, //< (lightsource) use hardware shadowmap test
1455 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<16, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1456 SHADERPERMUTATION_LIMIT = 1<<17, ///< size of permutations array
1457 SHADERPERMUTATION_COUNT = 17 ///< size of shaderpermutationinfo array
1459 shaderpermutation_t;
1461 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1462 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1464 {"#define USEDIFFUSE\n", " diffuse"},
1465 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1466 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1467 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1468 {"#define USECUBEFILTER\n", " cubefilter"},
1469 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1470 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1471 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1472 {"#define USEREFLECTION\n", " reflection"},
1473 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1474 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1475 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1476 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1477 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1478 {"#define USESHADOWMAPPCF\n", " shadowmappcf"},
1479 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1480 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1483 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1484 typedef enum shadermode_e
1486 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1487 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1488 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1489 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1490 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1491 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1492 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1493 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1494 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1495 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1496 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1497 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1498 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1503 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1504 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1506 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1507 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1508 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1509 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1510 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1511 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1512 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1513 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1514 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1515 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1516 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1517 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1518 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1521 struct r_glsl_permutation_s;
1522 typedef struct r_glsl_permutation_s
1524 /// hash lookup data
1525 struct r_glsl_permutation_s *hashnext;
1527 unsigned int permutation;
1529 /// indicates if we have tried compiling this permutation already
1531 /// 0 if compilation failed
1533 /// locations of detected uniforms in program object, or -1 if not found
1534 int loc_Texture_First;
1535 int loc_Texture_Second;
1536 int loc_Texture_GammaRamps;
1537 int loc_Texture_Normal;
1538 int loc_Texture_Color;
1539 int loc_Texture_Gloss;
1540 int loc_Texture_Glow;
1541 int loc_Texture_SecondaryNormal;
1542 int loc_Texture_SecondaryColor;
1543 int loc_Texture_SecondaryGloss;
1544 int loc_Texture_SecondaryGlow;
1545 int loc_Texture_Pants;
1546 int loc_Texture_Shirt;
1547 int loc_Texture_FogMask;
1548 int loc_Texture_Lightmap;
1549 int loc_Texture_Deluxemap;
1550 int loc_Texture_Attenuation;
1551 int loc_Texture_Cube;
1552 int loc_Texture_Refraction;
1553 int loc_Texture_Reflection;
1554 int loc_Texture_ShadowMapRect;
1555 int loc_Texture_ShadowMapCube;
1556 int loc_Texture_ShadowMap2D;
1557 int loc_Texture_CubeProjection;
1559 int loc_LightPosition;
1560 int loc_EyePosition;
1561 int loc_Color_Pants;
1562 int loc_Color_Shirt;
1563 int loc_FogRangeRecip;
1564 int loc_AmbientScale;
1565 int loc_DiffuseScale;
1566 int loc_SpecularScale;
1567 int loc_SpecularPower;
1569 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1570 int loc_OffsetMapping_Scale;
1572 int loc_AmbientColor;
1573 int loc_DiffuseColor;
1574 int loc_SpecularColor;
1576 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1577 int loc_GammaCoeff; ///< 1 / gamma
1578 int loc_DistortScaleRefractReflect;
1579 int loc_ScreenScaleRefractReflect;
1580 int loc_ScreenCenterRefractReflect;
1581 int loc_RefractColor;
1582 int loc_ReflectColor;
1583 int loc_ReflectFactor;
1584 int loc_ReflectOffset;
1592 int loc_ShadowMap_TextureScale;
1593 int loc_ShadowMap_Parameters;
1595 r_glsl_permutation_t;
1597 #define SHADERPERMUTATION_HASHSIZE 4096
1599 /// information about each possible shader permutation
1600 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1601 /// currently selected permutation
1602 r_glsl_permutation_t *r_glsl_permutation;
1603 /// storage for permutations linked in the hash table
1604 memexpandablearray_t r_glsl_permutationarray;
1606 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1608 //unsigned int hashdepth = 0;
1609 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1610 r_glsl_permutation_t *p;
1611 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1613 if (p->mode == mode && p->permutation == permutation)
1615 //if (hashdepth > 10)
1616 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1621 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1623 p->permutation = permutation;
1624 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1625 r_glsl_permutationhash[mode][hashindex] = p;
1626 //if (hashdepth > 10)
1627 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1631 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1634 if (!filename || !filename[0])
1636 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1639 if (printfromdisknotice)
1640 Con_DPrint("from disk... ");
1641 return shaderstring;
1643 else if (!strcmp(filename, "glsl/default.glsl"))
1645 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1646 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1648 return shaderstring;
1651 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1654 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1655 int vertstrings_count = 0;
1656 int geomstrings_count = 0;
1657 int fragstrings_count = 0;
1658 char *vertexstring, *geometrystring, *fragmentstring;
1659 const char *vertstrings_list[32+3];
1660 const char *geomstrings_list[32+3];
1661 const char *fragstrings_list[32+3];
1662 char permutationname[256];
1669 permutationname[0] = 0;
1670 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1671 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1672 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1674 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1676 // the first pretext is which type of shader to compile as
1677 // (later these will all be bound together as a program object)
1678 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1679 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1680 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1682 // the second pretext is the mode (for example a light source)
1683 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1684 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1685 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1686 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1688 // now add all the permutation pretexts
1689 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1691 if (permutation & (1<<i))
1693 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1694 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1695 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1696 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1700 // keep line numbers correct
1701 vertstrings_list[vertstrings_count++] = "\n";
1702 geomstrings_list[geomstrings_count++] = "\n";
1703 fragstrings_list[fragstrings_count++] = "\n";
1707 // now append the shader text itself
1708 vertstrings_list[vertstrings_count++] = vertexstring;
1709 geomstrings_list[geomstrings_count++] = geometrystring;
1710 fragstrings_list[fragstrings_count++] = fragmentstring;
1712 // if any sources were NULL, clear the respective list
1714 vertstrings_count = 0;
1715 if (!geometrystring)
1716 geomstrings_count = 0;
1717 if (!fragmentstring)
1718 fragstrings_count = 0;
1720 // compile the shader program
1721 if (vertstrings_count + geomstrings_count + fragstrings_count)
1722 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1726 qglUseProgramObjectARB(p->program);CHECKGLERROR
1727 // look up all the uniform variable names we care about, so we don't
1728 // have to look them up every time we set them
1729 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1730 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1731 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1732 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1733 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1734 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1735 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1736 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1737 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1738 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1739 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1740 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1741 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1742 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1743 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1744 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1745 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1746 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1747 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1748 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1749 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1750 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1751 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1752 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1753 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1754 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1755 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1756 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1757 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1758 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1759 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1760 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1761 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1762 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1763 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1764 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1765 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1766 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1767 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1768 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1769 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1770 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1771 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1772 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1773 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1774 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1775 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1776 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1777 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1778 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1779 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1780 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1781 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1782 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1783 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1784 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1785 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1786 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1787 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1788 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1789 // initialize the samplers to refer to the texture units we use
1790 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1791 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1792 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1793 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1794 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1795 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1796 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1797 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1798 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1799 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1800 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1801 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1802 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1803 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1804 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1805 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1806 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1807 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1808 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1809 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1810 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1811 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1812 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1813 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1815 if (developer.integer)
1816 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1819 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1823 Mem_Free(vertexstring);
1825 Mem_Free(geometrystring);
1827 Mem_Free(fragmentstring);
1830 void R_GLSL_Restart_f(void)
1832 unsigned int i, limit;
1833 r_glsl_permutation_t *p;
1834 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1835 for (i = 0;i < limit;i++)
1837 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1839 GL_Backend_FreeProgram(p->program);
1840 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1843 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1846 void R_GLSL_DumpShader_f(void)
1850 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1853 Con_Printf("failed to write to glsl/default.glsl\n");
1857 FS_Print(file, "/* The engine may define the following macros:\n");
1858 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1859 for (i = 0;i < SHADERMODE_COUNT;i++)
1860 FS_Print(file, shadermodeinfo[i].pretext);
1861 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1862 FS_Print(file, shaderpermutationinfo[i].pretext);
1863 FS_Print(file, "*/\n");
1864 FS_Print(file, builtinshaderstring);
1867 Con_Printf("glsl/default.glsl written\n");
1870 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1872 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1873 if (r_glsl_permutation != perm)
1875 r_glsl_permutation = perm;
1876 if (!r_glsl_permutation->program)
1878 if (!r_glsl_permutation->compiled)
1879 R_GLSL_CompilePermutation(perm, mode, permutation);
1880 if (!r_glsl_permutation->program)
1882 // remove features until we find a valid permutation
1884 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1886 // reduce i more quickly whenever it would not remove any bits
1887 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1888 if (!(permutation & j))
1891 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1892 if (!r_glsl_permutation->compiled)
1893 R_GLSL_CompilePermutation(perm, mode, permutation);
1894 if (r_glsl_permutation->program)
1897 if (i >= SHADERPERMUTATION_COUNT)
1899 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1900 Cvar_SetValueQuick(&r_glsl, 0);
1901 R_GLSL_Restart_f(); // unload shaders
1902 return; // no bit left to clear
1907 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1911 void R_SetupGenericShader(qboolean usetexture)
1913 if (gl_support_fragment_shader)
1915 if (r_glsl.integer && r_glsl_usegeneric.integer)
1916 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1917 else if (r_glsl_permutation)
1919 r_glsl_permutation = NULL;
1920 qglUseProgramObjectARB(0);CHECKGLERROR
1925 void R_SetupGenericTwoTextureShader(int texturemode)
1927 if (gl_support_fragment_shader)
1929 if (r_glsl.integer && r_glsl_usegeneric.integer)
1930 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1931 else if (r_glsl_permutation)
1933 r_glsl_permutation = NULL;
1934 qglUseProgramObjectARB(0);CHECKGLERROR
1937 if (!r_glsl_permutation)
1939 if (texturemode == GL_DECAL && gl_combine.integer)
1940 texturemode = GL_INTERPOLATE_ARB;
1941 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1945 void R_SetupDepthOrShadowShader(void)
1947 if (gl_support_fragment_shader)
1949 if (r_glsl.integer && r_glsl_usegeneric.integer)
1950 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1951 else if (r_glsl_permutation)
1953 r_glsl_permutation = NULL;
1954 qglUseProgramObjectARB(0);CHECKGLERROR
1959 void R_SetupShowDepthShader(void)
1961 if (gl_support_fragment_shader)
1963 if (r_glsl.integer && r_glsl_usegeneric.integer)
1964 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1965 else if (r_glsl_permutation)
1967 r_glsl_permutation = NULL;
1968 qglUseProgramObjectARB(0);CHECKGLERROR
1973 extern rtexture_t *r_shadow_attenuationgradienttexture;
1974 extern rtexture_t *r_shadow_attenuation2dtexture;
1975 extern rtexture_t *r_shadow_attenuation3dtexture;
1976 extern qboolean r_shadow_usingshadowmaprect;
1977 extern qboolean r_shadow_usingshadowmapcube;
1978 extern qboolean r_shadow_usingshadowmap2d;
1979 extern float r_shadow_shadowmap_texturescale[4];
1980 extern float r_shadow_shadowmap_parameters[4];
1981 extern int r_shadow_shadowmapvsdct;
1982 extern int r_shadow_shadowmapfilter;
1983 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1985 // select a permutation of the lighting shader appropriate to this
1986 // combination of texture, entity, light source, and fogging, only use the
1987 // minimum features necessary to avoid wasting rendering time in the
1988 // fragment shader on features that are not being used
1989 unsigned int permutation = 0;
1990 unsigned int mode = 0;
1991 // TODO: implement geometry-shader based shadow volumes someday
1992 if (r_glsl_offsetmapping.integer)
1994 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1995 if (r_glsl_offsetmapping_reliefmapping.integer)
1996 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1998 if (rsurfacepass == RSURFPASS_BACKGROUND)
2000 // distorted background
2001 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2002 mode = SHADERMODE_WATER;
2004 mode = SHADERMODE_REFRACTION;
2006 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2009 mode = SHADERMODE_LIGHTSOURCE;
2010 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2011 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2012 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2013 permutation |= SHADERPERMUTATION_CUBEFILTER;
2014 if (diffusescale > 0)
2015 permutation |= SHADERPERMUTATION_DIFFUSE;
2016 if (specularscale > 0)
2017 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2018 if (r_refdef.fogenabled)
2019 permutation |= SHADERPERMUTATION_FOG;
2020 if (rsurface.texture->colormapping)
2021 permutation |= SHADERPERMUTATION_COLORMAPPING;
2022 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2024 if (r_shadow_usingshadowmaprect)
2025 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2026 if (r_shadow_usingshadowmap2d)
2027 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2028 if (r_shadow_usingshadowmapcube)
2029 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2030 else if(r_shadow_shadowmapvsdct)
2031 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2033 if (r_shadow_shadowmapfilter == 3)
2034 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2035 else if (r_shadow_shadowmapfilter == 2)
2036 permutation |= SHADERPERMUTATION_SHADOWMAPPCF | SHADERPERMUTATION_SHADOWSAMPLER;
2037 else if (r_shadow_shadowmapfilter == 1)
2038 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2041 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2043 // unshaded geometry (fullbright or ambient model lighting)
2044 mode = SHADERMODE_FLATCOLOR;
2045 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2046 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2047 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2048 permutation |= SHADERPERMUTATION_GLOW;
2049 if (r_refdef.fogenabled)
2050 permutation |= SHADERPERMUTATION_FOG;
2051 if (rsurface.texture->colormapping)
2052 permutation |= SHADERPERMUTATION_COLORMAPPING;
2053 if (r_glsl_offsetmapping.integer)
2055 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2056 if (r_glsl_offsetmapping_reliefmapping.integer)
2057 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2059 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2060 permutation |= SHADERPERMUTATION_REFLECTION;
2062 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2064 // directional model lighting
2065 mode = SHADERMODE_LIGHTDIRECTION;
2066 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2067 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2068 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2069 permutation |= SHADERPERMUTATION_GLOW;
2070 permutation |= SHADERPERMUTATION_DIFFUSE;
2071 if (specularscale > 0)
2072 permutation |= SHADERPERMUTATION_SPECULAR;
2073 if (r_refdef.fogenabled)
2074 permutation |= SHADERPERMUTATION_FOG;
2075 if (rsurface.texture->colormapping)
2076 permutation |= SHADERPERMUTATION_COLORMAPPING;
2077 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2078 permutation |= SHADERPERMUTATION_REFLECTION;
2080 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2082 // ambient model lighting
2083 mode = SHADERMODE_LIGHTDIRECTION;
2084 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2085 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2086 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2087 permutation |= SHADERPERMUTATION_GLOW;
2088 if (r_refdef.fogenabled)
2089 permutation |= SHADERPERMUTATION_FOG;
2090 if (rsurface.texture->colormapping)
2091 permutation |= SHADERPERMUTATION_COLORMAPPING;
2092 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2093 permutation |= SHADERPERMUTATION_REFLECTION;
2098 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2100 // deluxemapping (light direction texture)
2101 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2102 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2104 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2105 permutation |= SHADERPERMUTATION_DIFFUSE;
2106 if (specularscale > 0)
2107 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2109 else if (r_glsl_deluxemapping.integer >= 2)
2111 // fake deluxemapping (uniform light direction in tangentspace)
2112 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2113 permutation |= SHADERPERMUTATION_DIFFUSE;
2114 if (specularscale > 0)
2115 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2117 else if (rsurface.uselightmaptexture)
2119 // ordinary lightmapping (q1bsp, q3bsp)
2120 mode = SHADERMODE_LIGHTMAP;
2124 // ordinary vertex coloring (q3bsp)
2125 mode = SHADERMODE_VERTEXCOLOR;
2127 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2128 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2129 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2130 permutation |= SHADERPERMUTATION_GLOW;
2131 if (r_refdef.fogenabled)
2132 permutation |= SHADERPERMUTATION_FOG;
2133 if (rsurface.texture->colormapping)
2134 permutation |= SHADERPERMUTATION_COLORMAPPING;
2135 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2136 permutation |= SHADERPERMUTATION_REFLECTION;
2138 if(permutation & SHADERPERMUTATION_SPECULAR)
2139 if(r_shadow_glossexact.integer)
2140 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2141 R_SetupShader_SetPermutation(mode, permutation);
2142 if (mode == SHADERMODE_LIGHTSOURCE)
2144 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2145 if (permutation & SHADERPERMUTATION_DIFFUSE)
2147 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2148 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2149 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2150 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2154 // ambient only is simpler
2155 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2156 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2157 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2158 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2160 // additive passes are only darkened by fog, not tinted
2161 if (r_glsl_permutation->loc_FogColor >= 0)
2162 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2163 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
2164 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2168 if (mode == SHADERMODE_LIGHTDIRECTION)
2170 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
2171 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
2172 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2173 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2177 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2178 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2179 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2181 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2182 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
2183 // additive passes are only darkened by fog, not tinted
2184 if (r_glsl_permutation->loc_FogColor >= 0)
2186 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2187 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2189 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2191 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2192 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2193 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2194 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2195 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2196 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2197 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2199 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2200 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2201 if (r_glsl_permutation->loc_Color_Pants >= 0)
2203 if (rsurface.texture->currentskinframe->pants)
2204 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2206 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2208 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2210 if (rsurface.texture->currentskinframe->shirt)
2211 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2213 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2215 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2216 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2218 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2222 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2224 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2228 #define SKINFRAME_HASH 1024
2232 int loadsequence; // incremented each level change
2233 memexpandablearray_t array;
2234 skinframe_t *hash[SKINFRAME_HASH];
2237 r_skinframe_t r_skinframe;
2239 void R_SkinFrame_PrepareForPurge(void)
2241 r_skinframe.loadsequence++;
2242 // wrap it without hitting zero
2243 if (r_skinframe.loadsequence >= 200)
2244 r_skinframe.loadsequence = 1;
2247 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2251 // mark the skinframe as used for the purging code
2252 skinframe->loadsequence = r_skinframe.loadsequence;
2255 void R_SkinFrame_Purge(void)
2259 for (i = 0;i < SKINFRAME_HASH;i++)
2261 for (s = r_skinframe.hash[i];s;s = s->next)
2263 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2265 if (s->merged == s->base)
2267 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2268 R_PurgeTexture(s->stain );s->stain = NULL;
2269 R_PurgeTexture(s->merged);s->merged = NULL;
2270 R_PurgeTexture(s->base );s->base = NULL;
2271 R_PurgeTexture(s->pants );s->pants = NULL;
2272 R_PurgeTexture(s->shirt );s->shirt = NULL;
2273 R_PurgeTexture(s->nmap );s->nmap = NULL;
2274 R_PurgeTexture(s->gloss );s->gloss = NULL;
2275 R_PurgeTexture(s->glow );s->glow = NULL;
2276 R_PurgeTexture(s->fog );s->fog = NULL;
2277 s->loadsequence = 0;
2283 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2285 char basename[MAX_QPATH];
2287 Image_StripImageExtension(name, basename, sizeof(basename));
2289 if( last == NULL ) {
2291 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2292 item = r_skinframe.hash[hashindex];
2297 // linearly search through the hash bucket
2298 for( ; item ; item = item->next ) {
2299 if( !strcmp( item->basename, basename ) ) {
2306 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2310 char basename[MAX_QPATH];
2312 Image_StripImageExtension(name, basename, sizeof(basename));
2314 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2315 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2316 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2320 rtexture_t *dyntexture;
2321 // check whether its a dynamic texture
2322 dyntexture = CL_GetDynTexture( basename );
2323 if (!add && !dyntexture)
2325 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2326 memset(item, 0, sizeof(*item));
2327 strlcpy(item->basename, basename, sizeof(item->basename));
2328 item->base = dyntexture; // either NULL or dyntexture handle
2329 item->textureflags = textureflags;
2330 item->comparewidth = comparewidth;
2331 item->compareheight = compareheight;
2332 item->comparecrc = comparecrc;
2333 item->next = r_skinframe.hash[hashindex];
2334 r_skinframe.hash[hashindex] = item;
2336 else if( item->base == NULL )
2338 rtexture_t *dyntexture;
2339 // check whether its a dynamic texture
2340 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2341 dyntexture = CL_GetDynTexture( basename );
2342 item->base = dyntexture; // either NULL or dyntexture handle
2345 R_SkinFrame_MarkUsed(item);
2349 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2351 unsigned long long avgcolor[5], wsum; \
2359 for(pix = 0; pix < cnt; ++pix) \
2362 for(comp = 0; comp < 3; ++comp) \
2364 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2367 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2369 for(comp = 0; comp < 3; ++comp) \
2370 avgcolor[comp] += getpixel * w; \
2373 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2374 avgcolor[4] += getpixel; \
2376 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2378 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2379 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2380 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2381 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2384 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2386 // FIXME: it should be possible to disable loading various layers using
2387 // cvars, to prevent wasted loading time and memory usage if the user does
2389 qboolean loadnormalmap = true;
2390 qboolean loadgloss = true;
2391 qboolean loadpantsandshirt = true;
2392 qboolean loadglow = true;
2394 unsigned char *pixels;
2395 unsigned char *bumppixels;
2396 unsigned char *basepixels = NULL;
2397 int basepixels_width;
2398 int basepixels_height;
2399 skinframe_t *skinframe;
2403 if (cls.state == ca_dedicated)
2406 // return an existing skinframe if already loaded
2407 // if loading of the first image fails, don't make a new skinframe as it
2408 // would cause all future lookups of this to be missing
2409 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2410 if (skinframe && skinframe->base)
2413 basepixels = loadimagepixelsbgra(name, complain, true);
2414 if (basepixels == NULL)
2417 if (developer_loading.integer)
2418 Con_Printf("loading skin \"%s\"\n", name);
2420 // we've got some pixels to store, so really allocate this new texture now
2422 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2423 skinframe->stain = NULL;
2424 skinframe->merged = NULL;
2425 skinframe->base = r_texture_notexture;
2426 skinframe->pants = NULL;
2427 skinframe->shirt = NULL;
2428 skinframe->nmap = r_texture_blanknormalmap;
2429 skinframe->gloss = NULL;
2430 skinframe->glow = NULL;
2431 skinframe->fog = NULL;
2433 basepixels_width = image_width;
2434 basepixels_height = image_height;
2435 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2437 if (textureflags & TEXF_ALPHA)
2439 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2440 if (basepixels[j] < 255)
2442 if (j < basepixels_width * basepixels_height * 4)
2444 // has transparent pixels
2446 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2447 for (j = 0;j < image_width * image_height * 4;j += 4)
2452 pixels[j+3] = basepixels[j+3];
2454 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2459 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2460 //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]);
2462 // _norm is the name used by tenebrae and has been adopted as standard
2465 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2467 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2471 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2473 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2474 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2475 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2477 Mem_Free(bumppixels);
2479 else if (r_shadow_bumpscale_basetexture.value > 0)
2481 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2482 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2483 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2487 // _luma is supported for tenebrae compatibility
2488 // (I think it's a very stupid name, but oh well)
2489 // _glow is the preferred name
2490 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2491 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2492 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2493 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2496 Mem_Free(basepixels);
2501 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2504 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2507 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2512 for (i = 0;i < width*height;i++)
2513 if (((unsigned char *)&palette[in[i]])[3] > 0)
2515 if (i == width*height)
2518 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2521 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2522 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2525 unsigned char *temp1, *temp2;
2526 skinframe_t *skinframe;
2528 if (cls.state == ca_dedicated)
2531 // if already loaded just return it, otherwise make a new skinframe
2532 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2533 if (skinframe && skinframe->base)
2536 skinframe->stain = NULL;
2537 skinframe->merged = NULL;
2538 skinframe->base = r_texture_notexture;
2539 skinframe->pants = NULL;
2540 skinframe->shirt = NULL;
2541 skinframe->nmap = r_texture_blanknormalmap;
2542 skinframe->gloss = NULL;
2543 skinframe->glow = NULL;
2544 skinframe->fog = NULL;
2546 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2550 if (developer_loading.integer)
2551 Con_Printf("loading 32bit skin \"%s\"\n", name);
2553 if (r_shadow_bumpscale_basetexture.value > 0)
2555 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2556 temp2 = temp1 + width * height * 4;
2557 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2558 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2561 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2562 if (textureflags & TEXF_ALPHA)
2564 for (i = 3;i < width * height * 4;i += 4)
2565 if (skindata[i] < 255)
2567 if (i < width * height * 4)
2569 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2570 memcpy(fogpixels, skindata, width * height * 4);
2571 for (i = 0;i < width * height * 4;i += 4)
2572 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2573 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2574 Mem_Free(fogpixels);
2578 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2579 //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]);
2584 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2587 unsigned char *temp1, *temp2;
2588 unsigned int *palette;
2589 skinframe_t *skinframe;
2591 if (cls.state == ca_dedicated)
2594 // if already loaded just return it, otherwise make a new skinframe
2595 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2596 if (skinframe && skinframe->base)
2599 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2601 skinframe->stain = NULL;
2602 skinframe->merged = NULL;
2603 skinframe->base = r_texture_notexture;
2604 skinframe->pants = NULL;
2605 skinframe->shirt = NULL;
2606 skinframe->nmap = r_texture_blanknormalmap;
2607 skinframe->gloss = NULL;
2608 skinframe->glow = NULL;
2609 skinframe->fog = NULL;
2611 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2615 if (developer_loading.integer)
2616 Con_Printf("loading quake skin \"%s\"\n", name);
2618 if (r_shadow_bumpscale_basetexture.value > 0)
2620 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2621 temp2 = temp1 + width * height * 4;
2622 // use either a custom palette or the quake palette
2623 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2624 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2625 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2628 // use either a custom palette, or the quake palette
2629 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2630 if (loadglowtexture)
2631 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2632 if (loadpantsandshirt)
2634 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2635 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2637 if (skinframe->pants || skinframe->shirt)
2638 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2639 if (textureflags & TEXF_ALPHA)
2641 for (i = 0;i < width * height;i++)
2642 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2644 if (i < width * height)
2645 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2648 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2649 //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]);
2654 skinframe_t *R_SkinFrame_LoadMissing(void)
2656 skinframe_t *skinframe;
2658 if (cls.state == ca_dedicated)
2661 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2662 skinframe->stain = NULL;
2663 skinframe->merged = NULL;
2664 skinframe->base = r_texture_notexture;
2665 skinframe->pants = NULL;
2666 skinframe->shirt = NULL;
2667 skinframe->nmap = r_texture_blanknormalmap;
2668 skinframe->gloss = NULL;
2669 skinframe->glow = NULL;
2670 skinframe->fog = NULL;
2672 skinframe->avgcolor[0] = rand() / RAND_MAX;
2673 skinframe->avgcolor[1] = rand() / RAND_MAX;
2674 skinframe->avgcolor[2] = rand() / RAND_MAX;
2675 skinframe->avgcolor[3] = 1;
2680 void gl_main_start(void)
2684 memset(r_queries, 0, sizeof(r_queries));
2686 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2687 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2689 // set up r_skinframe loading system for textures
2690 memset(&r_skinframe, 0, sizeof(r_skinframe));
2691 r_skinframe.loadsequence = 1;
2692 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2694 r_main_texturepool = R_AllocTexturePool();
2695 R_BuildBlankTextures();
2697 if (gl_texturecubemap)
2700 R_BuildNormalizationCube();
2702 r_texture_fogattenuation = NULL;
2703 r_texture_gammaramps = NULL;
2704 //r_texture_fogintensity = NULL;
2705 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2706 memset(&r_waterstate, 0, sizeof(r_waterstate));
2707 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2708 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2709 memset(&r_svbsp, 0, sizeof (r_svbsp));
2711 r_refdef.fogmasktable_density = 0;
2714 extern rtexture_t *loadingscreentexture;
2715 void gl_main_shutdown(void)
2718 qglDeleteQueriesARB(r_maxqueries, r_queries);
2722 memset(r_queries, 0, sizeof(r_queries));
2724 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2725 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2727 // clear out the r_skinframe state
2728 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2729 memset(&r_skinframe, 0, sizeof(r_skinframe));
2732 Mem_Free(r_svbsp.nodes);
2733 memset(&r_svbsp, 0, sizeof (r_svbsp));
2734 R_FreeTexturePool(&r_main_texturepool);
2735 loadingscreentexture = NULL;
2736 r_texture_blanknormalmap = NULL;
2737 r_texture_white = NULL;
2738 r_texture_grey128 = NULL;
2739 r_texture_black = NULL;
2740 r_texture_whitecube = NULL;
2741 r_texture_normalizationcube = NULL;
2742 r_texture_fogattenuation = NULL;
2743 r_texture_gammaramps = NULL;
2744 //r_texture_fogintensity = NULL;
2745 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2746 memset(&r_waterstate, 0, sizeof(r_waterstate));
2750 extern void CL_ParseEntityLump(char *entitystring);
2751 void gl_main_newmap(void)
2753 // FIXME: move this code to client
2755 char *entities, entname[MAX_QPATH];
2758 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2759 l = (int)strlen(entname) - 4;
2760 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2762 memcpy(entname + l, ".ent", 5);
2763 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2765 CL_ParseEntityLump(entities);
2770 if (cl.worldmodel->brush.entities)
2771 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2775 void GL_Main_Init(void)
2777 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2779 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2780 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2781 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2782 if (gamemode == GAME_NEHAHRA)
2784 Cvar_RegisterVariable (&gl_fogenable);
2785 Cvar_RegisterVariable (&gl_fogdensity);
2786 Cvar_RegisterVariable (&gl_fogred);
2787 Cvar_RegisterVariable (&gl_foggreen);
2788 Cvar_RegisterVariable (&gl_fogblue);
2789 Cvar_RegisterVariable (&gl_fogstart);
2790 Cvar_RegisterVariable (&gl_fogend);
2791 Cvar_RegisterVariable (&gl_skyclip);
2793 Cvar_RegisterVariable(&r_motionblur);
2794 Cvar_RegisterVariable(&r_motionblur_maxblur);
2795 Cvar_RegisterVariable(&r_motionblur_bmin);
2796 Cvar_RegisterVariable(&r_motionblur_vmin);
2797 Cvar_RegisterVariable(&r_motionblur_vmax);
2798 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2799 Cvar_RegisterVariable(&r_motionblur_randomize);
2800 Cvar_RegisterVariable(&r_damageblur);
2801 Cvar_RegisterVariable(&r_animcache);
2802 Cvar_RegisterVariable(&r_depthfirst);
2803 Cvar_RegisterVariable(&r_useinfinitefarclip);
2804 Cvar_RegisterVariable(&r_nearclip);
2805 Cvar_RegisterVariable(&r_showbboxes);
2806 Cvar_RegisterVariable(&r_showsurfaces);
2807 Cvar_RegisterVariable(&r_showtris);
2808 Cvar_RegisterVariable(&r_shownormals);
2809 Cvar_RegisterVariable(&r_showlighting);
2810 Cvar_RegisterVariable(&r_showshadowvolumes);
2811 Cvar_RegisterVariable(&r_showcollisionbrushes);
2812 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2813 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2814 Cvar_RegisterVariable(&r_showdisabledepthtest);
2815 Cvar_RegisterVariable(&r_drawportals);
2816 Cvar_RegisterVariable(&r_drawentities);
2817 Cvar_RegisterVariable(&r_cullentities_trace);
2818 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2819 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2820 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2821 Cvar_RegisterVariable(&r_drawviewmodel);
2822 Cvar_RegisterVariable(&r_speeds);
2823 Cvar_RegisterVariable(&r_fullbrights);
2824 Cvar_RegisterVariable(&r_wateralpha);
2825 Cvar_RegisterVariable(&r_dynamic);
2826 Cvar_RegisterVariable(&r_fullbright);
2827 Cvar_RegisterVariable(&r_shadows);
2828 Cvar_RegisterVariable(&r_shadows_darken);
2829 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2830 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2831 Cvar_RegisterVariable(&r_shadows_throwdistance);
2832 Cvar_RegisterVariable(&r_shadows_throwdirection);
2833 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2834 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2835 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2836 Cvar_RegisterVariable(&r_fog_exp2);
2837 Cvar_RegisterVariable(&r_drawfog);
2838 Cvar_RegisterVariable(&r_textureunits);
2839 Cvar_RegisterVariable(&r_glsl);
2840 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2841 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2842 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2843 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2844 Cvar_RegisterVariable(&r_glsl_postprocess);
2845 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2846 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2847 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2848 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2849 Cvar_RegisterVariable(&r_glsl_usegeneric);
2850 Cvar_RegisterVariable(&r_water);
2851 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2852 Cvar_RegisterVariable(&r_water_clippingplanebias);
2853 Cvar_RegisterVariable(&r_water_refractdistort);
2854 Cvar_RegisterVariable(&r_water_reflectdistort);
2855 Cvar_RegisterVariable(&r_lerpsprites);
2856 Cvar_RegisterVariable(&r_lerpmodels);
2857 Cvar_RegisterVariable(&r_lerplightstyles);
2858 Cvar_RegisterVariable(&r_waterscroll);
2859 Cvar_RegisterVariable(&r_bloom);
2860 Cvar_RegisterVariable(&r_bloom_colorscale);
2861 Cvar_RegisterVariable(&r_bloom_brighten);
2862 Cvar_RegisterVariable(&r_bloom_blur);
2863 Cvar_RegisterVariable(&r_bloom_resolution);
2864 Cvar_RegisterVariable(&r_bloom_colorexponent);
2865 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2866 Cvar_RegisterVariable(&r_hdr);
2867 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2868 Cvar_RegisterVariable(&r_hdr_glowintensity);
2869 Cvar_RegisterVariable(&r_hdr_range);
2870 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2871 Cvar_RegisterVariable(&developer_texturelogging);
2872 Cvar_RegisterVariable(&gl_lightmaps);
2873 Cvar_RegisterVariable(&r_test);
2874 Cvar_RegisterVariable(&r_batchmode);
2875 Cvar_RegisterVariable(&r_glsl_saturation);
2876 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2877 Cvar_SetValue("r_fullbrights", 0);
2878 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2880 Cvar_RegisterVariable(&r_track_sprites);
2881 Cvar_RegisterVariable(&r_track_sprites_flags);
2882 Cvar_RegisterVariable(&r_track_sprites_scalew);
2883 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2886 extern void R_Textures_Init(void);
2887 extern void GL_Draw_Init(void);
2888 extern void GL_Main_Init(void);
2889 extern void R_Shadow_Init(void);
2890 extern void R_Sky_Init(void);
2891 extern void GL_Surf_Init(void);
2892 extern void R_Particles_Init(void);
2893 extern void R_Explosion_Init(void);
2894 extern void gl_backend_init(void);
2895 extern void Sbar_Init(void);
2896 extern void R_LightningBeams_Init(void);
2897 extern void Mod_RenderInit(void);
2899 void Render_Init(void)
2911 R_LightningBeams_Init();
2920 extern char *ENGINE_EXTENSIONS;
2923 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2924 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2925 gl_version = (const char *)qglGetString(GL_VERSION);
2926 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2930 if (!gl_platformextensions)
2931 gl_platformextensions = "";
2933 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2934 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2935 Con_Printf("GL_VERSION: %s\n", gl_version);
2936 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2937 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2939 VID_CheckExtensions();
2941 // LordHavoc: report supported extensions
2942 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2944 // clear to black (loading plaque will be seen over this)
2946 qglClearColor(0,0,0,1);CHECKGLERROR
2947 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2950 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2954 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2956 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2959 p = r_refdef.view.frustum + i;
2964 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2968 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2972 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2976 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2980 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2984 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2988 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2992 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3000 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3004 for (i = 0;i < numplanes;i++)
3011 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3015 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3019 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3023 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3027 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3031 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3035 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3039 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3047 //==================================================================================
3049 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3052 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3053 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3054 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3057 typedef struct r_animcache_entity_s
3064 qboolean wantnormals;
3065 qboolean wanttangents;
3067 r_animcache_entity_t;
3069 typedef struct r_animcache_s
3071 r_animcache_entity_t entity[MAX_EDICTS*2];
3077 static r_animcache_t r_animcachestate;
3079 void R_AnimCache_Free(void)
3082 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3084 r_animcachestate.entity[idx].maxvertices = 0;
3085 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3086 r_animcachestate.entity[idx].vertex3f = NULL;
3087 r_animcachestate.entity[idx].normal3f = NULL;
3088 r_animcachestate.entity[idx].svector3f = NULL;
3089 r_animcachestate.entity[idx].tvector3f = NULL;
3091 r_animcachestate.currentindex = 0;
3092 r_animcachestate.maxindex = 0;
3095 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3099 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3101 if (cache->maxvertices >= numvertices)
3104 // Release existing memory
3105 if (cache->vertex3f)
3106 Mem_Free(cache->vertex3f);
3108 // Pad by 1024 verts
3109 cache->maxvertices = (numvertices + 1023) & ~1023;
3110 arraySize = cache->maxvertices * 3;
3112 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3113 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3114 r_animcachestate.entity[cacheIdx].vertex3f = base;
3115 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3116 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3117 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3119 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3122 void R_AnimCache_NewFrame(void)
3126 if (r_animcache.integer && r_drawentities.integer)
3127 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3128 else if (r_animcachestate.maxindex)
3131 r_animcachestate.currentindex = 0;
3133 for (i = 0;i < r_refdef.scene.numentities;i++)
3134 r_refdef.scene.entities[i]->animcacheindex = -1;
3137 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3139 dp_model_t *model = ent->model;
3140 r_animcache_entity_t *c;
3141 // see if it's already cached this frame
3142 if (ent->animcacheindex >= 0)
3144 // add normals/tangents if needed
3145 c = r_animcachestate.entity + ent->animcacheindex;
3147 wantnormals = false;
3148 if (c->wanttangents)
3149 wanttangents = false;
3150 if (wantnormals || wanttangents)
3151 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3155 // see if this ent is worth caching
3156 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3158 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3160 // assign it a cache entry and make sure the arrays are big enough
3161 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3162 ent->animcacheindex = r_animcachestate.currentindex++;
3163 c = r_animcachestate.entity + ent->animcacheindex;
3164 c->wantnormals = wantnormals;
3165 c->wanttangents = wanttangents;
3166 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3171 void R_AnimCache_CacheVisibleEntities(void)
3174 qboolean wantnormals;
3175 qboolean wanttangents;
3177 if (!r_animcachestate.maxindex)
3180 wantnormals = !r_showsurfaces.integer;
3181 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3183 // TODO: thread this?
3185 for (i = 0;i < r_refdef.scene.numentities;i++)
3187 if (!r_refdef.viewcache.entityvisible[i])
3189 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3193 //==================================================================================
3195 static void R_View_UpdateEntityLighting (void)
3198 entity_render_t *ent;
3199 vec3_t tempdiffusenormal;
3201 for (i = 0;i < r_refdef.scene.numentities;i++)
3203 ent = r_refdef.scene.entities[i];
3205 // skip unseen models
3206 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3210 if (ent->model && ent->model->brush.num_leafs)
3212 // TODO: use modellight for r_ambient settings on world?
3213 VectorSet(ent->modellight_ambient, 0, 0, 0);
3214 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3215 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3219 // fetch the lighting from the worldmodel data
3220 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3221 VectorClear(ent->modellight_diffuse);
3222 VectorClear(tempdiffusenormal);
3223 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3226 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3227 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3230 VectorSet(ent->modellight_ambient, 1, 1, 1);
3232 // move the light direction into modelspace coordinates for lighting code
3233 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3234 if(VectorLength2(ent->modellight_lightdir) == 0)
3235 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3236 VectorNormalize(ent->modellight_lightdir);
3240 static void R_View_UpdateEntityVisible (void)
3243 entity_render_t *ent;
3245 if (!r_drawentities.integer)
3248 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3249 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3251 // worldmodel can check visibility
3252 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3253 for (i = 0;i < r_refdef.scene.numentities;i++)
3255 ent = r_refdef.scene.entities[i];
3256 if (!(ent->flags & renderimask))
3257 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3258 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3259 r_refdef.viewcache.entityvisible[i] = true;
3261 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3263 for (i = 0;i < r_refdef.scene.numentities;i++)
3265 ent = r_refdef.scene.entities[i];
3266 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
3268 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
3269 ent->last_trace_visibility = realtime;
3270 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3271 r_refdef.viewcache.entityvisible[i] = 0;
3278 // no worldmodel or it can't check visibility
3279 for (i = 0;i < r_refdef.scene.numentities;i++)
3281 ent = r_refdef.scene.entities[i];
3282 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3287 /// only used if skyrendermasked, and normally returns false
3288 int R_DrawBrushModelsSky (void)
3291 entity_render_t *ent;
3293 if (!r_drawentities.integer)
3297 for (i = 0;i < r_refdef.scene.numentities;i++)
3299 if (!r_refdef.viewcache.entityvisible[i])
3301 ent = r_refdef.scene.entities[i];
3302 if (!ent->model || !ent->model->DrawSky)
3304 ent->model->DrawSky(ent);
3310 static void R_DrawNoModel(entity_render_t *ent);
3311 static void R_DrawModels(void)
3314 entity_render_t *ent;
3316 if (!r_drawentities.integer)
3319 for (i = 0;i < r_refdef.scene.numentities;i++)
3321 if (!r_refdef.viewcache.entityvisible[i])
3323 ent = r_refdef.scene.entities[i];
3324 r_refdef.stats.entities++;
3325 if (ent->model && ent->model->Draw != NULL)
3326 ent->model->Draw(ent);
3332 static void R_DrawModelsDepth(void)
3335 entity_render_t *ent;
3337 if (!r_drawentities.integer)
3340 for (i = 0;i < r_refdef.scene.numentities;i++)
3342 if (!r_refdef.viewcache.entityvisible[i])
3344 ent = r_refdef.scene.entities[i];
3345 if (ent->model && ent->model->DrawDepth != NULL)
3346 ent->model->DrawDepth(ent);
3350 static void R_DrawModelsDebug(void)
3353 entity_render_t *ent;
3355 if (!r_drawentities.integer)
3358 for (i = 0;i < r_refdef.scene.numentities;i++)
3360 if (!r_refdef.viewcache.entityvisible[i])
3362 ent = r_refdef.scene.entities[i];
3363 if (ent->model && ent->model->DrawDebug != NULL)
3364 ent->model->DrawDebug(ent);
3368 static void R_DrawModelsAddWaterPlanes(void)
3371 entity_render_t *ent;
3373 if (!r_drawentities.integer)
3376 for (i = 0;i < r_refdef.scene.numentities;i++)
3378 if (!r_refdef.viewcache.entityvisible[i])
3380 ent = r_refdef.scene.entities[i];
3381 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3382 ent->model->DrawAddWaterPlanes(ent);
3386 static void R_View_SetFrustum(void)
3389 double slopex, slopey;
3390 vec3_t forward, left, up, origin;
3392 // we can't trust r_refdef.view.forward and friends in reflected scenes
3393 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3396 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3397 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3398 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3399 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3400 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3401 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3402 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3403 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3404 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3405 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3406 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3407 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3411 zNear = r_refdef.nearclip;
3412 nudge = 1.0 - 1.0 / (1<<23);
3413 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3414 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3415 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3416 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3417 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3418 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3419 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3420 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3426 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3427 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3428 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3429 r_refdef.view.frustum[0].dist = m[15] - m[12];
3431 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3432 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3433 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3434 r_refdef.view.frustum[1].dist = m[15] + m[12];
3436 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3437 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3438 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3439 r_refdef.view.frustum[2].dist = m[15] - m[13];
3441 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3442 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3443 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3444 r_refdef.view.frustum[3].dist = m[15] + m[13];
3446 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3447 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3448 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3449 r_refdef.view.frustum[4].dist = m[15] - m[14];
3451 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3452 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3453 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3454 r_refdef.view.frustum[5].dist = m[15] + m[14];
3457 if (r_refdef.view.useperspective)
3459 slopex = 1.0 / r_refdef.view.frustum_x;
3460 slopey = 1.0 / r_refdef.view.frustum_y;
3461 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3462 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3463 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3464 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3465 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3467 // Leaving those out was a mistake, those were in the old code, and they
3468 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3469 // I couldn't reproduce it after adding those normalizations. --blub
3470 VectorNormalize(r_refdef.view.frustum[0].normal);
3471 VectorNormalize(r_refdef.view.frustum[1].normal);
3472 VectorNormalize(r_refdef.view.frustum[2].normal);
3473 VectorNormalize(r_refdef.view.frustum[3].normal);
3475 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3476 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3477 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3478 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3479 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3481 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3482 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3483 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3484 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3485 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3489 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3490 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3491 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3492 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3493 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3494 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3495 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3496 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3497 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3498 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3500 r_refdef.view.numfrustumplanes = 5;
3502 if (r_refdef.view.useclipplane)
3504 r_refdef.view.numfrustumplanes = 6;
3505 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3508 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3509 PlaneClassify(r_refdef.view.frustum + i);
3511 // LordHavoc: note to all quake engine coders, Quake had a special case
3512 // for 90 degrees which assumed a square view (wrong), so I removed it,
3513 // Quake2 has it disabled as well.
3515 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3516 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3517 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3518 //PlaneClassify(&frustum[0]);
3520 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3521 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3522 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3523 //PlaneClassify(&frustum[1]);
3525 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3526 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3527 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3528 //PlaneClassify(&frustum[2]);
3530 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3531 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3532 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3533 //PlaneClassify(&frustum[3]);
3536 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3537 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3538 //PlaneClassify(&frustum[4]);
3541 void R_View_Update(void)
3543 R_View_SetFrustum();
3544 R_View_WorldVisibility(r_refdef.view.useclipplane);
3545 R_View_UpdateEntityVisible();
3546 R_View_UpdateEntityLighting();
3549 void R_SetupView(qboolean allowwaterclippingplane)
3551 const double *customclipplane = NULL;
3553 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3555 // LordHavoc: couldn't figure out how to make this approach the
3556 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3557 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3558 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3559 dist = r_refdef.view.clipplane.dist;
3560 plane[0] = r_refdef.view.clipplane.normal[0];
3561 plane[1] = r_refdef.view.clipplane.normal[1];
3562 plane[2] = r_refdef.view.clipplane.normal[2];
3564 customclipplane = plane;
3567 if (!r_refdef.view.useperspective)
3568 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3569 else if (gl_stencil && r_useinfinitefarclip.integer)
3570 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3572 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3573 R_SetViewport(&r_refdef.view.viewport);
3576 void R_ResetViewRendering2D(void)
3578 r_viewport_t viewport;
3581 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3582 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3583 R_SetViewport(&viewport);
3584 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3585 GL_Color(1, 1, 1, 1);
3586 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3587 GL_BlendFunc(GL_ONE, GL_ZERO);
3588 GL_AlphaTest(false);
3589 GL_ScissorTest(false);
3590 GL_DepthMask(false);
3591 GL_DepthRange(0, 1);
3592 GL_DepthTest(false);
3593 R_Mesh_Matrix(&identitymatrix);
3594 R_Mesh_ResetTextureState();
3595 GL_PolygonOffset(0, 0);
3596 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3597 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3598 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3599 qglStencilMask(~0);CHECKGLERROR
3600 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3601 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3602 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3603 R_SetupGenericShader(true);
3606 void R_ResetViewRendering3D(void)
3611 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3612 GL_Color(1, 1, 1, 1);
3613 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3614 GL_BlendFunc(GL_ONE, GL_ZERO);
3615 GL_AlphaTest(false);
3616 GL_ScissorTest(true);
3618 GL_DepthRange(0, 1);
3620 R_Mesh_Matrix(&identitymatrix);
3621 R_Mesh_ResetTextureState();
3622 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3623 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3624 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3625 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3626 qglStencilMask(~0);CHECKGLERROR
3627 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3628 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3629 GL_CullFace(r_refdef.view.cullface_back);
3630 R_SetupGenericShader(true);
3633 void R_RenderScene(void);
3634 void R_RenderWaterPlanes(void);
3636 static void R_Water_StartFrame(void)
3639 int waterwidth, waterheight, texturewidth, textureheight;
3640 r_waterstate_waterplane_t *p;
3642 // set waterwidth and waterheight to the water resolution that will be
3643 // used (often less than the screen resolution for faster rendering)
3644 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3645 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3647 // calculate desired texture sizes
3648 // can't use water if the card does not support the texture size
3649 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3650 texturewidth = textureheight = waterwidth = waterheight = 0;
3651 else if (gl_support_arb_texture_non_power_of_two)
3653 texturewidth = waterwidth;
3654 textureheight = waterheight;
3658 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3659 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3662 // allocate textures as needed
3663 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3665 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3666 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3668 if (p->texture_refraction)
3669 R_FreeTexture(p->texture_refraction);
3670 p->texture_refraction = NULL;
3671 if (p->texture_reflection)
3672 R_FreeTexture(p->texture_reflection);
3673 p->texture_reflection = NULL;
3675 memset(&r_waterstate, 0, sizeof(r_waterstate));
3676 r_waterstate.texturewidth = texturewidth;
3677 r_waterstate.textureheight = textureheight;
3680 // when doing a reduced render (HDR) we want to use a smaller area
3681 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3682 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3684 if (r_waterstate.waterwidth)
3686 r_waterstate.enabled = true;
3688 // set up variables that will be used in shader setup
3689 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3690 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3691 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3692 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3695 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3696 r_waterstate.numwaterplanes = 0;
3699 void R_Water_AddWaterPlane(msurface_t *surface)
3701 int triangleindex, planeindex;
3707 r_waterstate_waterplane_t *p;
3708 texture_t *t = R_GetCurrentTexture(surface->texture);
3709 // just use the first triangle with a valid normal for any decisions
3710 VectorClear(normal);
3711 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3713 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3714 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3715 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3716 TriangleNormal(vert[0], vert[1], vert[2], normal);
3717 if (VectorLength2(normal) >= 0.001)
3721 VectorCopy(normal, plane.normal);
3722 VectorNormalize(plane.normal);
3723 plane.dist = DotProduct(vert[0], plane.normal);
3724 PlaneClassify(&plane);
3725 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3727 // skip backfaces (except if nocullface is set)
3728 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3730 VectorNegate(plane.normal, plane.normal);
3732 PlaneClassify(&plane);
3736 // find a matching plane if there is one
3737 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3738 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3740 if (planeindex >= r_waterstate.maxwaterplanes)
3741 return; // nothing we can do, out of planes
3743 // if this triangle does not fit any known plane rendered this frame, add one
3744 if (planeindex >= r_waterstate.numwaterplanes)
3746 // store the new plane
3747 r_waterstate.numwaterplanes++;
3749 // clear materialflags and pvs
3750 p->materialflags = 0;
3751 p->pvsvalid = false;
3753 // merge this surface's materialflags into the waterplane
3754 p->materialflags |= t->currentmaterialflags;
3755 // merge this surface's PVS into the waterplane
3756 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3757 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3758 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3760 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3765 static void R_Water_ProcessPlanes(void)
3767 r_refdef_view_t originalview;
3768 r_refdef_view_t myview;
3770 r_waterstate_waterplane_t *p;
3772 originalview = r_refdef.view;
3774 // make sure enough textures are allocated
3775 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3777 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3779 if (!p->texture_refraction)
3780 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3781 if (!p->texture_refraction)
3785 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3787 if (!p->texture_reflection)
3788 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3789 if (!p->texture_reflection)
3795 r_refdef.view = originalview;
3796 r_refdef.view.showdebug = false;
3797 r_refdef.view.width = r_waterstate.waterwidth;
3798 r_refdef.view.height = r_waterstate.waterheight;
3799 r_refdef.view.useclipplane = true;
3800 myview = r_refdef.view;
3801 r_waterstate.renderingscene = true;
3802 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3804 // render the normal view scene and copy into texture
3805 // (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)
3806 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3808 r_refdef.view = myview;
3809 r_refdef.view.clipplane = p->plane;
3810 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3811 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3812 PlaneClassify(&r_refdef.view.clipplane);
3814 R_ResetViewRendering3D();
3815 R_ClearScreen(r_refdef.fogenabled);
3819 // copy view into the screen texture
3820 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3821 GL_ActiveTexture(0);
3823 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3826 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3828 r_refdef.view = myview;
3829 // render reflected scene and copy into texture
3830 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3831 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3832 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3833 r_refdef.view.clipplane = p->plane;
3834 // reverse the cullface settings for this render
3835 r_refdef.view.cullface_front = GL_FRONT;
3836 r_refdef.view.cullface_back = GL_BACK;
3837 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3839 r_refdef.view.usecustompvs = true;
3841 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3843 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3846 R_ResetViewRendering3D();
3847 R_ClearScreen(r_refdef.fogenabled);
3851 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3852 GL_ActiveTexture(0);
3854 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3857 r_waterstate.renderingscene = false;
3858 r_refdef.view = originalview;
3859 R_ResetViewRendering3D();
3860 R_ClearScreen(r_refdef.fogenabled);
3864 r_refdef.view = originalview;
3865 r_waterstate.renderingscene = false;
3866 Cvar_SetValueQuick(&r_water, 0);
3867 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3871 void R_Bloom_StartFrame(void)
3873 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3875 // set bloomwidth and bloomheight to the bloom resolution that will be
3876 // used (often less than the screen resolution for faster rendering)
3877 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3878 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3879 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3880 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3881 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3883 // calculate desired texture sizes
3884 if (gl_support_arb_texture_non_power_of_two)
3886 screentexturewidth = r_refdef.view.width;
3887 screentextureheight = r_refdef.view.height;
3888 bloomtexturewidth = r_bloomstate.bloomwidth;
3889 bloomtextureheight = r_bloomstate.bloomheight;
3893 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3894 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3895 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3896 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3899 if ((r_hdr.integer || 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 > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3901 Cvar_SetValueQuick(&r_hdr, 0);
3902 Cvar_SetValueQuick(&r_bloom, 0);
3903 Cvar_SetValueQuick(&r_motionblur, 0);
3904 Cvar_SetValueQuick(&r_damageblur, 0);
3907 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3908 screentexturewidth = screentextureheight = 0;
3909 if (!r_hdr.integer && !r_bloom.integer)
3910 bloomtexturewidth = bloomtextureheight = 0;
3912 // allocate textures as needed
3913 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3915 if (r_bloomstate.texture_screen)
3916 R_FreeTexture(r_bloomstate.texture_screen);
3917 r_bloomstate.texture_screen = NULL;
3918 r_bloomstate.screentexturewidth = screentexturewidth;
3919 r_bloomstate.screentextureheight = screentextureheight;
3920 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3921 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3923 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3925 if (r_bloomstate.texture_bloom)
3926 R_FreeTexture(r_bloomstate.texture_bloom);
3927 r_bloomstate.texture_bloom = NULL;
3928 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3929 r_bloomstate.bloomtextureheight = bloomtextureheight;
3930 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3931 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3934 // when doing a reduced render (HDR) we want to use a smaller area
3935 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3936 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3937 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3938 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3939 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3941 // set up a texcoord array for the full resolution screen image
3942 // (we have to keep this around to copy back during final render)
3943 r_bloomstate.screentexcoord2f[0] = 0;
3944 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3945 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3946 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3947 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3948 r_bloomstate.screentexcoord2f[5] = 0;
3949 r_bloomstate.screentexcoord2f[6] = 0;
3950 r_bloomstate.screentexcoord2f[7] = 0;
3952 // set up a texcoord array for the reduced resolution bloom image
3953 // (which will be additive blended over the screen image)
3954 r_bloomstate.bloomtexcoord2f[0] = 0;
3955 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3956 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3957 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3958 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3959 r_bloomstate.bloomtexcoord2f[5] = 0;
3960 r_bloomstate.bloomtexcoord2f[6] = 0;
3961 r_bloomstate.bloomtexcoord2f[7] = 0;
3963 if (r_hdr.integer || r_bloom.integer)
3965 r_bloomstate.enabled = true;
3966 r_bloomstate.hdr = r_hdr.integer != 0;
3969 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
3972 void R_Bloom_CopyBloomTexture(float colorscale)
3974 r_refdef.stats.bloom++;
3976 // scale down screen texture to the bloom texture size
3978 R_SetViewport(&r_bloomstate.viewport);
3979 GL_BlendFunc(GL_ONE, GL_ZERO);
3980 GL_Color(colorscale, colorscale, colorscale, 1);
3981 // TODO: optimize with multitexture or GLSL
3982 R_SetupGenericShader(true);
3983 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3984 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3985 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3986 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3988 // we now have a bloom image in the framebuffer
3989 // copy it into the bloom image texture for later processing
3990 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3991 GL_ActiveTexture(0);
3993 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
3994 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
3997 void R_Bloom_CopyHDRTexture(void)
3999 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4000 GL_ActiveTexture(0);
4002 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4003 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4006 void R_Bloom_MakeTexture(void)
4009 float xoffset, yoffset, r, brighten;
4011 r_refdef.stats.bloom++;
4013 R_ResetViewRendering2D();
4014 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4015 R_Mesh_ColorPointer(NULL, 0, 0);
4016 R_SetupGenericShader(true);
4018 // we have a bloom image in the framebuffer
4020 R_SetViewport(&r_bloomstate.viewport);
4022 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4025 r = bound(0, r_bloom_colorexponent.value / x, 1);
4026 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4027 GL_Color(r, r, r, 1);
4028 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4029 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4030 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4031 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4033 // copy the vertically blurred bloom view to a texture
4034 GL_ActiveTexture(0);
4036 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4037 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4040 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4041 brighten = r_bloom_brighten.value;
4043 brighten *= r_hdr_range.value;
4044 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4045 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4047 for (dir = 0;dir < 2;dir++)
4049 // blend on at multiple vertical offsets to achieve a vertical blur
4050 // TODO: do offset blends using GLSL
4051 GL_BlendFunc(GL_ONE, GL_ZERO);
4052 for (x = -range;x <= range;x++)
4054 if (!dir){xoffset = 0;yoffset = x;}
4055 else {xoffset = x;yoffset = 0;}
4056 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4057 yoffset /= (float)r_bloomstate.bloomtextureheight;
4058 // compute a texcoord array with the specified x and y offset
4059 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4060 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4061 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4062 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4063 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4064 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4065 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4066 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4067 // this r value looks like a 'dot' particle, fading sharply to
4068 // black at the edges
4069 // (probably not realistic but looks good enough)
4070 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4071 //r = (dir ? 1.0f : brighten)/(range*2+1);
4072 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4073 GL_Color(r, r, r, 1);
4074 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4075 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4076 GL_BlendFunc(GL_ONE, GL_ONE);
4079 // copy the vertically blurred bloom view to a texture
4080 GL_ActiveTexture(0);
4082 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4083 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4086 // apply subtract last
4087 // (just like it would be in a GLSL shader)
4088 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4090 GL_BlendFunc(GL_ONE, GL_ZERO);
4091 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4092 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4093 GL_Color(1, 1, 1, 1);
4094 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4095 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4097 GL_BlendFunc(GL_ONE, GL_ONE);
4098 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4099 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4100 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4101 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4102 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4103 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4104 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4106 // copy the darkened bloom view to a texture
4107 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4108 GL_ActiveTexture(0);
4110 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4111 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4115 void R_HDR_RenderBloomTexture(void)
4117 int oldwidth, oldheight;
4118 float oldcolorscale;
4120 oldcolorscale = r_refdef.view.colorscale;
4121 oldwidth = r_refdef.view.width;
4122 oldheight = r_refdef.view.height;
4123 r_refdef.view.width = r_bloomstate.bloomwidth;
4124 r_refdef.view.height = r_bloomstate.bloomheight;
4126 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4127 // TODO: add exposure compensation features
4128 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4130 r_refdef.view.showdebug = false;
4131 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4133 R_ResetViewRendering3D();
4135 R_ClearScreen(r_refdef.fogenabled);
4136 if (r_timereport_active)
4137 R_TimeReport("HDRclear");
4140 if (r_timereport_active)
4141 R_TimeReport("visibility");
4143 // only do secondary renders with HDR if r_hdr is 2 or higher
4144 r_waterstate.numwaterplanes = 0;
4145 if (r_waterstate.enabled && r_hdr.integer >= 2)
4146 R_RenderWaterPlanes();
4148 r_refdef.view.showdebug = true;
4150 r_waterstate.numwaterplanes = 0;
4152 R_ResetViewRendering2D();
4154 R_Bloom_CopyHDRTexture();
4155 R_Bloom_MakeTexture();
4157 // restore the view settings
4158 r_refdef.view.width = oldwidth;
4159 r_refdef.view.height = oldheight;
4160 r_refdef.view.colorscale = oldcolorscale;
4162 R_ResetViewRendering3D();
4164 R_ClearScreen(r_refdef.fogenabled);
4165 if (r_timereport_active)
4166 R_TimeReport("viewclear");
4169 static void R_BlendView(void)
4171 if (r_bloomstate.texture_screen)
4173 // make sure the buffer is available
4174 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4176 R_ResetViewRendering2D();
4177 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4178 R_Mesh_ColorPointer(NULL, 0, 0);
4179 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4180 GL_ActiveTexture(0);CHECKGLERROR
4182 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4184 // declare variables
4186 static float avgspeed;
4188 speed = VectorLength(cl.movement_velocity);
4190 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4191 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4193 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4194 speed = bound(0, speed, 1);
4195 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4197 // calculate values into a standard alpha
4198 cl.motionbluralpha = 1 - exp(-
4200 (r_motionblur.value * speed / 80)
4202 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4205 max(0.0001, cl.time - cl.oldtime) // fps independent
4208 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4209 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4211 if (cl.motionbluralpha > 0)
4213 R_SetupGenericShader(true);
4214 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4215 GL_Color(1, 1, 1, cl.motionbluralpha);
4216 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4217 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4218 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4219 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4223 // copy view into the screen texture
4224 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4225 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4228 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4230 unsigned int permutation =
4231 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4232 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4233 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4234 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4235 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4237 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4239 // render simple bloom effect
4240 // copy the screen and shrink it and darken it for the bloom process
4241 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4242 // make the bloom texture
4243 R_Bloom_MakeTexture();
4246 R_ResetViewRendering2D();
4247 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4248 R_Mesh_ColorPointer(NULL, 0, 0);
4249 GL_Color(1, 1, 1, 1);
4250 GL_BlendFunc(GL_ONE, GL_ZERO);
4251 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4252 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4253 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4254 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4255 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4256 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4257 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4258 if (r_glsl_permutation->loc_TintColor >= 0)
4259 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4260 if (r_glsl_permutation->loc_ClientTime >= 0)
4261 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4262 if (r_glsl_permutation->loc_PixelSize >= 0)
4263 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4264 if (r_glsl_permutation->loc_UserVec1 >= 0)
4266 float a=0, b=0, c=0, d=0;
4267 #if _MSC_VER >= 1400
4268 #define sscanf sscanf_s
4270 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4271 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4273 if (r_glsl_permutation->loc_UserVec2 >= 0)
4275 float a=0, b=0, c=0, d=0;
4276 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4277 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4279 if (r_glsl_permutation->loc_UserVec3 >= 0)
4281 float a=0, b=0, c=0, d=0;
4282 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4283 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4285 if (r_glsl_permutation->loc_UserVec4 >= 0)
4287 float a=0, b=0, c=0, d=0;
4288 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4289 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4291 if (r_glsl_permutation->loc_Saturation >= 0)
4292 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4293 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4294 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4300 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4302 // render high dynamic range bloom effect
4303 // the bloom texture was made earlier this render, so we just need to
4304 // blend it onto the screen...
4305 R_ResetViewRendering2D();
4306 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4307 R_Mesh_ColorPointer(NULL, 0, 0);
4308 R_SetupGenericShader(true);
4309 GL_Color(1, 1, 1, 1);
4310 GL_BlendFunc(GL_ONE, GL_ONE);
4311 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4312 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4313 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4314 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4316 else if (r_bloomstate.texture_bloom)
4318 // render simple bloom effect
4319 // copy the screen and shrink it and darken it for the bloom process
4320 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4321 // make the bloom texture
4322 R_Bloom_MakeTexture();
4323 // put the original screen image back in place and blend the bloom
4325 R_ResetViewRendering2D();
4326 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4327 R_Mesh_ColorPointer(NULL, 0, 0);
4328 GL_Color(1, 1, 1, 1);
4329 GL_BlendFunc(GL_ONE, GL_ZERO);
4330 // do both in one pass if possible
4331 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4332 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4333 if (r_textureunits.integer >= 2 && gl_combine.integer)
4335 R_SetupGenericTwoTextureShader(GL_ADD);
4336 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4337 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4341 R_SetupGenericShader(true);
4342 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4343 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4344 // now blend on the bloom texture
4345 GL_BlendFunc(GL_ONE, GL_ONE);
4346 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4347 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4349 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4350 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4352 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4354 // apply a color tint to the whole view
4355 R_ResetViewRendering2D();
4356 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4357 R_Mesh_ColorPointer(NULL, 0, 0);
4358 R_SetupGenericShader(false);
4359 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4360 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4361 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4365 matrix4x4_t r_waterscrollmatrix;
4367 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4369 if (r_refdef.fog_density)
4371 r_refdef.fogcolor[0] = r_refdef.fog_red;
4372 r_refdef.fogcolor[1] = r_refdef.fog_green;
4373 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4377 VectorCopy(r_refdef.fogcolor, fogvec);
4378 // color.rgb *= ContrastBoost * SceneBrightness;
4379 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4380 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4381 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4382 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4387 void R_UpdateVariables(void)
4391 r_refdef.scene.ambient = r_ambient.value;
4393 r_refdef.farclip = 4096;
4394 if (r_refdef.scene.worldmodel)
4395 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4396 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4398 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4399 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4400 r_refdef.polygonfactor = 0;
4401 r_refdef.polygonoffset = 0;
4402 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4403 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4405 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4406 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4407 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4408 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4409 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4410 if (r_showsurfaces.integer)
4412 r_refdef.scene.rtworld = false;
4413 r_refdef.scene.rtworldshadows = false;
4414 r_refdef.scene.rtdlight = false;
4415 r_refdef.scene.rtdlightshadows = false;
4416 r_refdef.lightmapintensity = 0;
4419 if (gamemode == GAME_NEHAHRA)
4421 if (gl_fogenable.integer)
4423 r_refdef.oldgl_fogenable = true;
4424 r_refdef.fog_density = gl_fogdensity.value;
4425 r_refdef.fog_red = gl_fogred.value;
4426 r_refdef.fog_green = gl_foggreen.value;
4427 r_refdef.fog_blue = gl_fogblue.value;
4428 r_refdef.fog_alpha = 1;
4429 r_refdef.fog_start = 0;
4430 r_refdef.fog_end = gl_skyclip.value;
4432 else if (r_refdef.oldgl_fogenable)
4434 r_refdef.oldgl_fogenable = false;
4435 r_refdef.fog_density = 0;
4436 r_refdef.fog_red = 0;
4437 r_refdef.fog_green = 0;
4438 r_refdef.fog_blue = 0;
4439 r_refdef.fog_alpha = 0;
4440 r_refdef.fog_start = 0;
4441 r_refdef.fog_end = 0;
4445 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4446 r_refdef.fog_start = max(0, r_refdef.fog_start);
4447 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4449 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4451 if (r_refdef.fog_density && r_drawfog.integer)
4453 r_refdef.fogenabled = true;
4454 // this is the point where the fog reaches 0.9986 alpha, which we
4455 // consider a good enough cutoff point for the texture
4456 // (0.9986 * 256 == 255.6)
4457 if (r_fog_exp2.integer)
4458 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4460 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4461 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4462 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4463 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4464 // fog color was already set
4465 // update the fog texture
4466 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)
4467 R_BuildFogTexture();
4470 r_refdef.fogenabled = false;
4472 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4474 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4476 // build GLSL gamma texture
4477 #define RAMPWIDTH 256
4478 unsigned short ramp[RAMPWIDTH * 3];
4479 unsigned char rampbgr[RAMPWIDTH][4];
4482 r_texture_gammaramps_serial = vid_gammatables_serial;
4484 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4485 for(i = 0; i < RAMPWIDTH; ++i)
4487 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4488 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4489 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4492 if (r_texture_gammaramps)
4494 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4498 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4504 // remove GLSL gamma texture
4508 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4509 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4515 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4516 if( scenetype != r_currentscenetype ) {
4517 // store the old scenetype
4518 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4519 r_currentscenetype = scenetype;
4520 // move in the new scene
4521 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4530 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4532 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4533 if( scenetype == r_currentscenetype ) {
4534 return &r_refdef.scene;
4536 return &r_scenes_store[ scenetype ];
4545 void R_RenderView(void)
4547 if (r_timereport_active)
4548 R_TimeReport("start");
4549 r_frame++; // used only by R_GetCurrentTexture
4550 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4552 R_AnimCache_NewFrame();
4554 if (r_refdef.view.isoverlay)
4556 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4557 GL_Clear( GL_DEPTH_BUFFER_BIT );
4558 R_TimeReport("depthclear");
4560 r_refdef.view.showdebug = false;
4562 r_waterstate.enabled = false;
4563 r_waterstate.numwaterplanes = 0;
4571 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4572 return; //Host_Error ("R_RenderView: NULL worldmodel");
4574 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4576 // break apart the view matrix into vectors for various purposes
4577 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4578 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4579 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4580 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4581 // make an inverted copy of the view matrix for tracking sprites
4582 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4584 R_Shadow_UpdateWorldLightSelection();
4586 R_Bloom_StartFrame();
4587 R_Water_StartFrame();
4590 if (r_timereport_active)
4591 R_TimeReport("viewsetup");
4593 R_ResetViewRendering3D();
4595 if (r_refdef.view.clear || r_refdef.fogenabled)
4597 R_ClearScreen(r_refdef.fogenabled);
4598 if (r_timereport_active)
4599 R_TimeReport("viewclear");
4601 r_refdef.view.clear = true;
4603 // this produces a bloom texture to be used in R_BlendView() later
4605 R_HDR_RenderBloomTexture();
4607 r_refdef.view.showdebug = true;
4610 if (r_timereport_active)
4611 R_TimeReport("visibility");
4613 r_waterstate.numwaterplanes = 0;
4614 if (r_waterstate.enabled)
4615 R_RenderWaterPlanes();
4618 r_waterstate.numwaterplanes = 0;
4621 if (r_timereport_active)
4622 R_TimeReport("blendview");
4624 GL_Scissor(0, 0, vid.width, vid.height);
4625 GL_ScissorTest(false);
4629 void R_RenderWaterPlanes(void)
4631 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4633 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4634 if (r_timereport_active)
4635 R_TimeReport("waterworld");
4638 // don't let sound skip if going slow
4639 if (r_refdef.scene.extraupdate)
4642 R_DrawModelsAddWaterPlanes();
4643 if (r_timereport_active)
4644 R_TimeReport("watermodels");
4646 if (r_waterstate.numwaterplanes)
4648 R_Water_ProcessPlanes();
4649 if (r_timereport_active)
4650 R_TimeReport("waterscenes");
4654 extern void R_DrawLightningBeams (void);
4655 extern void VM_CL_AddPolygonsToMeshQueue (void);
4656 extern void R_DrawPortals (void);
4657 extern cvar_t cl_locs_show;
4658 static void R_DrawLocs(void);
4659 static void R_DrawEntityBBoxes(void);
4660 void R_RenderScene(void)
4662 r_refdef.stats.renders++;
4666 // don't let sound skip if going slow
4667 if (r_refdef.scene.extraupdate)
4670 R_MeshQueue_BeginScene();
4674 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);
4676 if (cl.csqc_vidvars.drawworld)
4678 // don't let sound skip if going slow
4679 if (r_refdef.scene.extraupdate)
4682 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4684 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4685 if (r_timereport_active)
4686 R_TimeReport("worldsky");
4689 if (R_DrawBrushModelsSky() && r_timereport_active)
4690 R_TimeReport("bmodelsky");
4693 R_AnimCache_CacheVisibleEntities();
4695 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4697 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4698 if (r_timereport_active)
4699 R_TimeReport("worlddepth");
4701 if (r_depthfirst.integer >= 2)
4703 R_DrawModelsDepth();
4704 if (r_timereport_active)
4705 R_TimeReport("modeldepth");
4708 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4710 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4711 if (r_timereport_active)
4712 R_TimeReport("world");
4715 // don't let sound skip if going slow
4716 if (r_refdef.scene.extraupdate)
4720 if (r_timereport_active)
4721 R_TimeReport("models");
4723 // don't let sound skip if going slow
4724 if (r_refdef.scene.extraupdate)
4727 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4729 R_DrawModelShadows();
4730 R_ResetViewRendering3D();
4731 // don't let sound skip if going slow
4732 if (r_refdef.scene.extraupdate)
4736 R_ShadowVolumeLighting(false);
4737 if (r_timereport_active)
4738 R_TimeReport("rtlights");
4740 // don't let sound skip if going slow
4741 if (r_refdef.scene.extraupdate)
4744 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4746 R_DrawModelShadows();
4747 R_ResetViewRendering3D();
4748 // don't let sound skip if going slow
4749 if (r_refdef.scene.extraupdate)
4753 if (cl.csqc_vidvars.drawworld)
4755 R_DrawLightningBeams();
4756 if (r_timereport_active)
4757 R_TimeReport("lightning");
4760 if (r_timereport_active)
4761 R_TimeReport("decals");
4764 if (r_timereport_active)
4765 R_TimeReport("particles");
4768 if (r_timereport_active)
4769 R_TimeReport("explosions");
4772 R_SetupGenericShader(true);
4773 VM_CL_AddPolygonsToMeshQueue();
4775 if (r_refdef.view.showdebug)
4777 if (cl_locs_show.integer)
4780 if (r_timereport_active)
4781 R_TimeReport("showlocs");
4784 if (r_drawportals.integer)
4787 if (r_timereport_active)
4788 R_TimeReport("portals");
4791 if (r_showbboxes.value > 0)
4793 R_DrawEntityBBoxes();
4794 if (r_timereport_active)
4795 R_TimeReport("bboxes");
4799 R_SetupGenericShader(true);
4800 R_MeshQueue_RenderTransparent();
4801 if (r_timereport_active)
4802 R_TimeReport("drawtrans");
4804 R_SetupGenericShader(true);
4806 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))
4808 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4809 if (r_timereport_active)
4810 R_TimeReport("worlddebug");
4811 R_DrawModelsDebug();
4812 if (r_timereport_active)
4813 R_TimeReport("modeldebug");
4816 R_SetupGenericShader(true);
4818 if (cl.csqc_vidvars.drawworld)
4821 if (r_timereport_active)
4822 R_TimeReport("coronas");
4825 // don't let sound skip if going slow
4826 if (r_refdef.scene.extraupdate)
4829 R_ResetViewRendering2D();
4832 static const unsigned short bboxelements[36] =
4842 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4845 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4846 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4847 GL_DepthMask(false);
4848 GL_DepthRange(0, 1);
4849 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4850 R_Mesh_Matrix(&identitymatrix);
4851 R_Mesh_ResetTextureState();
4853 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4854 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4855 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4856 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4857 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4858 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4859 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4860 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4861 R_FillColors(color4f, 8, cr, cg, cb, ca);
4862 if (r_refdef.fogenabled)
4864 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4866 f1 = FogPoint_World(v);
4868 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4869 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4870 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4873 R_Mesh_VertexPointer(vertex3f, 0, 0);
4874 R_Mesh_ColorPointer(color4f, 0, 0);
4875 R_Mesh_ResetTextureState();
4876 R_SetupGenericShader(false);
4877 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4880 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4884 prvm_edict_t *edict;
4885 prvm_prog_t *prog_save = prog;
4887 // this function draws bounding boxes of server entities
4891 GL_CullFace(GL_NONE);
4892 R_SetupGenericShader(false);
4896 for (i = 0;i < numsurfaces;i++)
4898 edict = PRVM_EDICT_NUM(surfacelist[i]);
4899 switch ((int)edict->fields.server->solid)
4901 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4902 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4903 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4904 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4905 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4906 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4908 color[3] *= r_showbboxes.value;
4909 color[3] = bound(0, color[3], 1);
4910 GL_DepthTest(!r_showdisabledepthtest.integer);
4911 GL_CullFace(r_refdef.view.cullface_front);
4912 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4918 static void R_DrawEntityBBoxes(void)
4921 prvm_edict_t *edict;
4923 prvm_prog_t *prog_save = prog;
4925 // this function draws bounding boxes of server entities
4931 for (i = 0;i < prog->num_edicts;i++)
4933 edict = PRVM_EDICT_NUM(i);
4934 if (edict->priv.server->free)
4936 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4937 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4939 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4941 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4942 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4948 unsigned short nomodelelements[24] =
4960 float nomodelvertex3f[6*3] =
4970 float nomodelcolor4f[6*4] =
4972 0.0f, 0.0f, 0.5f, 1.0f,
4973 0.0f, 0.0f, 0.5f, 1.0f,
4974 0.0f, 0.5f, 0.0f, 1.0f,
4975 0.0f, 0.5f, 0.0f, 1.0f,
4976 0.5f, 0.0f, 0.0f, 1.0f,
4977 0.5f, 0.0f, 0.0f, 1.0f
4980 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4985 // this is only called once per entity so numsurfaces is always 1, and
4986 // surfacelist is always {0}, so this code does not handle batches
4987 R_Mesh_Matrix(&ent->matrix);
4989 if (ent->flags & EF_ADDITIVE)
4991 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4992 GL_DepthMask(false);
4994 else if (ent->alpha < 1)
4996 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4997 GL_DepthMask(false);
5001 GL_BlendFunc(GL_ONE, GL_ZERO);
5004 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5005 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5006 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5007 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5008 R_SetupGenericShader(false);
5009 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5010 if (r_refdef.fogenabled)
5013 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5014 R_Mesh_ColorPointer(color4f, 0, 0);
5015 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5016 f1 = FogPoint_World(org);
5018 for (i = 0, c = color4f;i < 6;i++, c += 4)
5020 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5021 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5022 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5026 else if (ent->alpha != 1)
5028 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5029 R_Mesh_ColorPointer(color4f, 0, 0);
5030 for (i = 0, c = color4f;i < 6;i++, c += 4)
5034 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5035 R_Mesh_ResetTextureState();
5036 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5039 void R_DrawNoModel(entity_render_t *ent)
5042 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5043 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5044 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5046 // R_DrawNoModelCallback(ent, 0);
5049 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5051 vec3_t right1, right2, diff, normal;
5053 VectorSubtract (org2, org1, normal);
5055 // calculate 'right' vector for start
5056 VectorSubtract (r_refdef.view.origin, org1, diff);
5057 CrossProduct (normal, diff, right1);
5058 VectorNormalize (right1);
5060 // calculate 'right' vector for end
5061 VectorSubtract (r_refdef.view.origin, org2, diff);
5062 CrossProduct (normal, diff, right2);
5063 VectorNormalize (right2);
5065 vert[ 0] = org1[0] + width * right1[0];
5066 vert[ 1] = org1[1] + width * right1[1];
5067 vert[ 2] = org1[2] + width * right1[2];
5068 vert[ 3] = org1[0] - width * right1[0];
5069 vert[ 4] = org1[1] - width * right1[1];
5070 vert[ 5] = org1[2] - width * right1[2];
5071 vert[ 6] = org2[0] - width * right2[0];
5072 vert[ 7] = org2[1] - width * right2[1];
5073 vert[ 8] = org2[2] - width * right2[2];
5074 vert[ 9] = org2[0] + width * right2[0];
5075 vert[10] = org2[1] + width * right2[1];
5076 vert[11] = org2[2] + width * right2[2];
5079 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5081 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
5083 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5087 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5088 fog = FogPoint_World(origin);
5090 R_Mesh_Matrix(&identitymatrix);
5091 GL_BlendFunc(blendfunc1, blendfunc2);
5093 GL_CullFace(GL_NONE);
5095 GL_DepthMask(false);
5096 GL_DepthRange(0, depthshort ? 0.0625 : 1);
5097 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5098 GL_DepthTest(!depthdisable);
5100 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5101 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5102 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5103 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5104 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5105 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5106 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5107 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5108 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5109 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5110 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5111 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5113 R_Mesh_VertexPointer(vertex3f, 0, 0);
5114 R_Mesh_ColorPointer(NULL, 0, 0);
5115 R_Mesh_ResetTextureState();
5116 R_SetupGenericShader(true);
5117 R_Mesh_TexBind(0, R_GetTexture(texture));
5118 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5119 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5120 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5121 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5123 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5125 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5126 GL_BlendFunc(blendfunc1, GL_ONE);
5128 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5129 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5133 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5138 VectorSet(v, x, y, z);
5139 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5140 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5142 if (i == mesh->numvertices)
5144 if (mesh->numvertices < mesh->maxvertices)
5146 VectorCopy(v, vertex3f);
5147 mesh->numvertices++;
5149 return mesh->numvertices;
5155 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5159 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5160 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5161 e = mesh->element3i + mesh->numtriangles * 3;
5162 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5164 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5165 if (mesh->numtriangles < mesh->maxtriangles)
5170 mesh->numtriangles++;
5172 element[1] = element[2];
5176 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5180 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5181 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5182 e = mesh->element3i + mesh->numtriangles * 3;
5183 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5185 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5186 if (mesh->numtriangles < mesh->maxtriangles)
5191 mesh->numtriangles++;
5193 element[1] = element[2];
5197 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5198 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5200 int planenum, planenum2;
5203 mplane_t *plane, *plane2;
5205 double temppoints[2][256*3];
5206 // figure out how large a bounding box we need to properly compute this brush
5208 for (w = 0;w < numplanes;w++)
5209 maxdist = max(maxdist, planes[w].dist);
5210 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5211 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5212 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5216 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5217 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5219 if (planenum2 == planenum)
5221 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);
5224 if (tempnumpoints < 3)
5226 // generate elements forming a triangle fan for this polygon
5227 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5231 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)
5233 texturelayer_t *layer;
5234 layer = t->currentlayers + t->currentnumlayers++;
5236 layer->depthmask = depthmask;
5237 layer->blendfunc1 = blendfunc1;
5238 layer->blendfunc2 = blendfunc2;
5239 layer->texture = texture;
5240 layer->texmatrix = *matrix;
5241 layer->color[0] = r * r_refdef.view.colorscale;
5242 layer->color[1] = g * r_refdef.view.colorscale;
5243 layer->color[2] = b * r_refdef.view.colorscale;
5244 layer->color[3] = a;
5247 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5250 index = parms[2] + r_refdef.scene.time * parms[3];
5251 index -= floor(index);
5255 case Q3WAVEFUNC_NONE:
5256 case Q3WAVEFUNC_NOISE:
5257 case Q3WAVEFUNC_COUNT:
5260 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5261 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5262 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5263 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5264 case Q3WAVEFUNC_TRIANGLE:
5266 f = index - floor(index);
5277 return (float)(parms[0] + parms[1] * f);
5280 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5285 matrix4x4_t matrix, temp;
5286 switch(tcmod->tcmod)
5290 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5291 matrix = r_waterscrollmatrix;
5293 matrix = identitymatrix;
5295 case Q3TCMOD_ENTITYTRANSLATE:
5296 // this is used in Q3 to allow the gamecode to control texcoord
5297 // scrolling on the entity, which is not supported in darkplaces yet.
5298 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5300 case Q3TCMOD_ROTATE:
5301 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5302 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5303 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5306 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5308 case Q3TCMOD_SCROLL:
5309 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5311 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5312 w = (int) tcmod->parms[0];
5313 h = (int) tcmod->parms[1];
5314 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5316 idx = (int) floor(f * w * h);
5317 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5319 case Q3TCMOD_STRETCH:
5320 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5321 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5323 case Q3TCMOD_TRANSFORM:
5324 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5325 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5326 VectorSet(tcmat + 6, 0 , 0 , 1);
5327 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5328 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5330 case Q3TCMOD_TURBULENT:
5331 // this is handled in the RSurf_PrepareVertices function
5332 matrix = identitymatrix;
5336 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5339 texture_t *R_GetCurrentTexture(texture_t *t)
5342 const entity_render_t *ent = rsurface.entity;
5343 dp_model_t *model = ent->model;
5344 q3shaderinfo_layer_tcmod_t *tcmod;
5346 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5347 return t->currentframe;
5348 t->update_lastrenderframe = r_frame;
5349 t->update_lastrenderentity = (void *)ent;
5351 // switch to an alternate material if this is a q1bsp animated material
5353 texture_t *texture = t;
5354 int s = ent->skinnum;
5355 if ((unsigned int)s >= (unsigned int)model->numskins)
5357 if (model->skinscenes)
5359 if (model->skinscenes[s].framecount > 1)
5360 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5362 s = model->skinscenes[s].firstframe;
5365 t = t + s * model->num_surfaces;
5368 // use an alternate animation if the entity's frame is not 0,
5369 // and only if the texture has an alternate animation
5370 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5371 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5373 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5375 texture->currentframe = t;
5378 // update currentskinframe to be a qw skin or animation frame
5379 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5381 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5383 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5384 if (developer_loading.integer)
5385 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5386 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
5388 t->currentskinframe = r_qwskincache_skinframe[i];
5389 if (t->currentskinframe == NULL)
5390 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5392 else if (t->numskinframes >= 2)
5393 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5394 if (t->backgroundnumskinframes >= 2)
5395 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5397 t->currentmaterialflags = t->basematerialflags;
5398 t->currentalpha = ent->alpha;
5399 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5400 t->currentalpha *= r_wateralpha.value;
5401 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5402 t->currentalpha *= t->r_water_wateralpha;
5403 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5404 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5405 if (!(ent->flags & RENDER_LIGHT))
5406 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5407 else if (rsurface.modeltexcoordlightmap2f == NULL)
5409 // pick a model lighting mode
5410 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5411 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5413 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5415 if (ent->effects & EF_ADDITIVE)
5416 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5417 else if (t->currentalpha < 1)
5418 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5419 if (ent->effects & EF_DOUBLESIDED)
5420 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5421 if (ent->effects & EF_NODEPTHTEST)
5422 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5423 if (ent->flags & RENDER_VIEWMODEL)
5424 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5425 if (t->backgroundnumskinframes)
5426 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5427 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5429 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5430 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5433 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5435 // there is no tcmod
5436 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5438 t->currenttexmatrix = r_waterscrollmatrix;
5439 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5443 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5444 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5447 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5448 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5449 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5450 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5452 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5453 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5454 t->glosstexture = r_texture_black;
5455 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5456 t->backgroundglosstexture = r_texture_black;
5457 t->specularpower = r_shadow_glossexponent.value;
5458 // TODO: store reference values for these in the texture?
5459 t->specularscale = 0;
5460 if (r_shadow_gloss.integer > 0)
5462 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5464 if (r_shadow_glossintensity.value > 0)
5466 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5467 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5468 t->specularscale = r_shadow_glossintensity.value;
5471 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5473 t->glosstexture = r_texture_white;
5474 t->backgroundglosstexture = r_texture_white;
5475 t->specularscale = r_shadow_gloss2intensity.value;
5479 // lightmaps mode looks bad with dlights using actual texturing, so turn
5480 // off the colormap and glossmap, but leave the normalmap on as it still
5481 // accurately represents the shading involved
5482 if (gl_lightmaps.integer)
5484 t->basetexture = r_texture_grey128;
5485 t->backgroundbasetexture = NULL;
5486 t->specularscale = 0;
5487 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5490 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5491 VectorClear(t->dlightcolor);
5492 t->currentnumlayers = 0;
5493 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5496 int blendfunc1, blendfunc2;
5498 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5500 blendfunc1 = GL_SRC_ALPHA;
5501 blendfunc2 = GL_ONE;
5503 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5505 blendfunc1 = GL_SRC_ALPHA;
5506 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5508 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5510 blendfunc1 = t->customblendfunc[0];
5511 blendfunc2 = t->customblendfunc[1];
5515 blendfunc1 = GL_ONE;
5516 blendfunc2 = GL_ZERO;
5518 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5519 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5520 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5521 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5523 // fullbright is not affected by r_refdef.lightmapintensity
5524 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5525 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5526 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5527 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5528 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5532 vec3_t ambientcolor;
5534 // set the color tint used for lights affecting this surface
5535 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5537 // q3bsp has no lightmap updates, so the lightstylevalue that
5538 // would normally be baked into the lightmap must be
5539 // applied to the color
5540 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5541 if (ent->model->type == mod_brushq3)
5542 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5543 colorscale *= r_refdef.lightmapintensity;
5544 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5545 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5546 // basic lit geometry
5547 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5548 // add pants/shirt if needed
5549 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5550 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5551 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5552 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5553 // now add ambient passes if needed
5554 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5556 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5557 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5558 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5559 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5560 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5563 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5564 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5565 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5567 // if this is opaque use alpha blend which will darken the earlier
5570 // if this is an alpha blended material, all the earlier passes
5571 // were darkened by fog already, so we only need to add the fog
5572 // color ontop through the fog mask texture
5574 // if this is an additive blended material, all the earlier passes
5575 // were darkened by fog already, and we should not add fog color
5576 // (because the background was not darkened, there is no fog color
5577 // that was lost behind it).
5578 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5582 return t->currentframe;
5585 rsurfacestate_t rsurface;
5587 void R_Mesh_ResizeArrays(int newvertices)
5590 if (rsurface.array_size >= newvertices)
5592 if (rsurface.array_modelvertex3f)
5593 Mem_Free(rsurface.array_modelvertex3f);
5594 rsurface.array_size = (newvertices + 1023) & ~1023;
5595 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5596 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5597 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5598 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5599 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5600 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5601 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5602 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5603 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5604 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5605 rsurface.array_color4f = base + rsurface.array_size * 27;
5606 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5609 void RSurf_ActiveWorldEntity(void)
5611 dp_model_t *model = r_refdef.scene.worldmodel;
5612 //if (rsurface.entity == r_refdef.scene.worldentity)
5614 rsurface.entity = r_refdef.scene.worldentity;
5615 if (rsurface.array_size < model->surfmesh.num_vertices)
5616 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5617 rsurface.matrix = identitymatrix;
5618 rsurface.inversematrix = identitymatrix;
5619 R_Mesh_Matrix(&identitymatrix);
5620 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5621 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5622 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5623 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5624 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5625 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5626 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5627 rsurface.frameblend[0].lerp = 1;
5628 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5629 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5630 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5631 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5632 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5633 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5634 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5635 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5636 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5637 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5638 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5639 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5640 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5641 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5642 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5643 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5644 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5645 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5646 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5647 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5648 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5649 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5650 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5651 rsurface.modelelement3i = model->surfmesh.data_element3i;
5652 rsurface.modelelement3s = model->surfmesh.data_element3s;
5653 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5654 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5655 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5656 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5657 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5658 rsurface.modelsurfaces = model->data_surfaces;
5659 rsurface.generatedvertex = false;
5660 rsurface.vertex3f = rsurface.modelvertex3f;
5661 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5662 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5663 rsurface.svector3f = rsurface.modelsvector3f;
5664 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5665 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5666 rsurface.tvector3f = rsurface.modeltvector3f;
5667 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5668 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5669 rsurface.normal3f = rsurface.modelnormal3f;
5670 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5671 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5672 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5675 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5677 dp_model_t *model = ent->model;
5678 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5680 rsurface.entity = (entity_render_t *)ent;
5681 if (rsurface.array_size < model->surfmesh.num_vertices)
5682 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5683 rsurface.matrix = ent->matrix;
5684 rsurface.inversematrix = ent->inversematrix;
5685 R_Mesh_Matrix(&rsurface.matrix);
5686 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5687 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5688 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5689 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5690 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5691 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5692 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5693 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5694 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5695 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5696 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5697 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5698 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5699 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5700 if (ent->model->brush.submodel)
5702 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5703 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5705 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5707 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5709 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5710 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5711 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5712 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5714 else if (wanttangents)
5716 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5717 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5718 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5719 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5720 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5722 else if (wantnormals)
5724 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5725 rsurface.modelsvector3f = NULL;
5726 rsurface.modeltvector3f = NULL;
5727 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5728 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5732 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5733 rsurface.modelsvector3f = NULL;
5734 rsurface.modeltvector3f = NULL;
5735 rsurface.modelnormal3f = NULL;
5736 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5738 rsurface.modelvertex3f_bufferobject = 0;
5739 rsurface.modelvertex3f_bufferoffset = 0;
5740 rsurface.modelsvector3f_bufferobject = 0;
5741 rsurface.modelsvector3f_bufferoffset = 0;
5742 rsurface.modeltvector3f_bufferobject = 0;
5743 rsurface.modeltvector3f_bufferoffset = 0;
5744 rsurface.modelnormal3f_bufferobject = 0;
5745 rsurface.modelnormal3f_bufferoffset = 0;
5746 rsurface.generatedvertex = true;
5750 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5751 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5752 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5753 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5754 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5755 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5756 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5757 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5758 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5759 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5760 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5761 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5762 rsurface.generatedvertex = false;
5764 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5765 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5766 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5767 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5768 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5769 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5770 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5771 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5772 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5773 rsurface.modelelement3i = model->surfmesh.data_element3i;
5774 rsurface.modelelement3s = model->surfmesh.data_element3s;
5775 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5776 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5777 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5778 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5779 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5780 rsurface.modelsurfaces = model->data_surfaces;
5781 rsurface.vertex3f = rsurface.modelvertex3f;
5782 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5783 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5784 rsurface.svector3f = rsurface.modelsvector3f;
5785 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5786 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5787 rsurface.tvector3f = rsurface.modeltvector3f;
5788 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5789 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5790 rsurface.normal3f = rsurface.modelnormal3f;
5791 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5792 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5793 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5796 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5797 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5800 int texturesurfaceindex;
5805 const float *v1, *in_tc;
5807 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5809 q3shaderinfo_deform_t *deform;
5810 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
5811 if (rsurface.generatedvertex)
5813 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5814 generatenormals = true;
5815 for (i = 0;i < Q3MAXDEFORMS;i++)
5817 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5819 generatetangents = true;
5820 generatenormals = true;
5822 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5823 generatenormals = true;
5825 if (generatenormals && !rsurface.modelnormal3f)
5827 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5828 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5829 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5830 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5832 if (generatetangents && !rsurface.modelsvector3f)
5834 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5835 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5836 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5837 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5838 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5839 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5840 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
5843 rsurface.vertex3f = rsurface.modelvertex3f;
5844 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5845 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5846 rsurface.svector3f = rsurface.modelsvector3f;
5847 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5848 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5849 rsurface.tvector3f = rsurface.modeltvector3f;
5850 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5851 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5852 rsurface.normal3f = rsurface.modelnormal3f;
5853 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5854 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5855 // if vertices are deformed (sprite flares and things in maps, possibly
5856 // water waves, bulges and other deformations), generate them into
5857 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5858 // (may be static model data or generated data for an animated model, or
5859 // the previous deform pass)
5860 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5862 switch (deform->deform)
5865 case Q3DEFORM_PROJECTIONSHADOW:
5866 case Q3DEFORM_TEXT0:
5867 case Q3DEFORM_TEXT1:
5868 case Q3DEFORM_TEXT2:
5869 case Q3DEFORM_TEXT3:
5870 case Q3DEFORM_TEXT4:
5871 case Q3DEFORM_TEXT5:
5872 case Q3DEFORM_TEXT6:
5873 case Q3DEFORM_TEXT7:
5876 case Q3DEFORM_AUTOSPRITE:
5877 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5878 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5879 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5880 VectorNormalize(newforward);
5881 VectorNormalize(newright);
5882 VectorNormalize(newup);
5883 // make deformed versions of only the model vertices used by the specified surfaces
5884 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5886 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5887 // a single autosprite surface can contain multiple sprites...
5888 for (j = 0;j < surface->num_vertices - 3;j += 4)
5890 VectorClear(center);
5891 for (i = 0;i < 4;i++)
5892 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5893 VectorScale(center, 0.25f, center);
5894 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5895 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5896 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5897 for (i = 0;i < 4;i++)
5899 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5900 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5903 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
5904 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5906 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5907 rsurface.vertex3f_bufferobject = 0;
5908 rsurface.vertex3f_bufferoffset = 0;
5909 rsurface.svector3f = rsurface.array_deformedsvector3f;
5910 rsurface.svector3f_bufferobject = 0;
5911 rsurface.svector3f_bufferoffset = 0;
5912 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5913 rsurface.tvector3f_bufferobject = 0;
5914 rsurface.tvector3f_bufferoffset = 0;
5915 rsurface.normal3f = rsurface.array_deformednormal3f;
5916 rsurface.normal3f_bufferobject = 0;
5917 rsurface.normal3f_bufferoffset = 0;
5919 case Q3DEFORM_AUTOSPRITE2:
5920 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5921 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5922 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5923 VectorNormalize(newforward);
5924 VectorNormalize(newright);
5925 VectorNormalize(newup);
5926 // make deformed versions of only the model vertices used by the specified surfaces
5927 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5929 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5930 const float *v1, *v2;
5940 memset(shortest, 0, sizeof(shortest));
5941 // a single autosprite surface can contain multiple sprites...
5942 for (j = 0;j < surface->num_vertices - 3;j += 4)
5944 VectorClear(center);
5945 for (i = 0;i < 4;i++)
5946 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5947 VectorScale(center, 0.25f, center);
5948 // find the two shortest edges, then use them to define the
5949 // axis vectors for rotating around the central axis
5950 for (i = 0;i < 6;i++)
5952 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5953 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5955 Debug_PolygonBegin(NULL, 0);
5956 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5957 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5958 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5961 l = VectorDistance2(v1, v2);
5962 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5964 l += (1.0f / 1024.0f);
5965 if (shortest[0].length2 > l || i == 0)
5967 shortest[1] = shortest[0];
5968 shortest[0].length2 = l;
5969 shortest[0].v1 = v1;
5970 shortest[0].v2 = v2;
5972 else if (shortest[1].length2 > l || i == 1)
5974 shortest[1].length2 = l;
5975 shortest[1].v1 = v1;
5976 shortest[1].v2 = v2;
5979 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5980 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5982 Debug_PolygonBegin(NULL, 0);
5983 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5984 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5985 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5988 // this calculates the right vector from the shortest edge
5989 // and the up vector from the edge midpoints
5990 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5991 VectorNormalize(right);
5992 VectorSubtract(end, start, up);
5993 VectorNormalize(up);
5994 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5995 VectorSubtract(rsurface.modelorg, center, forward);
5996 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5997 VectorNegate(forward, forward);
5998 VectorReflect(forward, 0, up, forward);
5999 VectorNormalize(forward);
6000 CrossProduct(up, forward, newright);
6001 VectorNormalize(newright);
6003 Debug_PolygonBegin(NULL, 0);
6004 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
6005 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6006 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6010 Debug_PolygonBegin(NULL, 0);
6011 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6012 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6013 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6016 // rotate the quad around the up axis vector, this is made
6017 // especially easy by the fact we know the quad is flat,
6018 // so we only have to subtract the center position and
6019 // measure distance along the right vector, and then
6020 // multiply that by the newright vector and add back the
6022 // we also need to subtract the old position to undo the
6023 // displacement from the center, which we do with a
6024 // DotProduct, the subtraction/addition of center is also
6025 // optimized into DotProducts here
6026 l = DotProduct(right, center);
6027 for (i = 0;i < 4;i++)
6029 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6030 f = DotProduct(right, v1) - l;
6031 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6034 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6035 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6037 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6038 rsurface.vertex3f_bufferobject = 0;
6039 rsurface.vertex3f_bufferoffset = 0;
6040 rsurface.svector3f = rsurface.array_deformedsvector3f;
6041 rsurface.svector3f_bufferobject = 0;
6042 rsurface.svector3f_bufferoffset = 0;
6043 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6044 rsurface.tvector3f_bufferobject = 0;
6045 rsurface.tvector3f_bufferoffset = 0;
6046 rsurface.normal3f = rsurface.array_deformednormal3f;
6047 rsurface.normal3f_bufferobject = 0;
6048 rsurface.normal3f_bufferoffset = 0;
6050 case Q3DEFORM_NORMAL:
6051 // deform the normals to make reflections wavey
6052 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6054 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6055 for (j = 0;j < surface->num_vertices;j++)
6058 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6059 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6060 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6061 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6062 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6063 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6064 VectorNormalize(normal);
6066 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6068 rsurface.svector3f = rsurface.array_deformedsvector3f;
6069 rsurface.svector3f_bufferobject = 0;
6070 rsurface.svector3f_bufferoffset = 0;
6071 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6072 rsurface.tvector3f_bufferobject = 0;
6073 rsurface.tvector3f_bufferoffset = 0;
6074 rsurface.normal3f = rsurface.array_deformednormal3f;
6075 rsurface.normal3f_bufferobject = 0;
6076 rsurface.normal3f_bufferoffset = 0;
6079 // deform vertex array to make wavey water and flags and such
6080 waveparms[0] = deform->waveparms[0];
6081 waveparms[1] = deform->waveparms[1];
6082 waveparms[2] = deform->waveparms[2];
6083 waveparms[3] = deform->waveparms[3];
6084 // this is how a divisor of vertex influence on deformation
6085 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6086 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6087 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6089 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6090 for (j = 0;j < surface->num_vertices;j++)
6092 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6093 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6094 // if the wavefunc depends on time, evaluate it per-vertex
6097 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6098 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6100 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6103 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6104 rsurface.vertex3f_bufferobject = 0;
6105 rsurface.vertex3f_bufferoffset = 0;
6107 case Q3DEFORM_BULGE:
6108 // deform vertex array to make the surface have moving bulges
6109 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6111 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6112 for (j = 0;j < surface->num_vertices;j++)
6114 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6115 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6118 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6119 rsurface.vertex3f_bufferobject = 0;
6120 rsurface.vertex3f_bufferoffset = 0;
6123 // deform vertex array
6124 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6125 VectorScale(deform->parms, scale, waveparms);
6126 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6128 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6129 for (j = 0;j < surface->num_vertices;j++)
6130 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6132 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6133 rsurface.vertex3f_bufferobject = 0;
6134 rsurface.vertex3f_bufferoffset = 0;
6138 // generate texcoords based on the chosen texcoord source
6139 switch(rsurface.texture->tcgen.tcgen)
6142 case Q3TCGEN_TEXTURE:
6143 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6144 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6145 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6147 case Q3TCGEN_LIGHTMAP:
6148 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6149 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6150 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6152 case Q3TCGEN_VECTOR:
6153 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6155 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6156 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
6158 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6159 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6162 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6163 rsurface.texcoordtexture2f_bufferobject = 0;
6164 rsurface.texcoordtexture2f_bufferoffset = 0;
6166 case Q3TCGEN_ENVIRONMENT:
6167 // make environment reflections using a spheremap
6168 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6170 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6171 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6172 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6173 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6174 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6176 // identical to Q3A's method, but executed in worldspace so
6177 // carried models can be shiny too
6179 float viewer[3], d, reflected[3], worldreflected[3];
6181 VectorSubtract(rsurface.modelorg, vertex, viewer);
6182 // VectorNormalize(viewer);
6184 d = DotProduct(normal, viewer);
6186 reflected[0] = normal[0]*2*d - viewer[0];
6187 reflected[1] = normal[1]*2*d - viewer[1];
6188 reflected[2] = normal[2]*2*d - viewer[2];
6189 // note: this is proportinal to viewer, so we can normalize later
6191 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6192 VectorNormalize(worldreflected);
6194 // note: this sphere map only uses world x and z!
6195 // so positive and negative y will LOOK THE SAME.
6196 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6197 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6200 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6201 rsurface.texcoordtexture2f_bufferobject = 0;
6202 rsurface.texcoordtexture2f_bufferoffset = 0;
6205 // the only tcmod that needs software vertex processing is turbulent, so
6206 // check for it here and apply the changes if needed
6207 // and we only support that as the first one
6208 // (handling a mixture of turbulent and other tcmods would be problematic
6209 // without punting it entirely to a software path)
6210 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6212 amplitude = rsurface.texture->tcmods[0].parms[1];
6213 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6214 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6216 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6217 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
6219 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6220 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6223 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6224 rsurface.texcoordtexture2f_bufferobject = 0;
6225 rsurface.texcoordtexture2f_bufferoffset = 0;
6227 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6228 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6229 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6230 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6233 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6236 const msurface_t *surface = texturesurfacelist[0];
6237 const msurface_t *surface2;
6242 // TODO: lock all array ranges before render, rather than on each surface
6243 if (texturenumsurfaces == 1)
6245 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6246 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6248 else if (r_batchmode.integer == 2)
6250 #define MAXBATCHTRIANGLES 4096
6251 int batchtriangles = 0;
6252 int batchelements[MAXBATCHTRIANGLES*3];
6253 for (i = 0;i < texturenumsurfaces;i = j)
6255 surface = texturesurfacelist[i];
6257 if (surface->num_triangles > MAXBATCHTRIANGLES)
6259 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6262 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6263 batchtriangles = surface->num_triangles;
6264 firstvertex = surface->num_firstvertex;
6265 endvertex = surface->num_firstvertex + surface->num_vertices;
6266 for (;j < texturenumsurfaces;j++)
6268 surface2 = texturesurfacelist[j];
6269 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6271 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6272 batchtriangles += surface2->num_triangles;
6273 firstvertex = min(firstvertex, surface2->num_firstvertex);
6274 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6276 surface2 = texturesurfacelist[j-1];
6277 numvertices = endvertex - firstvertex;
6278 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6281 else if (r_batchmode.integer == 1)
6283 for (i = 0;i < texturenumsurfaces;i = j)
6285 surface = texturesurfacelist[i];
6286 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6287 if (texturesurfacelist[j] != surface2)
6289 surface2 = texturesurfacelist[j-1];
6290 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6291 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6292 GL_LockArrays(surface->num_firstvertex, numvertices);
6293 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6298 for (i = 0;i < texturenumsurfaces;i++)
6300 surface = texturesurfacelist[i];
6301 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6302 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6307 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6309 int i, planeindex, vertexindex;
6313 r_waterstate_waterplane_t *p, *bestp;
6314 msurface_t *surface;
6315 if (r_waterstate.renderingscene)
6317 for (i = 0;i < texturenumsurfaces;i++)
6319 surface = texturesurfacelist[i];
6320 if (lightmaptexunit >= 0)
6321 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6322 if (deluxemaptexunit >= 0)
6323 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6324 // pick the closest matching water plane
6327 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6330 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6332 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6333 d += fabs(PlaneDiff(vert, &p->plane));
6335 if (bestd > d || !bestp)
6343 if (refractiontexunit >= 0)
6344 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6345 if (reflectiontexunit >= 0)
6346 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6350 if (refractiontexunit >= 0)
6351 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6352 if (reflectiontexunit >= 0)
6353 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6355 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6356 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6360 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6364 const msurface_t *surface = texturesurfacelist[0];
6365 const msurface_t *surface2;
6370 // TODO: lock all array ranges before render, rather than on each surface
6371 if (texturenumsurfaces == 1)
6373 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6374 if (deluxemaptexunit >= 0)
6375 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6376 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6377 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6379 else if (r_batchmode.integer == 2)
6381 #define MAXBATCHTRIANGLES 4096
6382 int batchtriangles = 0;
6383 int batchelements[MAXBATCHTRIANGLES*3];
6384 for (i = 0;i < texturenumsurfaces;i = j)
6386 surface = texturesurfacelist[i];
6387 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6388 if (deluxemaptexunit >= 0)
6389 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6391 if (surface->num_triangles > MAXBATCHTRIANGLES)
6393 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6396 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6397 batchtriangles = surface->num_triangles;
6398 firstvertex = surface->num_firstvertex;
6399 endvertex = surface->num_firstvertex + surface->num_vertices;
6400 for (;j < texturenumsurfaces;j++)
6402 surface2 = texturesurfacelist[j];
6403 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6405 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6406 batchtriangles += surface2->num_triangles;
6407 firstvertex = min(firstvertex, surface2->num_firstvertex);
6408 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6410 surface2 = texturesurfacelist[j-1];
6411 numvertices = endvertex - firstvertex;
6412 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6415 else if (r_batchmode.integer == 1)
6418 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6419 for (i = 0;i < texturenumsurfaces;i = j)
6421 surface = texturesurfacelist[i];
6422 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6423 if (texturesurfacelist[j] != surface2)
6425 Con_Printf(" %i", j - i);
6428 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6430 for (i = 0;i < texturenumsurfaces;i = j)
6432 surface = texturesurfacelist[i];
6433 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6434 if (deluxemaptexunit >= 0)
6435 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6436 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6437 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6440 Con_Printf(" %i", j - i);
6442 surface2 = texturesurfacelist[j-1];
6443 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6444 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6445 GL_LockArrays(surface->num_firstvertex, numvertices);
6446 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6454 for (i = 0;i < texturenumsurfaces;i++)
6456 surface = texturesurfacelist[i];
6457 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6458 if (deluxemaptexunit >= 0)
6459 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6460 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6461 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6466 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6469 int texturesurfaceindex;
6470 if (r_showsurfaces.integer == 2)
6472 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6474 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6475 for (j = 0;j < surface->num_triangles;j++)
6477 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6478 GL_Color(f, f, f, 1);
6479 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6485 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6487 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6488 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6489 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
6490 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6491 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6496 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6498 int texturesurfaceindex;
6501 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6503 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6504 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
6512 rsurface.lightmapcolor4f = rsurface.array_color4f;
6513 rsurface.lightmapcolor4f_bufferobject = 0;
6514 rsurface.lightmapcolor4f_bufferoffset = 0;
6517 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6519 int texturesurfaceindex;
6523 if (rsurface.lightmapcolor4f)
6525 // generate color arrays for the surfaces in this list
6526 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6528 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6529 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
6531 f = FogPoint_Model(v);
6541 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6543 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6544 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
6546 f = FogPoint_Model(v);
6554 rsurface.lightmapcolor4f = rsurface.array_color4f;
6555 rsurface.lightmapcolor4f_bufferobject = 0;
6556 rsurface.lightmapcolor4f_bufferoffset = 0;
6559 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6561 int texturesurfaceindex;
6565 if (!rsurface.lightmapcolor4f)
6567 // generate color arrays for the surfaces in this list
6568 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6570 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6571 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
6573 f = FogPoint_Model(v);
6574 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6575 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6576 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6580 rsurface.lightmapcolor4f = rsurface.array_color4f;
6581 rsurface.lightmapcolor4f_bufferobject = 0;
6582 rsurface.lightmapcolor4f_bufferoffset = 0;
6585 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6587 int texturesurfaceindex;
6590 if (!rsurface.lightmapcolor4f)
6592 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6594 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6595 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
6603 rsurface.lightmapcolor4f = rsurface.array_color4f;
6604 rsurface.lightmapcolor4f_bufferobject = 0;
6605 rsurface.lightmapcolor4f_bufferoffset = 0;
6608 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6610 int texturesurfaceindex;
6613 if (!rsurface.lightmapcolor4f)
6615 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6617 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6618 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
6620 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6621 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6622 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6626 rsurface.lightmapcolor4f = rsurface.array_color4f;
6627 rsurface.lightmapcolor4f_bufferobject = 0;
6628 rsurface.lightmapcolor4f_bufferoffset = 0;
6631 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6634 rsurface.lightmapcolor4f = NULL;
6635 rsurface.lightmapcolor4f_bufferobject = 0;
6636 rsurface.lightmapcolor4f_bufferoffset = 0;
6637 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6638 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6639 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6640 GL_Color(r, g, b, a);
6641 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6644 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6646 // TODO: optimize applyfog && applycolor case
6647 // just apply fog if necessary, and tint the fog color array if necessary
6648 rsurface.lightmapcolor4f = NULL;
6649 rsurface.lightmapcolor4f_bufferobject = 0;
6650 rsurface.lightmapcolor4f_bufferoffset = 0;
6651 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6652 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6653 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6654 GL_Color(r, g, b, a);
6655 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6658 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6660 int texturesurfaceindex;
6664 if (texturesurfacelist[0]->lightmapinfo)
6666 // generate color arrays for the surfaces in this list
6667 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6669 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6670 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6672 if (surface->lightmapinfo->samples)
6674 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6675 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6676 VectorScale(lm, scale, c);
6677 if (surface->lightmapinfo->styles[1] != 255)
6679 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6681 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6682 VectorMA(c, scale, lm, c);
6683 if (surface->lightmapinfo->styles[2] != 255)
6686 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6687 VectorMA(c, scale, lm, c);
6688 if (surface->lightmapinfo->styles[3] != 255)
6691 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6692 VectorMA(c, scale, lm, c);
6702 rsurface.lightmapcolor4f = rsurface.array_color4f;
6703 rsurface.lightmapcolor4f_bufferobject = 0;
6704 rsurface.lightmapcolor4f_bufferoffset = 0;
6708 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6709 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6710 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6712 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6713 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6714 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6715 GL_Color(r, g, b, a);
6716 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6719 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6721 int texturesurfaceindex;
6724 float *v, *c, *c2, alpha;
6725 vec3_t ambientcolor;
6726 vec3_t diffusecolor;
6730 VectorCopy(rsurface.modellight_lightdir, lightdir);
6731 f = 0.5f * r_refdef.lightmapintensity;
6732 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6733 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6734 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6735 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6736 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6737 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6739 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6741 // generate color arrays for the surfaces in this list
6742 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6744 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6745 int numverts = surface->num_vertices;
6746 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6747 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6748 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6749 // q3-style directional shading
6750 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6752 if ((f = DotProduct(c2, lightdir)) > 0)
6753 VectorMA(ambientcolor, f, diffusecolor, c);
6755 VectorCopy(ambientcolor, c);
6763 rsurface.lightmapcolor4f = rsurface.array_color4f;
6764 rsurface.lightmapcolor4f_bufferobject = 0;
6765 rsurface.lightmapcolor4f_bufferoffset = 0;
6766 *applycolor = false;
6770 *r = ambientcolor[0];
6771 *g = ambientcolor[1];
6772 *b = ambientcolor[2];
6773 rsurface.lightmapcolor4f = NULL;
6774 rsurface.lightmapcolor4f_bufferobject = 0;
6775 rsurface.lightmapcolor4f_bufferoffset = 0;
6779 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6781 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6782 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6783 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6784 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6785 GL_Color(r, g, b, a);
6786 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6789 void RSurf_SetupDepthAndCulling(void)
6791 // submodels are biased to avoid z-fighting with world surfaces that they
6792 // may be exactly overlapping (avoids z-fighting artifacts on certain
6793 // doors and things in Quake maps)
6794 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6795 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6796 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6797 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6800 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6802 // transparent sky would be ridiculous
6803 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6805 R_SetupGenericShader(false);
6808 skyrendernow = false;
6809 // we have to force off the water clipping plane while rendering sky
6813 // restore entity matrix
6814 R_Mesh_Matrix(&rsurface.matrix);
6816 RSurf_SetupDepthAndCulling();
6818 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6819 // skymasking on them, and Quake3 never did sky masking (unlike
6820 // software Quake and software Quake2), so disable the sky masking
6821 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6822 // and skymasking also looks very bad when noclipping outside the
6823 // level, so don't use it then either.
6824 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6826 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6827 R_Mesh_ColorPointer(NULL, 0, 0);
6828 R_Mesh_ResetTextureState();
6829 if (skyrendermasked)
6831 R_SetupDepthOrShadowShader();
6832 // depth-only (masking)
6833 GL_ColorMask(0,0,0,0);
6834 // just to make sure that braindead drivers don't draw
6835 // anything despite that colormask...
6836 GL_BlendFunc(GL_ZERO, GL_ONE);
6840 R_SetupGenericShader(false);
6842 GL_BlendFunc(GL_ONE, GL_ZERO);
6844 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6845 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6846 if (skyrendermasked)
6847 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6849 R_Mesh_ResetTextureState();
6850 GL_Color(1, 1, 1, 1);
6853 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6855 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6858 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6859 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6860 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6861 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6862 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6863 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6864 if (rsurface.texture->backgroundcurrentskinframe)
6866 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6867 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6868 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6869 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6871 if(rsurface.texture->colormapping)
6873 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6874 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6876 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6877 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6878 R_Mesh_ColorPointer(NULL, 0, 0);
6880 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6882 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6884 // render background
6885 GL_BlendFunc(GL_ONE, GL_ZERO);
6887 GL_AlphaTest(false);
6889 GL_Color(1, 1, 1, 1);
6890 R_Mesh_ColorPointer(NULL, 0, 0);
6892 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6893 if (r_glsl_permutation)
6895 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6896 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6897 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6898 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6899 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6900 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6901 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6903 GL_LockArrays(0, 0);
6905 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6906 GL_DepthMask(false);
6907 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6908 R_Mesh_ColorPointer(NULL, 0, 0);
6910 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6911 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6912 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6915 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6916 if (!r_glsl_permutation)
6919 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6920 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6921 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6922 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6923 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6924 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6926 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6928 GL_BlendFunc(GL_ONE, GL_ZERO);
6930 GL_AlphaTest(false);
6934 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6935 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6936 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6939 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6941 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6942 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6944 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6948 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6949 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6951 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6953 GL_LockArrays(0, 0);
6956 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6958 // OpenGL 1.3 path - anything not completely ancient
6959 int texturesurfaceindex;
6960 qboolean applycolor;
6964 const texturelayer_t *layer;
6965 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6967 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6970 int layertexrgbscale;
6971 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6973 if (layerindex == 0)
6977 GL_AlphaTest(false);
6978 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6981 GL_DepthMask(layer->depthmask && writedepth);
6982 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6983 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6985 layertexrgbscale = 4;
6986 VectorScale(layer->color, 0.25f, layercolor);
6988 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6990 layertexrgbscale = 2;
6991 VectorScale(layer->color, 0.5f, layercolor);
6995 layertexrgbscale = 1;
6996 VectorScale(layer->color, 1.0f, layercolor);
6998 layercolor[3] = layer->color[3];
6999 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7000 R_Mesh_ColorPointer(NULL, 0, 0);
7001 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7002 switch (layer->type)
7004 case TEXTURELAYERTYPE_LITTEXTURE:
7005 memset(&m, 0, sizeof(m));
7006 m.tex[0] = R_GetTexture(r_texture_white);
7007 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7008 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7009 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7010 m.tex[1] = R_GetTexture(layer->texture);
7011 m.texmatrix[1] = layer->texmatrix;
7012 m.texrgbscale[1] = layertexrgbscale;
7013 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7014 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7015 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7016 R_Mesh_TextureState(&m);
7017 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7018 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7019 else if (rsurface.uselightmaptexture)
7020 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7022 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7024 case TEXTURELAYERTYPE_TEXTURE:
7025 memset(&m, 0, sizeof(m));
7026 m.tex[0] = R_GetTexture(layer->texture);
7027 m.texmatrix[0] = layer->texmatrix;
7028 m.texrgbscale[0] = layertexrgbscale;
7029 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7030 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7031 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7032 R_Mesh_TextureState(&m);
7033 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7035 case TEXTURELAYERTYPE_FOG:
7036 memset(&m, 0, sizeof(m));
7037 m.texrgbscale[0] = layertexrgbscale;
7040 m.tex[0] = R_GetTexture(layer->texture);
7041 m.texmatrix[0] = layer->texmatrix;
7042 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7043 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7044 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7046 R_Mesh_TextureState(&m);
7047 // generate a color array for the fog pass
7048 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7049 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7053 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7054 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
7056 f = 1 - FogPoint_Model(v);
7057 c[0] = layercolor[0];
7058 c[1] = layercolor[1];
7059 c[2] = layercolor[2];
7060 c[3] = f * layercolor[3];
7063 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7066 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7068 GL_LockArrays(0, 0);
7071 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7073 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7074 GL_AlphaTest(false);
7078 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7080 // OpenGL 1.1 - crusty old voodoo path
7081 int texturesurfaceindex;
7085 const texturelayer_t *layer;
7086 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7088 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7090 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7092 if (layerindex == 0)
7096 GL_AlphaTest(false);
7097 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7100 GL_DepthMask(layer->depthmask && writedepth);
7101 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7102 R_Mesh_ColorPointer(NULL, 0, 0);
7103 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7104 switch (layer->type)
7106 case TEXTURELAYERTYPE_LITTEXTURE:
7107 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7109 // two-pass lit texture with 2x rgbscale
7110 // first the lightmap pass
7111 memset(&m, 0, sizeof(m));
7112 m.tex[0] = R_GetTexture(r_texture_white);
7113 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7114 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7115 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7116 R_Mesh_TextureState(&m);
7117 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7118 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7119 else if (rsurface.uselightmaptexture)
7120 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7122 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7123 GL_LockArrays(0, 0);
7124 // then apply the texture to it
7125 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7126 memset(&m, 0, sizeof(m));
7127 m.tex[0] = R_GetTexture(layer->texture);
7128 m.texmatrix[0] = layer->texmatrix;
7129 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7130 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7131 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7132 R_Mesh_TextureState(&m);
7133 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
7137 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7138 memset(&m, 0, sizeof(m));
7139 m.tex[0] = R_GetTexture(layer->texture);
7140 m.texmatrix[0] = layer->texmatrix;
7141 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7142 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7143 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7144 R_Mesh_TextureState(&m);
7145 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7146 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7148 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7151 case TEXTURELAYERTYPE_TEXTURE:
7152 // singletexture unlit texture with transparency support
7153 memset(&m, 0, sizeof(m));
7154 m.tex[0] = R_GetTexture(layer->texture);
7155 m.texmatrix[0] = layer->texmatrix;
7156 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7157 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7158 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7159 R_Mesh_TextureState(&m);
7160 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7162 case TEXTURELAYERTYPE_FOG:
7163 // singletexture fogging
7164 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7167 memset(&m, 0, sizeof(m));
7168 m.tex[0] = R_GetTexture(layer->texture);
7169 m.texmatrix[0] = layer->texmatrix;
7170 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7171 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7172 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7173 R_Mesh_TextureState(&m);
7176 R_Mesh_ResetTextureState();
7177 // generate a color array for the fog pass
7178 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7182 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7183 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
7185 f = 1 - FogPoint_Model(v);
7186 c[0] = layer->color[0];
7187 c[1] = layer->color[1];
7188 c[2] = layer->color[2];
7189 c[3] = f * layer->color[3];
7192 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7195 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7197 GL_LockArrays(0, 0);
7200 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7202 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7203 GL_AlphaTest(false);
7207 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7211 GL_AlphaTest(false);
7212 R_Mesh_ColorPointer(NULL, 0, 0);
7213 R_Mesh_ResetTextureState();
7214 R_SetupGenericShader(false);
7216 if(rsurface.texture && rsurface.texture->currentskinframe)
7218 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7219 c[3] *= rsurface.texture->currentalpha;
7229 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7231 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7232 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7233 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7236 // brighten it up (as texture value 127 means "unlit")
7237 c[0] *= 2 * r_refdef.view.colorscale;
7238 c[1] *= 2 * r_refdef.view.colorscale;
7239 c[2] *= 2 * r_refdef.view.colorscale;
7241 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7242 c[3] *= r_wateralpha.value;
7244 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7246 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7247 GL_DepthMask(false);
7249 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7251 GL_BlendFunc(GL_ONE, GL_ONE);
7252 GL_DepthMask(false);
7254 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7256 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7257 GL_DepthMask(false);
7259 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7261 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7262 GL_DepthMask(false);
7266 GL_BlendFunc(GL_ONE, GL_ZERO);
7267 GL_DepthMask(writedepth);
7270 rsurface.lightmapcolor4f = NULL;
7272 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7274 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7276 rsurface.lightmapcolor4f = NULL;
7277 rsurface.lightmapcolor4f_bufferobject = 0;
7278 rsurface.lightmapcolor4f_bufferoffset = 0;
7280 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7282 qboolean applycolor = true;
7285 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7287 r_refdef.lightmapintensity = 1;
7288 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7289 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7293 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7295 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7296 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7297 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7300 if(!rsurface.lightmapcolor4f)
7301 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7303 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7304 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7305 if(r_refdef.fogenabled)
7306 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7308 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7309 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7312 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7315 RSurf_SetupDepthAndCulling();
7316 if (r_showsurfaces.integer == 3)
7317 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7318 else if (r_glsl.integer && gl_support_fragment_shader)
7319 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7320 else if (gl_combine.integer && r_textureunits.integer >= 2)
7321 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7323 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7327 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7330 RSurf_SetupDepthAndCulling();
7331 if (r_showsurfaces.integer == 3)
7332 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7333 else if (r_glsl.integer && gl_support_fragment_shader)
7334 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7335 else if (gl_combine.integer && r_textureunits.integer >= 2)
7336 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7338 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7342 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7345 int texturenumsurfaces, endsurface;
7347 msurface_t *surface;
7348 msurface_t *texturesurfacelist[1024];
7350 // if the model is static it doesn't matter what value we give for
7351 // wantnormals and wanttangents, so this logic uses only rules applicable
7352 // to a model, knowing that they are meaningless otherwise
7353 if (ent == r_refdef.scene.worldentity)
7354 RSurf_ActiveWorldEntity();
7355 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7356 RSurf_ActiveModelEntity(ent, false, false);
7358 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7360 for (i = 0;i < numsurfaces;i = j)
7363 surface = rsurface.modelsurfaces + surfacelist[i];
7364 texture = surface->texture;
7365 rsurface.texture = R_GetCurrentTexture(texture);
7366 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7367 // scan ahead until we find a different texture
7368 endsurface = min(i + 1024, numsurfaces);
7369 texturenumsurfaces = 0;
7370 texturesurfacelist[texturenumsurfaces++] = surface;
7371 for (;j < endsurface;j++)
7373 surface = rsurface.modelsurfaces + surfacelist[j];
7374 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7376 texturesurfacelist[texturenumsurfaces++] = surface;
7378 // render the range of surfaces
7379 if (ent == r_refdef.scene.worldentity)
7380 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7382 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7384 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7385 GL_AlphaTest(false);
7388 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7390 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7394 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7396 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7398 RSurf_SetupDepthAndCulling();
7399 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7400 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7402 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7404 RSurf_SetupDepthAndCulling();
7405 GL_AlphaTest(false);
7406 R_Mesh_ColorPointer(NULL, 0, 0);
7407 R_Mesh_ResetTextureState();
7408 R_SetupGenericShader(false);
7409 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7411 GL_BlendFunc(GL_ONE, GL_ZERO);
7412 GL_Color(0, 0, 0, 1);
7413 GL_DepthTest(writedepth);
7414 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7416 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7418 RSurf_SetupDepthAndCulling();
7419 GL_AlphaTest(false);
7420 R_Mesh_ColorPointer(NULL, 0, 0);
7421 R_Mesh_ResetTextureState();
7422 R_SetupGenericShader(false);
7423 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7425 GL_BlendFunc(GL_ONE, GL_ZERO);
7427 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7429 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7430 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7431 else if (!rsurface.texture->currentnumlayers)
7433 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7435 // transparent surfaces get pushed off into the transparent queue
7436 int surfacelistindex;
7437 const msurface_t *surface;
7438 vec3_t tempcenter, center;
7439 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7441 surface = texturesurfacelist[surfacelistindex];
7442 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7443 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7444 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7445 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7446 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7451 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7452 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7457 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7461 // break the surface list down into batches by texture and use of lightmapping
7462 for (i = 0;i < numsurfaces;i = j)
7465 // texture is the base texture pointer, rsurface.texture is the
7466 // current frame/skin the texture is directing us to use (for example
7467 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7468 // use skin 1 instead)
7469 texture = surfacelist[i]->texture;
7470 rsurface.texture = R_GetCurrentTexture(texture);
7471 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7472 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7474 // if this texture is not the kind we want, skip ahead to the next one
7475 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7479 // simply scan ahead until we find a different texture or lightmap state
7480 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7482 // render the range of surfaces
7483 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7487 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7492 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7494 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7496 RSurf_SetupDepthAndCulling();
7497 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7498 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7500 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7502 RSurf_SetupDepthAndCulling();
7503 GL_AlphaTest(false);
7504 R_Mesh_ColorPointer(NULL, 0, 0);
7505 R_Mesh_ResetTextureState();
7506 R_SetupGenericShader(false);
7507 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7509 GL_BlendFunc(GL_ONE, GL_ZERO);
7510 GL_Color(0, 0, 0, 1);
7511 GL_DepthTest(writedepth);
7512 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7514 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7516 RSurf_SetupDepthAndCulling();
7517 GL_AlphaTest(false);
7518 R_Mesh_ColorPointer(NULL, 0, 0);
7519 R_Mesh_ResetTextureState();
7520 R_SetupGenericShader(false);
7521 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7523 GL_BlendFunc(GL_ONE, GL_ZERO);
7525 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7527 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7528 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7529 else if (!rsurface.texture->currentnumlayers)
7531 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7533 // transparent surfaces get pushed off into the transparent queue
7534 int surfacelistindex;
7535 const msurface_t *surface;
7536 vec3_t tempcenter, center;
7537 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7539 surface = texturesurfacelist[surfacelistindex];
7540 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7541 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7542 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7543 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7544 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7549 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7550 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7555 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7559 // break the surface list down into batches by texture and use of lightmapping
7560 for (i = 0;i < numsurfaces;i = j)
7563 // texture is the base texture pointer, rsurface.texture is the
7564 // current frame/skin the texture is directing us to use (for example
7565 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7566 // use skin 1 instead)
7567 texture = surfacelist[i]->texture;
7568 rsurface.texture = R_GetCurrentTexture(texture);
7569 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7570 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7572 // if this texture is not the kind we want, skip ahead to the next one
7573 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7577 // simply scan ahead until we find a different texture or lightmap state
7578 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7580 // render the range of surfaces
7581 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7585 float locboxvertex3f[6*4*3] =
7587 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7588 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7589 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7590 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7591 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7592 1,0,0, 0,0,0, 0,1,0, 1,1,0
7595 unsigned short locboxelements[6*2*3] =
7605 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7608 cl_locnode_t *loc = (cl_locnode_t *)ent;
7610 float vertex3f[6*4*3];
7612 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7613 GL_DepthMask(false);
7614 GL_DepthRange(0, 1);
7615 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7617 GL_CullFace(GL_NONE);
7618 R_Mesh_Matrix(&identitymatrix);
7620 R_Mesh_VertexPointer(vertex3f, 0, 0);
7621 R_Mesh_ColorPointer(NULL, 0, 0);
7622 R_Mesh_ResetTextureState();
7623 R_SetupGenericShader(false);
7626 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7627 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7628 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7629 surfacelist[0] < 0 ? 0.5f : 0.125f);
7631 if (VectorCompare(loc->mins, loc->maxs))
7633 VectorSet(size, 2, 2, 2);
7634 VectorMA(loc->mins, -0.5f, size, mins);
7638 VectorCopy(loc->mins, mins);
7639 VectorSubtract(loc->maxs, loc->mins, size);
7642 for (i = 0;i < 6*4*3;)
7643 for (j = 0;j < 3;j++, i++)
7644 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7646 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7649 void R_DrawLocs(void)
7652 cl_locnode_t *loc, *nearestloc;
7654 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7655 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7657 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7658 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7662 void R_DrawDebugModel(entity_render_t *ent)
7664 int i, j, k, l, flagsmask;
7665 const int *elements;
7667 msurface_t *surface;
7668 dp_model_t *model = ent->model;
7671 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7673 R_Mesh_ColorPointer(NULL, 0, 0);
7674 R_Mesh_ResetTextureState();
7675 R_SetupGenericShader(false);
7676 GL_DepthRange(0, 1);
7677 GL_DepthTest(!r_showdisabledepthtest.integer);
7678 GL_DepthMask(false);
7679 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7681 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7683 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7684 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7686 if (brush->colbrushf && brush->colbrushf->numtriangles)
7688 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7689 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7690 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7693 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7695 if (surface->num_collisiontriangles)
7697 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7698 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7699 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7704 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7706 if (r_showtris.integer || r_shownormals.integer)
7708 if (r_showdisabledepthtest.integer)
7710 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7711 GL_DepthMask(false);
7715 GL_BlendFunc(GL_ONE, GL_ZERO);
7718 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7720 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7722 rsurface.texture = R_GetCurrentTexture(surface->texture);
7723 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7725 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7726 if (r_showtris.value > 0)
7728 if (!rsurface.texture->currentlayers->depthmask)
7729 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7730 else if (ent == r_refdef.scene.worldentity)
7731 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7733 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7734 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7735 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7736 R_Mesh_ColorPointer(NULL, 0, 0);
7737 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7738 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7739 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7740 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7741 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7744 if (r_shownormals.value < 0)
7747 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7749 VectorCopy(rsurface.vertex3f + l * 3, v);
7750 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7751 qglVertex3f(v[0], v[1], v[2]);
7752 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7753 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7754 qglVertex3f(v[0], v[1], v[2]);
7759 if (r_shownormals.value > 0)
7762 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7764 VectorCopy(rsurface.vertex3f + l * 3, v);
7765 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7766 qglVertex3f(v[0], v[1], v[2]);
7767 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7768 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7769 qglVertex3f(v[0], v[1], v[2]);
7774 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7776 VectorCopy(rsurface.vertex3f + l * 3, v);
7777 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7778 qglVertex3f(v[0], v[1], v[2]);
7779 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7780 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7781 qglVertex3f(v[0], v[1], v[2]);
7786 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7788 VectorCopy(rsurface.vertex3f + l * 3, v);
7789 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7790 qglVertex3f(v[0], v[1], v[2]);
7791 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7792 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7793 qglVertex3f(v[0], v[1], v[2]);
7800 rsurface.texture = NULL;
7804 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7805 int r_maxsurfacelist = 0;
7806 msurface_t **r_surfacelist = NULL;
7807 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7809 int i, j, endj, f, flagsmask;
7811 dp_model_t *model = r_refdef.scene.worldmodel;
7812 msurface_t *surfaces;
7813 unsigned char *update;
7814 int numsurfacelist = 0;
7818 if (r_maxsurfacelist < model->num_surfaces)
7820 r_maxsurfacelist = model->num_surfaces;
7822 Mem_Free(r_surfacelist);
7823 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7826 RSurf_ActiveWorldEntity();
7828 surfaces = model->data_surfaces;
7829 update = model->brushq1.lightmapupdateflags;
7831 // update light styles on this submodel
7832 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7834 model_brush_lightstyleinfo_t *style;
7835 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7837 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7839 int *list = style->surfacelist;
7840 style->value = r_refdef.scene.lightstylevalue[style->style];
7841 for (j = 0;j < style->numsurfaces;j++)
7842 update[list[j]] = true;
7847 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7851 R_DrawDebugModel(r_refdef.scene.worldentity);
7852 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7858 rsurface.uselightmaptexture = false;
7859 rsurface.texture = NULL;
7860 rsurface.rtlight = NULL;
7862 // add visible surfaces to draw list
7863 for (i = 0;i < model->nummodelsurfaces;i++)
7865 j = model->sortedmodelsurfaces[i];
7866 if (r_refdef.viewcache.world_surfacevisible[j])
7867 r_surfacelist[numsurfacelist++] = surfaces + j;
7869 // update lightmaps if needed
7871 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7872 if (r_refdef.viewcache.world_surfacevisible[j])
7874 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7875 // don't do anything if there were no surfaces
7876 if (!numsurfacelist)
7878 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7881 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7882 GL_AlphaTest(false);
7884 // add to stats if desired
7885 if (r_speeds.integer && !skysurfaces && !depthonly)
7887 r_refdef.stats.world_surfaces += numsurfacelist;
7888 for (j = 0;j < numsurfacelist;j++)
7889 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7891 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7894 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7896 int i, j, endj, f, flagsmask;
7898 dp_model_t *model = ent->model;
7899 msurface_t *surfaces;
7900 unsigned char *update;
7901 int numsurfacelist = 0;
7905 if (r_maxsurfacelist < model->num_surfaces)
7907 r_maxsurfacelist = model->num_surfaces;
7909 Mem_Free(r_surfacelist);
7910 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7913 // if the model is static it doesn't matter what value we give for
7914 // wantnormals and wanttangents, so this logic uses only rules applicable
7915 // to a model, knowing that they are meaningless otherwise
7916 if (ent == r_refdef.scene.worldentity)
7917 RSurf_ActiveWorldEntity();
7918 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7919 RSurf_ActiveModelEntity(ent, false, false);
7921 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7923 surfaces = model->data_surfaces;
7924 update = model->brushq1.lightmapupdateflags;
7926 // update light styles
7927 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7929 model_brush_lightstyleinfo_t *style;
7930 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7932 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7934 int *list = style->surfacelist;
7935 style->value = r_refdef.scene.lightstylevalue[style->style];
7936 for (j = 0;j < style->numsurfaces;j++)
7937 update[list[j]] = true;
7942 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7946 R_DrawDebugModel(ent);
7947 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7953 rsurface.uselightmaptexture = false;
7954 rsurface.texture = NULL;
7955 rsurface.rtlight = NULL;
7957 // add visible surfaces to draw list
7958 for (i = 0;i < model->nummodelsurfaces;i++)
7959 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7960 // don't do anything if there were no surfaces
7961 if (!numsurfacelist)
7963 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7966 // update lightmaps if needed
7968 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7970 R_BuildLightMap(ent, surfaces + j);
7971 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7972 GL_AlphaTest(false);
7974 // add to stats if desired
7975 if (r_speeds.integer && !skysurfaces && !depthonly)
7977 r_refdef.stats.entities_surfaces += numsurfacelist;
7978 for (j = 0;j < numsurfacelist;j++)
7979 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7981 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity