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"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 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"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 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)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 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"};
88 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"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 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"};
91 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"};
92 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"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 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."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 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."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
124 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
125 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"};
126 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
127 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
130 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
131 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
132 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
133 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
134 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
135 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
137 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
139 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
140 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
141 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
142 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
143 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
144 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
145 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
146 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
148 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
149 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
151 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
152 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
153 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
155 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
156 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
157 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
158 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
159 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
160 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
161 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
162 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
163 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
165 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
166 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)"};
167 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
168 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
169 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
171 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
172 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
173 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
174 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
175 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
176 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)"};
177 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)"};
178 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)"};
179 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)"};
180 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
181 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
182 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
183 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
185 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)"};
186 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
187 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"};
188 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
189 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
190 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
191 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
192 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
193 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
195 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
196 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
197 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
198 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
200 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
201 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
203 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
204 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
205 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
206 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
207 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
208 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
210 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
211 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
212 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
213 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
214 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
215 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
217 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
218 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
219 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
221 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"};
223 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"};
225 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
227 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
229 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
230 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
231 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
233 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
234 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
236 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
238 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
240 extern cvar_t v_glslgamma;
241 extern cvar_t v_glslgamma_2d;
243 extern qboolean v_flipped_state;
245 r_framebufferstate_t r_fb;
247 /// shadow volume bsp struct with automatically growing nodes buffer
250 rtexture_t *r_texture_blanknormalmap;
251 rtexture_t *r_texture_white;
252 rtexture_t *r_texture_grey128;
253 rtexture_t *r_texture_black;
254 rtexture_t *r_texture_notexture;
255 rtexture_t *r_texture_whitecube;
256 rtexture_t *r_texture_normalizationcube;
257 rtexture_t *r_texture_fogattenuation;
258 rtexture_t *r_texture_fogheighttexture;
259 rtexture_t *r_texture_gammaramps;
260 unsigned int r_texture_gammaramps_serial;
261 //rtexture_t *r_texture_fogintensity;
262 rtexture_t *r_texture_reflectcube;
264 // TODO: hash lookups?
265 typedef struct cubemapinfo_s
272 int r_texture_numcubemaps;
273 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
275 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
276 unsigned int r_numqueries;
277 unsigned int r_maxqueries;
279 typedef struct r_qwskincache_s
281 char name[MAX_QPATH];
282 skinframe_t *skinframe;
286 static r_qwskincache_t *r_qwskincache;
287 static int r_qwskincache_size;
289 /// vertex coordinates for a quad that covers the screen exactly
290 extern const float r_screenvertex3f[12];
291 extern const float r_d3dscreenvertex3f[12];
292 const float r_screenvertex3f[12] =
299 const float r_d3dscreenvertex3f[12] =
307 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
310 for (i = 0;i < verts;i++)
321 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
324 for (i = 0;i < verts;i++)
334 // FIXME: move this to client?
337 if (gamemode == GAME_NEHAHRA)
339 Cvar_Set("gl_fogenable", "0");
340 Cvar_Set("gl_fogdensity", "0.2");
341 Cvar_Set("gl_fogred", "0.3");
342 Cvar_Set("gl_foggreen", "0.3");
343 Cvar_Set("gl_fogblue", "0.3");
345 r_refdef.fog_density = 0;
346 r_refdef.fog_red = 0;
347 r_refdef.fog_green = 0;
348 r_refdef.fog_blue = 0;
349 r_refdef.fog_alpha = 1;
350 r_refdef.fog_start = 0;
351 r_refdef.fog_end = 16384;
352 r_refdef.fog_height = 1<<30;
353 r_refdef.fog_fadedepth = 128;
354 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
357 static void R_BuildBlankTextures(void)
359 unsigned char data[4];
360 data[2] = 128; // normal X
361 data[1] = 128; // normal Y
362 data[0] = 255; // normal Z
363 data[3] = 255; // height
364 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
369 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
374 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
379 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
382 static void R_BuildNoTexture(void)
385 unsigned char pix[16][16][4];
386 // this makes a light grey/dark grey checkerboard texture
387 for (y = 0;y < 16;y++)
389 for (x = 0;x < 16;x++)
391 if ((y < 8) ^ (x < 8))
407 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
410 static void R_BuildWhiteCube(void)
412 unsigned char data[6*1*1*4];
413 memset(data, 255, sizeof(data));
414 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
417 static void R_BuildNormalizationCube(void)
421 vec_t s, t, intensity;
424 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
425 for (side = 0;side < 6;side++)
427 for (y = 0;y < NORMSIZE;y++)
429 for (x = 0;x < NORMSIZE;x++)
431 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
432 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
467 intensity = 127.0f / sqrt(DotProduct(v, v));
468 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
469 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
470 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
471 data[((side*64+y)*64+x)*4+3] = 255;
475 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
479 static void R_BuildFogTexture(void)
483 unsigned char data1[FOGWIDTH][4];
484 //unsigned char data2[FOGWIDTH][4];
487 r_refdef.fogmasktable_start = r_refdef.fog_start;
488 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
489 r_refdef.fogmasktable_range = r_refdef.fogrange;
490 r_refdef.fogmasktable_density = r_refdef.fog_density;
492 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
493 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
495 d = (x * r - r_refdef.fogmasktable_start);
496 if(developer_extra.integer)
497 Con_DPrintf("%f ", d);
499 if (r_fog_exp2.integer)
500 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
502 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
503 if(developer_extra.integer)
504 Con_DPrintf(" : %f ", alpha);
505 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
506 if(developer_extra.integer)
507 Con_DPrintf(" = %f\n", alpha);
508 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
511 for (x = 0;x < FOGWIDTH;x++)
513 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
518 //data2[x][0] = 255 - b;
519 //data2[x][1] = 255 - b;
520 //data2[x][2] = 255 - b;
523 if (r_texture_fogattenuation)
525 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
526 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
530 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
531 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
535 static void R_BuildFogHeightTexture(void)
537 unsigned char *inpixels;
545 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
546 if (r_refdef.fogheighttexturename[0])
547 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
550 r_refdef.fog_height_tablesize = 0;
551 if (r_texture_fogheighttexture)
552 R_FreeTexture(r_texture_fogheighttexture);
553 r_texture_fogheighttexture = NULL;
554 if (r_refdef.fog_height_table2d)
555 Mem_Free(r_refdef.fog_height_table2d);
556 r_refdef.fog_height_table2d = NULL;
557 if (r_refdef.fog_height_table1d)
558 Mem_Free(r_refdef.fog_height_table1d);
559 r_refdef.fog_height_table1d = NULL;
563 r_refdef.fog_height_tablesize = size;
564 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
565 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
566 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
568 // LordHavoc: now the magic - what is that table2d for? it is a cooked
569 // average fog color table accounting for every fog layer between a point
570 // and the camera. (Note: attenuation is handled separately!)
571 for (y = 0;y < size;y++)
573 for (x = 0;x < size;x++)
579 for (j = x;j <= y;j++)
581 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
587 for (j = x;j >= y;j--)
589 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
594 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
595 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
596 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
597 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
600 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
603 //=======================================================================================================================================================
605 static const char *builtinshaderstrings[] =
607 #include "shader_glsl.h"
611 const char *builtinhlslshaderstrings[] =
613 #include "shader_hlsl.h"
617 char *glslshaderstring = NULL;
618 char *hlslshaderstring = NULL;
620 //=======================================================================================================================================================
622 typedef struct shaderpermutationinfo_s
627 shaderpermutationinfo_t;
629 typedef struct shadermodeinfo_s
631 const char *filename;
637 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
638 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
640 {"#define USEDIFFUSE\n", " diffuse"},
641 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
642 {"#define USEVIEWTINT\n", " viewtint"},
643 {"#define USECOLORMAPPING\n", " colormapping"},
644 {"#define USESATURATION\n", " saturation"},
645 {"#define USEFOGINSIDE\n", " foginside"},
646 {"#define USEFOGOUTSIDE\n", " fogoutside"},
647 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
648 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
649 {"#define USEGAMMARAMPS\n", " gammaramps"},
650 {"#define USECUBEFILTER\n", " cubefilter"},
651 {"#define USEGLOW\n", " glow"},
652 {"#define USEBLOOM\n", " bloom"},
653 {"#define USESPECULAR\n", " specular"},
654 {"#define USEPOSTPROCESSING\n", " postprocessing"},
655 {"#define USEREFLECTION\n", " reflection"},
656 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
657 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
658 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
659 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
660 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
661 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
662 {"#define USEALPHAKILL\n", " alphakill"},
663 {"#define USEREFLECTCUBE\n", " reflectcube"},
664 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
665 {"#define USEBOUNCEGRID\n", " bouncegrid"},
666 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
667 {"#define USETRIPPY\n", " trippy"},
668 {"#define USEDEPTHRGB\n", " depthrgb"},
669 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
670 {"#define USESKELETAL\n", " skeletal"}
673 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
674 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
676 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
677 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
678 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
679 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
680 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
681 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
682 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
683 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
684 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
685 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
686 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
687 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
688 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
689 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
690 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
691 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
692 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
695 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
697 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
698 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
699 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
700 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
701 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
702 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
703 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
704 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
705 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
706 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
707 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
708 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
709 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
710 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
711 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
712 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
713 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
716 struct r_glsl_permutation_s;
717 typedef struct r_glsl_permutation_s
720 struct r_glsl_permutation_s *hashnext;
722 unsigned int permutation;
724 /// indicates if we have tried compiling this permutation already
726 /// 0 if compilation failed
728 // texture units assigned to each detected uniform
729 int tex_Texture_First;
730 int tex_Texture_Second;
731 int tex_Texture_GammaRamps;
732 int tex_Texture_Normal;
733 int tex_Texture_Color;
734 int tex_Texture_Gloss;
735 int tex_Texture_Glow;
736 int tex_Texture_SecondaryNormal;
737 int tex_Texture_SecondaryColor;
738 int tex_Texture_SecondaryGloss;
739 int tex_Texture_SecondaryGlow;
740 int tex_Texture_Pants;
741 int tex_Texture_Shirt;
742 int tex_Texture_FogHeightTexture;
743 int tex_Texture_FogMask;
744 int tex_Texture_Lightmap;
745 int tex_Texture_Deluxemap;
746 int tex_Texture_Attenuation;
747 int tex_Texture_Cube;
748 int tex_Texture_Refraction;
749 int tex_Texture_Reflection;
750 int tex_Texture_ShadowMap2D;
751 int tex_Texture_CubeProjection;
752 int tex_Texture_ScreenNormalMap;
753 int tex_Texture_ScreenDiffuse;
754 int tex_Texture_ScreenSpecular;
755 int tex_Texture_ReflectMask;
756 int tex_Texture_ReflectCube;
757 int tex_Texture_BounceGrid;
758 /// locations of detected uniforms in program object, or -1 if not found
759 int loc_Texture_First;
760 int loc_Texture_Second;
761 int loc_Texture_GammaRamps;
762 int loc_Texture_Normal;
763 int loc_Texture_Color;
764 int loc_Texture_Gloss;
765 int loc_Texture_Glow;
766 int loc_Texture_SecondaryNormal;
767 int loc_Texture_SecondaryColor;
768 int loc_Texture_SecondaryGloss;
769 int loc_Texture_SecondaryGlow;
770 int loc_Texture_Pants;
771 int loc_Texture_Shirt;
772 int loc_Texture_FogHeightTexture;
773 int loc_Texture_FogMask;
774 int loc_Texture_Lightmap;
775 int loc_Texture_Deluxemap;
776 int loc_Texture_Attenuation;
777 int loc_Texture_Cube;
778 int loc_Texture_Refraction;
779 int loc_Texture_Reflection;
780 int loc_Texture_ShadowMap2D;
781 int loc_Texture_CubeProjection;
782 int loc_Texture_ScreenNormalMap;
783 int loc_Texture_ScreenDiffuse;
784 int loc_Texture_ScreenSpecular;
785 int loc_Texture_ReflectMask;
786 int loc_Texture_ReflectCube;
787 int loc_Texture_BounceGrid;
789 int loc_BloomBlur_Parameters;
791 int loc_Color_Ambient;
792 int loc_Color_Diffuse;
793 int loc_Color_Specular;
797 int loc_DeferredColor_Ambient;
798 int loc_DeferredColor_Diffuse;
799 int loc_DeferredColor_Specular;
800 int loc_DeferredMod_Diffuse;
801 int loc_DeferredMod_Specular;
802 int loc_DistortScaleRefractReflect;
805 int loc_FogHeightFade;
807 int loc_FogPlaneViewDist;
808 int loc_FogRangeRecip;
811 int loc_LightPosition;
812 int loc_OffsetMapping_ScaleSteps;
813 int loc_OffsetMapping_LodDistance;
814 int loc_OffsetMapping_Bias;
816 int loc_ReflectColor;
817 int loc_ReflectFactor;
818 int loc_ReflectOffset;
819 int loc_RefractColor;
821 int loc_ScreenCenterRefractReflect;
822 int loc_ScreenScaleRefractReflect;
823 int loc_ScreenToDepth;
824 int loc_ShadowMap_Parameters;
825 int loc_ShadowMap_TextureScale;
826 int loc_SpecularPower;
827 int loc_Skeletal_Transform12;
832 int loc_ViewTintColor;
834 int loc_ModelToLight;
836 int loc_BackgroundTexMatrix;
837 int loc_ModelViewProjectionMatrix;
838 int loc_ModelViewMatrix;
839 int loc_PixelToScreenTexCoord;
840 int loc_ModelToReflectCube;
841 int loc_ShadowMapMatrix;
842 int loc_BloomColorSubtract;
843 int loc_NormalmapScrollBlend;
844 int loc_BounceGridMatrix;
845 int loc_BounceGridIntensity;
847 r_glsl_permutation_t;
849 #define SHADERPERMUTATION_HASHSIZE 256
852 // non-degradable "lightweight" shader parameters to keep the permutations simpler
853 // these can NOT degrade! only use for simple stuff
856 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
857 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
858 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
859 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
860 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
861 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
862 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
863 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
864 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
865 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
866 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
867 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
868 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
870 #define SHADERSTATICPARMS_COUNT 13
872 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
873 static int shaderstaticparms_count = 0;
875 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
876 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
878 extern qboolean r_shadow_shadowmapsampler;
879 extern int r_shadow_shadowmappcf;
880 qboolean R_CompileShader_CheckStaticParms(void)
882 static int r_compileshader_staticparms_save[1];
883 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
884 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
887 if (r_glsl_saturation_redcompensate.integer)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
889 if (r_glsl_vertextextureblend_usebothalphas.integer)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
891 if (r_shadow_glossexact.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
893 if (r_glsl_postprocess.integer)
895 if (r_glsl_postprocess_uservec1_enable.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
897 if (r_glsl_postprocess_uservec2_enable.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
899 if (r_glsl_postprocess_uservec3_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
901 if (r_glsl_postprocess_uservec4_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
904 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
907 if (r_shadow_shadowmapsampler)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
909 if (r_shadow_shadowmappcf > 1)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
911 else if (r_shadow_shadowmappcf)
912 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
913 if (r_celshading.integer)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
915 if (r_celoutlines.integer)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
918 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
921 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
922 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
923 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
925 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
926 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
928 shaderstaticparms_count = 0;
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
946 /// information about each possible shader permutation
947 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
948 /// currently selected permutation
949 r_glsl_permutation_t *r_glsl_permutation;
950 /// storage for permutations linked in the hash table
951 memexpandablearray_t r_glsl_permutationarray;
953 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
955 //unsigned int hashdepth = 0;
956 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
957 r_glsl_permutation_t *p;
958 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
960 if (p->mode == mode && p->permutation == permutation)
962 //if (hashdepth > 10)
963 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
968 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
970 p->permutation = permutation;
971 p->hashnext = r_glsl_permutationhash[mode][hashindex];
972 r_glsl_permutationhash[mode][hashindex] = p;
973 //if (hashdepth > 10)
974 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
978 static char *R_ShaderStrCat(const char **strings)
981 const char **p = strings;
984 for (p = strings;(t = *p);p++)
987 s = string = (char *)Mem_Alloc(r_main_mempool, len);
989 for (p = strings;(t = *p);p++)
999 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1002 if (!filename || !filename[0])
1004 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1005 if (!strcmp(filename, "glsl/default.glsl"))
1008 return R_ShaderStrCat(builtinshaderstrings);
1009 if (!glslshaderstring)
1011 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1012 if (glslshaderstring)
1013 Con_DPrintf("Loading shaders from file %s...\n", filename);
1015 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1017 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1018 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1019 return shaderstring;
1021 if (!strcmp(filename, "hlsl/default.hlsl"))
1024 return R_ShaderStrCat(builtinhlslshaderstrings);
1025 if (!hlslshaderstring)
1027 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1028 if (hlslshaderstring)
1029 Con_DPrintf("Loading shaders from file %s...\n", filename);
1031 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1033 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1034 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1035 return shaderstring;
1037 // we don't have builtin strings for any other files
1040 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1043 if (printfromdisknotice)
1044 Con_DPrintf("from disk %s... ", filename);
1045 return shaderstring;
1047 return shaderstring;
1050 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1054 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1056 char permutationname[256];
1057 int vertstrings_count = 0;
1058 int geomstrings_count = 0;
1059 int fragstrings_count = 0;
1060 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1061 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1062 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1069 permutationname[0] = 0;
1070 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1072 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1074 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1075 if(vid.support.gl20shaders130)
1077 vertstrings_list[vertstrings_count++] = "#version 130\n";
1078 geomstrings_list[geomstrings_count++] = "#version 130\n";
1079 fragstrings_list[fragstrings_count++] = "#version 130\n";
1080 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1081 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1082 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1085 // the first pretext is which type of shader to compile as
1086 // (later these will all be bound together as a program object)
1087 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1088 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1089 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1091 // the second pretext is the mode (for example a light source)
1092 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1093 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1094 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1095 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1097 // now add all the permutation pretexts
1098 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1100 if (permutation & (1<<i))
1102 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1103 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1104 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1105 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1109 // keep line numbers correct
1110 vertstrings_list[vertstrings_count++] = "\n";
1111 geomstrings_list[geomstrings_count++] = "\n";
1112 fragstrings_list[fragstrings_count++] = "\n";
1117 R_CompileShader_AddStaticParms(mode, permutation);
1118 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1119 vertstrings_count += shaderstaticparms_count;
1120 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1121 geomstrings_count += shaderstaticparms_count;
1122 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1123 fragstrings_count += shaderstaticparms_count;
1125 // now append the shader text itself
1126 vertstrings_list[vertstrings_count++] = sourcestring;
1127 geomstrings_list[geomstrings_count++] = sourcestring;
1128 fragstrings_list[fragstrings_count++] = sourcestring;
1130 // compile the shader program
1131 if (vertstrings_count + geomstrings_count + fragstrings_count)
1132 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1136 qglUseProgram(p->program);CHECKGLERROR
1137 // look up all the uniform variable names we care about, so we don't
1138 // have to look them up every time we set them
1140 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1141 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1142 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1143 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1144 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1145 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1146 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1147 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1148 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1149 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1150 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1151 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1152 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1153 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1154 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1155 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1156 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1157 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1158 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1159 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1160 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1161 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1162 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1163 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1164 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1165 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1166 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1167 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1168 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1169 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1170 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1171 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1172 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1173 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1174 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1175 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1176 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1177 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1178 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1179 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1180 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1181 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1182 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1183 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1184 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1185 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1186 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1187 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1188 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1189 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1190 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1191 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1192 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1193 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1194 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1195 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1196 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1197 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1198 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1199 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1200 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1201 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1202 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1203 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1204 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1205 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1206 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1207 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1208 p->loc_Skeletal_Transform12 = qglGetUniformLocation(p->program, "Skeletal_Transform12");
1209 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1210 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1211 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1212 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1213 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1214 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1215 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1216 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1217 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1218 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1219 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1220 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1221 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1222 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1223 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1224 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1225 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1226 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1227 // initialize the samplers to refer to the texture units we use
1228 p->tex_Texture_First = -1;
1229 p->tex_Texture_Second = -1;
1230 p->tex_Texture_GammaRamps = -1;
1231 p->tex_Texture_Normal = -1;
1232 p->tex_Texture_Color = -1;
1233 p->tex_Texture_Gloss = -1;
1234 p->tex_Texture_Glow = -1;
1235 p->tex_Texture_SecondaryNormal = -1;
1236 p->tex_Texture_SecondaryColor = -1;
1237 p->tex_Texture_SecondaryGloss = -1;
1238 p->tex_Texture_SecondaryGlow = -1;
1239 p->tex_Texture_Pants = -1;
1240 p->tex_Texture_Shirt = -1;
1241 p->tex_Texture_FogHeightTexture = -1;
1242 p->tex_Texture_FogMask = -1;
1243 p->tex_Texture_Lightmap = -1;
1244 p->tex_Texture_Deluxemap = -1;
1245 p->tex_Texture_Attenuation = -1;
1246 p->tex_Texture_Cube = -1;
1247 p->tex_Texture_Refraction = -1;
1248 p->tex_Texture_Reflection = -1;
1249 p->tex_Texture_ShadowMap2D = -1;
1250 p->tex_Texture_CubeProjection = -1;
1251 p->tex_Texture_ScreenNormalMap = -1;
1252 p->tex_Texture_ScreenDiffuse = -1;
1253 p->tex_Texture_ScreenSpecular = -1;
1254 p->tex_Texture_ReflectMask = -1;
1255 p->tex_Texture_ReflectCube = -1;
1256 p->tex_Texture_BounceGrid = -1;
1258 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1259 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1260 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1261 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1262 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1263 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1264 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1265 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1266 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1267 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1268 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1269 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1270 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1271 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1272 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1273 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1274 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1275 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1276 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1277 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1278 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1279 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1280 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1281 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1282 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1283 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1284 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1285 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1286 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1288 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1291 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1295 Mem_Free(sourcestring);
1298 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1300 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1301 if (r_glsl_permutation != perm)
1303 r_glsl_permutation = perm;
1304 if (!r_glsl_permutation->program)
1306 if (!r_glsl_permutation->compiled)
1307 R_GLSL_CompilePermutation(perm, mode, permutation);
1308 if (!r_glsl_permutation->program)
1310 // remove features until we find a valid permutation
1312 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1314 // reduce i more quickly whenever it would not remove any bits
1315 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1316 if (!(permutation & j))
1319 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1320 if (!r_glsl_permutation->compiled)
1321 R_GLSL_CompilePermutation(perm, mode, permutation);
1322 if (r_glsl_permutation->program)
1325 if (i >= SHADERPERMUTATION_COUNT)
1327 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1328 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1329 qglUseProgram(0);CHECKGLERROR
1330 return; // no bit left to clear, entire mode is broken
1335 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1337 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1338 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1339 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1346 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1347 extern D3DCAPS9 vid_d3d9caps;
1350 struct r_hlsl_permutation_s;
1351 typedef struct r_hlsl_permutation_s
1353 /// hash lookup data
1354 struct r_hlsl_permutation_s *hashnext;
1356 unsigned int permutation;
1358 /// indicates if we have tried compiling this permutation already
1360 /// NULL if compilation failed
1361 IDirect3DVertexShader9 *vertexshader;
1362 IDirect3DPixelShader9 *pixelshader;
1364 r_hlsl_permutation_t;
1366 typedef enum D3DVSREGISTER_e
1368 D3DVSREGISTER_TexMatrix = 0, // float4x4
1369 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1370 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1371 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1372 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1373 D3DVSREGISTER_ModelToLight = 20, // float4x4
1374 D3DVSREGISTER_EyePosition = 24,
1375 D3DVSREGISTER_FogPlane = 25,
1376 D3DVSREGISTER_LightDir = 26,
1377 D3DVSREGISTER_LightPosition = 27,
1381 typedef enum D3DPSREGISTER_e
1383 D3DPSREGISTER_Alpha = 0,
1384 D3DPSREGISTER_BloomBlur_Parameters = 1,
1385 D3DPSREGISTER_ClientTime = 2,
1386 D3DPSREGISTER_Color_Ambient = 3,
1387 D3DPSREGISTER_Color_Diffuse = 4,
1388 D3DPSREGISTER_Color_Specular = 5,
1389 D3DPSREGISTER_Color_Glow = 6,
1390 D3DPSREGISTER_Color_Pants = 7,
1391 D3DPSREGISTER_Color_Shirt = 8,
1392 D3DPSREGISTER_DeferredColor_Ambient = 9,
1393 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1394 D3DPSREGISTER_DeferredColor_Specular = 11,
1395 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1396 D3DPSREGISTER_DeferredMod_Specular = 13,
1397 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1398 D3DPSREGISTER_EyePosition = 15, // unused
1399 D3DPSREGISTER_FogColor = 16,
1400 D3DPSREGISTER_FogHeightFade = 17,
1401 D3DPSREGISTER_FogPlane = 18,
1402 D3DPSREGISTER_FogPlaneViewDist = 19,
1403 D3DPSREGISTER_FogRangeRecip = 20,
1404 D3DPSREGISTER_LightColor = 21,
1405 D3DPSREGISTER_LightDir = 22, // unused
1406 D3DPSREGISTER_LightPosition = 23,
1407 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1408 D3DPSREGISTER_PixelSize = 25,
1409 D3DPSREGISTER_ReflectColor = 26,
1410 D3DPSREGISTER_ReflectFactor = 27,
1411 D3DPSREGISTER_ReflectOffset = 28,
1412 D3DPSREGISTER_RefractColor = 29,
1413 D3DPSREGISTER_Saturation = 30,
1414 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1415 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1416 D3DPSREGISTER_ScreenToDepth = 33,
1417 D3DPSREGISTER_ShadowMap_Parameters = 34,
1418 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1419 D3DPSREGISTER_SpecularPower = 36,
1420 D3DPSREGISTER_UserVec1 = 37,
1421 D3DPSREGISTER_UserVec2 = 38,
1422 D3DPSREGISTER_UserVec3 = 39,
1423 D3DPSREGISTER_UserVec4 = 40,
1424 D3DPSREGISTER_ViewTintColor = 41,
1425 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1426 D3DPSREGISTER_BloomColorSubtract = 43,
1427 D3DPSREGISTER_ViewToLight = 44, // float4x4
1428 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1429 D3DPSREGISTER_NormalmapScrollBlend = 52,
1430 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1431 D3DPSREGISTER_OffsetMapping_Bias = 54,
1436 /// information about each possible shader permutation
1437 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1438 /// currently selected permutation
1439 r_hlsl_permutation_t *r_hlsl_permutation;
1440 /// storage for permutations linked in the hash table
1441 memexpandablearray_t r_hlsl_permutationarray;
1443 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1445 //unsigned int hashdepth = 0;
1446 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1447 r_hlsl_permutation_t *p;
1448 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1450 if (p->mode == mode && p->permutation == permutation)
1452 //if (hashdepth > 10)
1453 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1458 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1460 p->permutation = permutation;
1461 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1462 r_hlsl_permutationhash[mode][hashindex] = p;
1463 //if (hashdepth > 10)
1464 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1469 //#include <d3dx9shader.h>
1470 //#include <d3dx9mesh.h>
1472 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1474 DWORD *vsbin = NULL;
1475 DWORD *psbin = NULL;
1476 fs_offset_t vsbinsize;
1477 fs_offset_t psbinsize;
1478 // IDirect3DVertexShader9 *vs = NULL;
1479 // IDirect3DPixelShader9 *ps = NULL;
1480 ID3DXBuffer *vslog = NULL;
1481 ID3DXBuffer *vsbuffer = NULL;
1482 ID3DXConstantTable *vsconstanttable = NULL;
1483 ID3DXBuffer *pslog = NULL;
1484 ID3DXBuffer *psbuffer = NULL;
1485 ID3DXConstantTable *psconstanttable = NULL;
1488 char temp[MAX_INPUTLINE];
1489 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1491 qboolean debugshader = gl_paranoid.integer != 0;
1492 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1493 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1496 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1497 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1499 if ((!vsbin && vertstring) || (!psbin && fragstring))
1501 const char* dllnames_d3dx9 [] =
1525 dllhandle_t d3dx9_dll = NULL;
1526 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1527 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1528 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1529 dllfunction_t d3dx9_dllfuncs[] =
1531 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1532 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1533 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1536 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1537 #ifndef ID3DXBuffer_GetBufferPointer
1538 #if !defined(__cplusplus) || defined(CINTERFACE)
1539 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1540 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1541 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1543 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1544 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1545 #define ID3DXBuffer_Release(p) (p)->Release()
1548 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1550 DWORD shaderflags = 0;
1552 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1553 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1554 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1555 if (vertstring && vertstring[0])
1559 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1560 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1563 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1566 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1567 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1568 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1569 ID3DXBuffer_Release(vsbuffer);
1573 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1574 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1575 ID3DXBuffer_Release(vslog);
1578 if (fragstring && fragstring[0])
1582 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1583 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1586 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1589 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1590 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1591 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1592 ID3DXBuffer_Release(psbuffer);
1596 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1597 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1598 ID3DXBuffer_Release(pslog);
1601 Sys_UnloadLibrary(&d3dx9_dll);
1604 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1608 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1609 if (FAILED(vsresult))
1610 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1611 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1612 if (FAILED(psresult))
1613 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1615 // free the shader data
1616 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1617 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1620 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1623 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1624 int vertstring_length = 0;
1625 int geomstring_length = 0;
1626 int fragstring_length = 0;
1629 char *vertstring, *geomstring, *fragstring;
1630 char permutationname[256];
1631 char cachename[256];
1632 int vertstrings_count = 0;
1633 int geomstrings_count = 0;
1634 int fragstrings_count = 0;
1635 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1636 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1637 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1642 p->vertexshader = NULL;
1643 p->pixelshader = NULL;
1645 permutationname[0] = 0;
1647 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1649 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1650 strlcat(cachename, "hlsl/", sizeof(cachename));
1652 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1653 vertstrings_count = 0;
1654 geomstrings_count = 0;
1655 fragstrings_count = 0;
1656 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1657 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1658 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1660 // the first pretext is which type of shader to compile as
1661 // (later these will all be bound together as a program object)
1662 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1663 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1664 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1666 // the second pretext is the mode (for example a light source)
1667 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1668 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1669 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1670 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1671 strlcat(cachename, modeinfo->name, sizeof(cachename));
1673 // now add all the permutation pretexts
1674 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1676 if (permutation & (1<<i))
1678 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1679 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1680 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1681 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1682 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1686 // keep line numbers correct
1687 vertstrings_list[vertstrings_count++] = "\n";
1688 geomstrings_list[geomstrings_count++] = "\n";
1689 fragstrings_list[fragstrings_count++] = "\n";
1694 R_CompileShader_AddStaticParms(mode, permutation);
1695 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1696 vertstrings_count += shaderstaticparms_count;
1697 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1698 geomstrings_count += shaderstaticparms_count;
1699 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1700 fragstrings_count += shaderstaticparms_count;
1702 // replace spaces in the cachename with _ characters
1703 for (i = 0;cachename[i];i++)
1704 if (cachename[i] == ' ')
1707 // now append the shader text itself
1708 vertstrings_list[vertstrings_count++] = sourcestring;
1709 geomstrings_list[geomstrings_count++] = sourcestring;
1710 fragstrings_list[fragstrings_count++] = sourcestring;
1712 vertstring_length = 0;
1713 for (i = 0;i < vertstrings_count;i++)
1714 vertstring_length += strlen(vertstrings_list[i]);
1715 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1716 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1717 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1719 geomstring_length = 0;
1720 for (i = 0;i < geomstrings_count;i++)
1721 geomstring_length += strlen(geomstrings_list[i]);
1722 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1723 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1724 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1726 fragstring_length = 0;
1727 for (i = 0;i < fragstrings_count;i++)
1728 fragstring_length += strlen(fragstrings_list[i]);
1729 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1730 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1731 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1733 // try to load the cached shader, or generate one
1734 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1736 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1737 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1739 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1743 Mem_Free(vertstring);
1745 Mem_Free(geomstring);
1747 Mem_Free(fragstring);
1749 Mem_Free(sourcestring);
1752 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1753 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1754 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1755 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1756 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1757 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1759 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1760 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1761 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1762 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1763 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1764 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1766 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1768 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1769 if (r_hlsl_permutation != perm)
1771 r_hlsl_permutation = perm;
1772 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1774 if (!r_hlsl_permutation->compiled)
1775 R_HLSL_CompilePermutation(perm, mode, permutation);
1776 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1778 // remove features until we find a valid permutation
1780 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1782 // reduce i more quickly whenever it would not remove any bits
1783 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1784 if (!(permutation & j))
1787 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1788 if (!r_hlsl_permutation->compiled)
1789 R_HLSL_CompilePermutation(perm, mode, permutation);
1790 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1793 if (i >= SHADERPERMUTATION_COUNT)
1795 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1796 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1797 return; // no bit left to clear, entire mode is broken
1801 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1802 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1804 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1805 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1806 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1810 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1812 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1813 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1814 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1815 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1818 void R_GLSL_Restart_f(void)
1820 unsigned int i, limit;
1821 if (glslshaderstring)
1822 Mem_Free(glslshaderstring);
1823 glslshaderstring = NULL;
1824 if (hlslshaderstring)
1825 Mem_Free(hlslshaderstring);
1826 hlslshaderstring = NULL;
1827 switch(vid.renderpath)
1829 case RENDERPATH_D3D9:
1832 r_hlsl_permutation_t *p;
1833 r_hlsl_permutation = NULL;
1834 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1835 for (i = 0;i < limit;i++)
1837 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1839 if (p->vertexshader)
1840 IDirect3DVertexShader9_Release(p->vertexshader);
1842 IDirect3DPixelShader9_Release(p->pixelshader);
1843 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1846 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1850 case RENDERPATH_D3D10:
1851 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1853 case RENDERPATH_D3D11:
1854 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1856 case RENDERPATH_GL20:
1857 case RENDERPATH_GLES2:
1859 r_glsl_permutation_t *p;
1860 r_glsl_permutation = NULL;
1861 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1862 for (i = 0;i < limit;i++)
1864 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1866 GL_Backend_FreeProgram(p->program);
1867 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1870 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1873 case RENDERPATH_GL11:
1874 case RENDERPATH_GL13:
1875 case RENDERPATH_GLES1:
1877 case RENDERPATH_SOFT:
1882 static void R_GLSL_DumpShader_f(void)
1884 int i, language, mode, dupe;
1886 shadermodeinfo_t *modeinfo;
1889 for (language = 0;language < 2;language++)
1891 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1892 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1894 // don't dump the same file multiple times (most or all shaders come from the same file)
1895 for (dupe = mode - 1;dupe >= 0;dupe--)
1896 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1900 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1903 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1906 FS_Print(file, "/* The engine may define the following macros:\n");
1907 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1908 for (i = 0;i < SHADERMODE_COUNT;i++)
1909 FS_Print(file, modeinfo[i].pretext);
1910 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1911 FS_Print(file, shaderpermutationinfo[i].pretext);
1912 FS_Print(file, "*/\n");
1913 FS_Print(file, text);
1915 Con_Printf("%s written\n", modeinfo[mode].filename);
1918 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1924 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1926 unsigned int permutation = 0;
1927 if (r_trippy.integer && !notrippy)
1928 permutation |= SHADERPERMUTATION_TRIPPY;
1929 permutation |= SHADERPERMUTATION_VIEWTINT;
1931 permutation |= SHADERPERMUTATION_DIFFUSE;
1933 permutation |= SHADERPERMUTATION_SPECULAR;
1934 if (texturemode == GL_MODULATE)
1935 permutation |= SHADERPERMUTATION_COLORMAPPING;
1936 else if (texturemode == GL_ADD)
1937 permutation |= SHADERPERMUTATION_GLOW;
1938 else if (texturemode == GL_DECAL)
1939 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1940 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1941 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1942 if (suppresstexalpha)
1943 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1945 texturemode = GL_MODULATE;
1946 if (vid.allowalphatocoverage)
1947 GL_AlphaToCoverage(false);
1948 switch (vid.renderpath)
1950 case RENDERPATH_D3D9:
1952 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1953 R_Mesh_TexBind(GL20TU_FIRST , first );
1954 R_Mesh_TexBind(GL20TU_SECOND, second);
1955 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1956 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1959 case RENDERPATH_D3D10:
1960 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1962 case RENDERPATH_D3D11:
1963 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1965 case RENDERPATH_GL20:
1966 case RENDERPATH_GLES2:
1967 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1968 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1969 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1970 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1971 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1973 case RENDERPATH_GL13:
1974 case RENDERPATH_GLES1:
1975 R_Mesh_TexBind(0, first );
1976 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1977 R_Mesh_TexBind(1, second);
1979 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1981 case RENDERPATH_GL11:
1982 R_Mesh_TexBind(0, first );
1984 case RENDERPATH_SOFT:
1985 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1986 R_Mesh_TexBind(GL20TU_FIRST , first );
1987 R_Mesh_TexBind(GL20TU_SECOND, second);
1992 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1994 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1997 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1999 unsigned int permutation = 0;
2000 if (r_trippy.integer && !notrippy)
2001 permutation |= SHADERPERMUTATION_TRIPPY;
2003 permutation |= SHADERPERMUTATION_DEPTHRGB;
2005 permutation |= SHADERPERMUTATION_SKELETAL;
2007 if (vid.allowalphatocoverage)
2008 GL_AlphaToCoverage(false);
2009 switch (vid.renderpath)
2011 case RENDERPATH_D3D9:
2013 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2016 case RENDERPATH_D3D10:
2017 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2019 case RENDERPATH_D3D11:
2020 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2022 case RENDERPATH_GL20:
2023 case RENDERPATH_GLES2:
2024 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2026 case RENDERPATH_GL13:
2027 case RENDERPATH_GLES1:
2028 R_Mesh_TexBind(0, 0);
2029 R_Mesh_TexBind(1, 0);
2031 case RENDERPATH_GL11:
2032 R_Mesh_TexBind(0, 0);
2034 case RENDERPATH_SOFT:
2035 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2040 extern qboolean r_shadow_usingdeferredprepass;
2041 extern rtexture_t *r_shadow_attenuationgradienttexture;
2042 extern rtexture_t *r_shadow_attenuation2dtexture;
2043 extern rtexture_t *r_shadow_attenuation3dtexture;
2044 extern qboolean r_shadow_usingshadowmap2d;
2045 extern qboolean r_shadow_usingshadowmaportho;
2046 extern float r_shadow_shadowmap_texturescale[2];
2047 extern float r_shadow_shadowmap_parameters[4];
2048 extern qboolean r_shadow_shadowmapvsdct;
2049 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2050 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2051 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2052 extern matrix4x4_t r_shadow_shadowmapmatrix;
2053 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2054 extern int r_shadow_prepass_width;
2055 extern int r_shadow_prepass_height;
2056 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2057 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2058 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2059 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2061 #define BLENDFUNC_ALLOWS_COLORMOD 1
2062 #define BLENDFUNC_ALLOWS_FOG 2
2063 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2064 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2065 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2066 static int R_BlendFuncFlags(int src, int dst)
2070 // a blendfunc allows colormod if:
2071 // a) it can never keep the destination pixel invariant, or
2072 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2073 // this is to prevent unintended side effects from colormod
2075 // a blendfunc allows fog if:
2076 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2077 // this is to prevent unintended side effects from fog
2079 // these checks are the output of fogeval.pl
2081 r |= BLENDFUNC_ALLOWS_COLORMOD;
2082 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2083 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2084 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2085 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2086 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2087 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2089 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2090 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2091 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2092 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2093 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2094 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2096 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2097 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2098 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2099 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2100 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2101 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2107 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2109 // select a permutation of the lighting shader appropriate to this
2110 // combination of texture, entity, light source, and fogging, only use the
2111 // minimum features necessary to avoid wasting rendering time in the
2112 // fragment shader on features that are not being used
2113 unsigned int permutation = 0;
2114 unsigned int mode = 0;
2116 static float dummy_colormod[3] = {1, 1, 1};
2117 float *colormod = rsurface.colormod;
2119 matrix4x4_t tempmatrix;
2120 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2121 if (r_trippy.integer && !notrippy)
2122 permutation |= SHADERPERMUTATION_TRIPPY;
2123 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2124 permutation |= SHADERPERMUTATION_ALPHAKILL;
2125 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2126 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2127 if (rsurfacepass == RSURFPASS_BACKGROUND)
2129 // distorted background
2130 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2132 mode = SHADERMODE_WATER;
2133 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2134 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2135 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2137 // this is the right thing to do for wateralpha
2138 GL_BlendFunc(GL_ONE, GL_ZERO);
2139 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2143 // this is the right thing to do for entity alpha
2144 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2145 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2148 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2150 mode = SHADERMODE_REFRACTION;
2151 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2152 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2153 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2154 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2158 mode = SHADERMODE_GENERIC;
2159 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2160 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2161 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2163 if (vid.allowalphatocoverage)
2164 GL_AlphaToCoverage(false);
2166 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2168 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2170 switch(rsurface.texture->offsetmapping)
2172 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2173 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2174 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2175 case OFFSETMAPPING_OFF: break;
2178 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2179 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2180 // normalmap (deferred prepass), may use alpha test on diffuse
2181 mode = SHADERMODE_DEFERREDGEOMETRY;
2182 GL_BlendFunc(GL_ONE, GL_ZERO);
2183 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2184 if (vid.allowalphatocoverage)
2185 GL_AlphaToCoverage(false);
2187 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2189 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2191 switch(rsurface.texture->offsetmapping)
2193 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2194 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2196 case OFFSETMAPPING_OFF: break;
2199 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2200 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2201 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2202 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2204 mode = SHADERMODE_LIGHTSOURCE;
2205 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2206 permutation |= SHADERPERMUTATION_CUBEFILTER;
2207 if (diffusescale > 0)
2208 permutation |= SHADERPERMUTATION_DIFFUSE;
2209 if (specularscale > 0)
2210 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2211 if (r_refdef.fogenabled)
2212 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2213 if (rsurface.texture->colormapping)
2214 permutation |= SHADERPERMUTATION_COLORMAPPING;
2215 if (r_shadow_usingshadowmap2d)
2217 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2218 if(r_shadow_shadowmapvsdct)
2219 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2221 if (r_shadow_shadowmap2ddepthbuffer)
2222 permutation |= SHADERPERMUTATION_DEPTHRGB;
2224 if (rsurface.texture->reflectmasktexture)
2225 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2226 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2227 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2228 if (vid.allowalphatocoverage)
2229 GL_AlphaToCoverage(false);
2231 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2233 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2235 switch(rsurface.texture->offsetmapping)
2237 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2238 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2239 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240 case OFFSETMAPPING_OFF: break;
2243 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2244 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2245 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2246 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2247 // unshaded geometry (fullbright or ambient model lighting)
2248 mode = SHADERMODE_FLATCOLOR;
2249 ambientscale = diffusescale = specularscale = 0;
2250 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2251 permutation |= SHADERPERMUTATION_GLOW;
2252 if (r_refdef.fogenabled)
2253 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2254 if (rsurface.texture->colormapping)
2255 permutation |= SHADERPERMUTATION_COLORMAPPING;
2256 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2258 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2259 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2261 if (r_shadow_shadowmap2ddepthbuffer)
2262 permutation |= SHADERPERMUTATION_DEPTHRGB;
2264 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2265 permutation |= SHADERPERMUTATION_REFLECTION;
2266 if (rsurface.texture->reflectmasktexture)
2267 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2268 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2269 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2270 // when using alphatocoverage, we don't need alphakill
2271 if (vid.allowalphatocoverage)
2273 if (r_transparent_alphatocoverage.integer)
2275 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2276 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2279 GL_AlphaToCoverage(false);
2282 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2284 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2286 switch(rsurface.texture->offsetmapping)
2288 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2289 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2290 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2291 case OFFSETMAPPING_OFF: break;
2294 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2295 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2296 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2297 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2298 // directional model lighting
2299 mode = SHADERMODE_LIGHTDIRECTION;
2300 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2301 permutation |= SHADERPERMUTATION_GLOW;
2302 permutation |= SHADERPERMUTATION_DIFFUSE;
2303 if (specularscale > 0)
2304 permutation |= SHADERPERMUTATION_SPECULAR;
2305 if (r_refdef.fogenabled)
2306 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2307 if (rsurface.texture->colormapping)
2308 permutation |= SHADERPERMUTATION_COLORMAPPING;
2309 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2311 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2312 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2314 if (r_shadow_shadowmap2ddepthbuffer)
2315 permutation |= SHADERPERMUTATION_DEPTHRGB;
2317 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2318 permutation |= SHADERPERMUTATION_REFLECTION;
2319 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2320 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2321 if (rsurface.texture->reflectmasktexture)
2322 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2323 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2325 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2326 if (r_shadow_bouncegriddirectional)
2327 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2329 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2330 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2331 // when using alphatocoverage, we don't need alphakill
2332 if (vid.allowalphatocoverage)
2334 if (r_transparent_alphatocoverage.integer)
2336 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2337 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2340 GL_AlphaToCoverage(false);
2343 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2345 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2347 switch(rsurface.texture->offsetmapping)
2349 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2350 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2351 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2352 case OFFSETMAPPING_OFF: break;
2355 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2356 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2357 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2358 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2359 // ambient model lighting
2360 mode = SHADERMODE_LIGHTDIRECTION;
2361 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2362 permutation |= SHADERPERMUTATION_GLOW;
2363 if (r_refdef.fogenabled)
2364 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2365 if (rsurface.texture->colormapping)
2366 permutation |= SHADERPERMUTATION_COLORMAPPING;
2367 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2369 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2370 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2372 if (r_shadow_shadowmap2ddepthbuffer)
2373 permutation |= SHADERPERMUTATION_DEPTHRGB;
2375 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2376 permutation |= SHADERPERMUTATION_REFLECTION;
2377 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2378 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2379 if (rsurface.texture->reflectmasktexture)
2380 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2381 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2383 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2384 if (r_shadow_bouncegriddirectional)
2385 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2387 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2388 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2389 // when using alphatocoverage, we don't need alphakill
2390 if (vid.allowalphatocoverage)
2392 if (r_transparent_alphatocoverage.integer)
2394 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2395 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2398 GL_AlphaToCoverage(false);
2403 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2405 switch(rsurface.texture->offsetmapping)
2407 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2408 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2409 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2410 case OFFSETMAPPING_OFF: break;
2413 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2414 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2415 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2416 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2418 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2419 permutation |= SHADERPERMUTATION_GLOW;
2420 if (r_refdef.fogenabled)
2421 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2422 if (rsurface.texture->colormapping)
2423 permutation |= SHADERPERMUTATION_COLORMAPPING;
2424 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2426 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2427 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2429 if (r_shadow_shadowmap2ddepthbuffer)
2430 permutation |= SHADERPERMUTATION_DEPTHRGB;
2432 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2433 permutation |= SHADERPERMUTATION_REFLECTION;
2434 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2435 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2436 if (rsurface.texture->reflectmasktexture)
2437 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2438 if (FAKELIGHT_ENABLED)
2440 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2441 mode = SHADERMODE_FAKELIGHT;
2442 permutation |= SHADERPERMUTATION_DIFFUSE;
2443 if (specularscale > 0)
2444 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2446 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2448 // deluxemapping (light direction texture)
2449 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2450 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2452 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2453 permutation |= SHADERPERMUTATION_DIFFUSE;
2454 if (specularscale > 0)
2455 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2457 else if (r_glsl_deluxemapping.integer >= 2)
2459 // fake deluxemapping (uniform light direction in tangentspace)
2460 if (rsurface.uselightmaptexture)
2461 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2463 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2464 permutation |= SHADERPERMUTATION_DIFFUSE;
2465 if (specularscale > 0)
2466 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2468 else if (rsurface.uselightmaptexture)
2470 // ordinary lightmapping (q1bsp, q3bsp)
2471 mode = SHADERMODE_LIGHTMAP;
2475 // ordinary vertex coloring (q3bsp)
2476 mode = SHADERMODE_VERTEXCOLOR;
2478 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2480 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2481 if (r_shadow_bouncegriddirectional)
2482 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2484 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2485 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2486 // when using alphatocoverage, we don't need alphakill
2487 if (vid.allowalphatocoverage)
2489 if (r_transparent_alphatocoverage.integer)
2491 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2492 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2495 GL_AlphaToCoverage(false);
2498 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2499 colormod = dummy_colormod;
2500 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2501 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2502 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2503 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2504 switch(vid.renderpath)
2506 case RENDERPATH_D3D9:
2508 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2509 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2510 R_SetupShader_SetPermutationHLSL(mode, permutation);
2511 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2512 if (mode == SHADERMODE_LIGHTSOURCE)
2514 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2515 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2519 if (mode == SHADERMODE_LIGHTDIRECTION)
2521 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2524 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2525 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2526 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2527 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2528 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2530 if (mode == SHADERMODE_LIGHTSOURCE)
2532 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2533 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2534 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2535 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2536 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2538 // additive passes are only darkened by fog, not tinted
2539 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2540 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2544 if (mode == SHADERMODE_FLATCOLOR)
2546 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2548 else if (mode == SHADERMODE_LIGHTDIRECTION)
2550 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2553 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2554 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2555 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2556 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2563 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2564 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2566 // additive passes are only darkened by fog, not tinted
2567 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2568 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2570 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2571 hlslPSSetParameter4f(D3DPSREGISTER_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);
2572 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2573 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2574 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2575 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2576 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2577 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2578 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2579 if (mode == SHADERMODE_WATER)
2580 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2582 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2583 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2584 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2585 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2586 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2587 if (rsurface.texture->pantstexture)
2588 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2591 if (rsurface.texture->shirttexture)
2592 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2594 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2595 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2596 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2597 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2598 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2599 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2600 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2601 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2602 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2603 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2605 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2606 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2607 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2608 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2610 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2611 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2612 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2613 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2614 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2615 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2616 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2617 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2618 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2619 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2620 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2621 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2622 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2623 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2624 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2625 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2626 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2627 if (rsurfacepass == RSURFPASS_BACKGROUND)
2629 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2630 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2631 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2635 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2637 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2638 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2639 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2640 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2642 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2643 if (rsurface.rtlight)
2645 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2646 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2651 case RENDERPATH_D3D10:
2652 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2654 case RENDERPATH_D3D11:
2655 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2657 case RENDERPATH_GL20:
2658 case RENDERPATH_GLES2:
2659 if (!vid.useinterleavedarrays)
2661 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2662 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2663 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2664 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2665 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2666 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2667 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2668 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2669 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2670 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2671 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2675 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2676 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2678 // this has to be after RSurf_PrepareVerticesForBatch
2679 if (rsurface.batchskeletaltransform3x4)
2680 permutation |= SHADERPERMUTATION_SKELETAL;
2681 R_SetupShader_SetPermutationGLSL(mode, permutation);
2682 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2683 if (mode == SHADERMODE_LIGHTSOURCE)
2685 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2686 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2687 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2688 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2689 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2690 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2692 // additive passes are only darkened by fog, not tinted
2693 if (r_glsl_permutation->loc_FogColor >= 0)
2694 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2695 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2699 if (mode == SHADERMODE_FLATCOLOR)
2701 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2703 else if (mode == SHADERMODE_LIGHTDIRECTION)
2705 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2706 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2707 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2708 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2709 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2710 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2711 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2715 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2716 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2717 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2718 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2719 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2721 // additive passes are only darkened by fog, not tinted
2722 if (r_glsl_permutation->loc_FogColor >= 0)
2724 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2725 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2727 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2729 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(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);
2730 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2731 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2732 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2733 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2734 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2735 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2736 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2737 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2739 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2740 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2741 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2742 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2743 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(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]);
2745 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2746 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2747 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2748 if (r_glsl_permutation->loc_Color_Pants >= 0)
2750 if (rsurface.texture->pantstexture)
2751 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2753 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2755 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2757 if (rsurface.texture->shirttexture)
2758 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2760 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2762 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2763 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2764 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2765 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2766 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2767 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2768 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2769 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2770 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2772 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2773 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2774 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2775 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2776 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2777 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2779 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2780 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2781 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2782 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2783 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2784 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2785 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2786 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2787 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2788 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2789 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2790 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2791 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2792 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2793 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2794 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2795 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2796 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2797 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2798 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2799 if (rsurfacepass == RSURFPASS_BACKGROUND)
2801 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2802 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2803 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2807 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2809 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2810 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2811 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2812 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2814 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2815 if (rsurface.rtlight)
2817 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2818 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2821 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2822 if (r_glsl_permutation->loc_Skeletal_Transform12 >= 0 && rsurface.batchskeletalnumtransforms > 0)
2823 qglUniform4fv(r_glsl_permutation->loc_Skeletal_Transform12, rsurface.batchskeletalnumtransforms*3, rsurface.batchskeletaltransform3x4);
2826 case RENDERPATH_GL11:
2827 case RENDERPATH_GL13:
2828 case RENDERPATH_GLES1:
2830 case RENDERPATH_SOFT:
2831 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2832 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2833 R_SetupShader_SetPermutationSoft(mode, permutation);
2834 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2835 if (mode == SHADERMODE_LIGHTSOURCE)
2837 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2838 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2839 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2840 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2841 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2842 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2844 // additive passes are only darkened by fog, not tinted
2845 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2846 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2850 if (mode == SHADERMODE_FLATCOLOR)
2852 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2854 else if (mode == SHADERMODE_LIGHTDIRECTION)
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2858 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2872 // additive passes are only darkened by fog, not tinted
2873 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2877 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_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);
2878 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2879 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2880 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2881 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2882 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2883 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2884 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2885 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2887 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2888 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2889 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2890 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2891 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2893 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2894 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2895 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2896 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2898 if (rsurface.texture->pantstexture)
2899 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2901 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2903 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2905 if (rsurface.texture->shirttexture)
2906 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2908 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2910 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2911 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2912 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2913 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2914 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2915 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2916 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2917 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2918 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2920 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2921 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2922 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2923 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2925 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2926 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2927 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2928 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2929 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2930 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2931 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2932 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2933 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2934 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2935 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2936 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2937 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2938 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2939 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2940 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2941 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2942 if (rsurfacepass == RSURFPASS_BACKGROUND)
2944 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2945 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2946 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2950 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2952 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2953 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2954 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2955 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2957 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2958 if (rsurface.rtlight)
2960 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2961 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2968 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2970 // select a permutation of the lighting shader appropriate to this
2971 // combination of texture, entity, light source, and fogging, only use the
2972 // minimum features necessary to avoid wasting rendering time in the
2973 // fragment shader on features that are not being used
2974 unsigned int permutation = 0;
2975 unsigned int mode = 0;
2976 const float *lightcolorbase = rtlight->currentcolor;
2977 float ambientscale = rtlight->ambientscale;
2978 float diffusescale = rtlight->diffusescale;
2979 float specularscale = rtlight->specularscale;
2980 // this is the location of the light in view space
2981 vec3_t viewlightorigin;
2982 // this transforms from view space (camera) to light space (cubemap)
2983 matrix4x4_t viewtolight;
2984 matrix4x4_t lighttoview;
2985 float viewtolight16f[16];
2987 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2988 if (rtlight->currentcubemap != r_texture_whitecube)
2989 permutation |= SHADERPERMUTATION_CUBEFILTER;
2990 if (diffusescale > 0)
2991 permutation |= SHADERPERMUTATION_DIFFUSE;
2992 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2993 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2994 if (r_shadow_usingshadowmap2d)
2996 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2997 if (r_shadow_shadowmapvsdct)
2998 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3000 if (r_shadow_shadowmap2ddepthbuffer)
3001 permutation |= SHADERPERMUTATION_DEPTHRGB;
3003 if (vid.allowalphatocoverage)
3004 GL_AlphaToCoverage(false);
3005 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3006 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3007 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3008 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3009 switch(vid.renderpath)
3011 case RENDERPATH_D3D9:
3013 R_SetupShader_SetPermutationHLSL(mode, permutation);
3014 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3015 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3016 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3017 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3018 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3019 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3020 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3021 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3022 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3023 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3025 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3026 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3027 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3028 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3029 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3032 case RENDERPATH_D3D10:
3033 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3035 case RENDERPATH_D3D11:
3036 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3038 case RENDERPATH_GL20:
3039 case RENDERPATH_GLES2:
3040 R_SetupShader_SetPermutationGLSL(mode, permutation);
3041 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3042 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3043 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3044 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3045 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3046 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3047 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( 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]);
3048 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3049 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3050 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3052 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3053 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3054 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3055 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3056 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3058 case RENDERPATH_GL11:
3059 case RENDERPATH_GL13:
3060 case RENDERPATH_GLES1:
3062 case RENDERPATH_SOFT:
3063 R_SetupShader_SetPermutationGLSL(mode, permutation);
3064 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3065 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3066 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3067 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3068 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3069 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3070 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3071 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3072 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3073 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3075 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3076 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3077 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3078 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3079 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3084 #define SKINFRAME_HASH 1024
3088 int loadsequence; // incremented each level change
3089 memexpandablearray_t array;
3090 skinframe_t *hash[SKINFRAME_HASH];
3093 r_skinframe_t r_skinframe;
3095 void R_SkinFrame_PrepareForPurge(void)
3097 r_skinframe.loadsequence++;
3098 // wrap it without hitting zero
3099 if (r_skinframe.loadsequence >= 200)
3100 r_skinframe.loadsequence = 1;
3103 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3107 // mark the skinframe as used for the purging code
3108 skinframe->loadsequence = r_skinframe.loadsequence;
3111 void R_SkinFrame_Purge(void)
3115 for (i = 0;i < SKINFRAME_HASH;i++)
3117 for (s = r_skinframe.hash[i];s;s = s->next)
3119 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3121 if (s->merged == s->base)
3123 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3124 R_PurgeTexture(s->stain );s->stain = NULL;
3125 R_PurgeTexture(s->merged);s->merged = NULL;
3126 R_PurgeTexture(s->base );s->base = NULL;
3127 R_PurgeTexture(s->pants );s->pants = NULL;
3128 R_PurgeTexture(s->shirt );s->shirt = NULL;
3129 R_PurgeTexture(s->nmap );s->nmap = NULL;
3130 R_PurgeTexture(s->gloss );s->gloss = NULL;
3131 R_PurgeTexture(s->glow );s->glow = NULL;
3132 R_PurgeTexture(s->fog );s->fog = NULL;
3133 R_PurgeTexture(s->reflect);s->reflect = NULL;
3134 s->loadsequence = 0;
3140 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3142 char basename[MAX_QPATH];
3144 Image_StripImageExtension(name, basename, sizeof(basename));
3146 if( last == NULL ) {
3148 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3149 item = r_skinframe.hash[hashindex];
3154 // linearly search through the hash bucket
3155 for( ; item ; item = item->next ) {
3156 if( !strcmp( item->basename, basename ) ) {
3163 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3167 char basename[MAX_QPATH];
3169 Image_StripImageExtension(name, basename, sizeof(basename));
3171 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3172 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3173 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3177 rtexture_t *dyntexture;
3178 // check whether its a dynamic texture
3179 dyntexture = CL_GetDynTexture( basename );
3180 if (!add && !dyntexture)
3182 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3183 memset(item, 0, sizeof(*item));
3184 strlcpy(item->basename, basename, sizeof(item->basename));
3185 item->base = dyntexture; // either NULL or dyntexture handle
3186 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3187 item->comparewidth = comparewidth;
3188 item->compareheight = compareheight;
3189 item->comparecrc = comparecrc;
3190 item->next = r_skinframe.hash[hashindex];
3191 r_skinframe.hash[hashindex] = item;
3193 else if (textureflags & TEXF_FORCE_RELOAD)
3195 rtexture_t *dyntexture;
3196 // check whether its a dynamic texture
3197 dyntexture = CL_GetDynTexture( basename );
3198 if (!add && !dyntexture)
3200 if (item->merged == item->base)
3201 item->merged = NULL;
3202 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3203 R_PurgeTexture(item->stain );item->stain = NULL;
3204 R_PurgeTexture(item->merged);item->merged = NULL;
3205 R_PurgeTexture(item->base );item->base = NULL;
3206 R_PurgeTexture(item->pants );item->pants = NULL;
3207 R_PurgeTexture(item->shirt );item->shirt = NULL;
3208 R_PurgeTexture(item->nmap );item->nmap = NULL;
3209 R_PurgeTexture(item->gloss );item->gloss = NULL;
3210 R_PurgeTexture(item->glow );item->glow = NULL;
3211 R_PurgeTexture(item->fog );item->fog = NULL;
3212 R_PurgeTexture(item->reflect);item->reflect = NULL;
3213 item->loadsequence = 0;
3215 else if( item->base == NULL )
3217 rtexture_t *dyntexture;
3218 // check whether its a dynamic texture
3219 // 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]
3220 dyntexture = CL_GetDynTexture( basename );
3221 item->base = dyntexture; // either NULL or dyntexture handle
3224 R_SkinFrame_MarkUsed(item);
3228 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3230 unsigned long long avgcolor[5], wsum; \
3238 for(pix = 0; pix < cnt; ++pix) \
3241 for(comp = 0; comp < 3; ++comp) \
3243 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3246 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3248 for(comp = 0; comp < 3; ++comp) \
3249 avgcolor[comp] += getpixel * w; \
3252 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3253 avgcolor[4] += getpixel; \
3255 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3257 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3258 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3259 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3260 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3263 extern cvar_t gl_picmip;
3264 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3267 unsigned char *pixels;
3268 unsigned char *bumppixels;
3269 unsigned char *basepixels = NULL;
3270 int basepixels_width = 0;
3271 int basepixels_height = 0;
3272 skinframe_t *skinframe;
3273 rtexture_t *ddsbase = NULL;
3274 qboolean ddshasalpha = false;
3275 float ddsavgcolor[4];
3276 char basename[MAX_QPATH];
3277 int miplevel = R_PicmipForFlags(textureflags);
3278 int savemiplevel = miplevel;
3282 if (cls.state == ca_dedicated)
3285 // return an existing skinframe if already loaded
3286 // if loading of the first image fails, don't make a new skinframe as it
3287 // would cause all future lookups of this to be missing
3288 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3289 if (skinframe && skinframe->base)
3292 Image_StripImageExtension(name, basename, sizeof(basename));
3294 // check for DDS texture file first
3295 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3297 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3298 if (basepixels == NULL)
3302 // FIXME handle miplevel
3304 if (developer_loading.integer)
3305 Con_Printf("loading skin \"%s\"\n", name);
3307 // we've got some pixels to store, so really allocate this new texture now
3309 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3310 textureflags &= ~TEXF_FORCE_RELOAD;
3311 skinframe->stain = NULL;
3312 skinframe->merged = NULL;
3313 skinframe->base = NULL;
3314 skinframe->pants = NULL;
3315 skinframe->shirt = NULL;
3316 skinframe->nmap = NULL;
3317 skinframe->gloss = NULL;
3318 skinframe->glow = NULL;
3319 skinframe->fog = NULL;
3320 skinframe->reflect = NULL;
3321 skinframe->hasalpha = false;
3325 skinframe->base = ddsbase;
3326 skinframe->hasalpha = ddshasalpha;
3327 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3328 if (r_loadfog && skinframe->hasalpha)
3329 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3330 //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]);
3334 basepixels_width = image_width;
3335 basepixels_height = image_height;
3336 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3337 if (textureflags & TEXF_ALPHA)
3339 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3341 if (basepixels[j] < 255)
3343 skinframe->hasalpha = true;
3347 if (r_loadfog && skinframe->hasalpha)
3349 // has transparent pixels
3350 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3351 for (j = 0;j < image_width * image_height * 4;j += 4)
3356 pixels[j+3] = basepixels[j+3];
3358 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3362 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3364 //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]);
3365 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3366 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3367 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3368 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3374 mymiplevel = savemiplevel;
3375 if (r_loadnormalmap)
3376 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3377 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3379 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3380 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3381 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3382 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3385 // _norm is the name used by tenebrae and has been adopted as standard
3386 if (r_loadnormalmap && skinframe->nmap == NULL)
3388 mymiplevel = savemiplevel;
3389 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3391 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3395 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3397 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3398 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3399 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3401 Mem_Free(bumppixels);
3403 else if (r_shadow_bumpscale_basetexture.value > 0)
3405 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3406 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3407 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3411 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3412 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3416 // _luma is supported only for tenebrae compatibility
3417 // _glow is the preferred name
3418 mymiplevel = savemiplevel;
3419 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3421 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3423 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3424 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3426 Mem_Free(pixels);pixels = NULL;
3429 mymiplevel = savemiplevel;
3430 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3432 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3434 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3435 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3441 mymiplevel = savemiplevel;
3442 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3444 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3446 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3447 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3453 mymiplevel = savemiplevel;
3454 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3456 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3458 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3459 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3465 mymiplevel = savemiplevel;
3466 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3468 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3470 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3471 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3478 Mem_Free(basepixels);
3483 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3484 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3487 unsigned char *temp1, *temp2;
3488 skinframe_t *skinframe;
3491 if (cls.state == ca_dedicated)
3494 // if already loaded just return it, otherwise make a new skinframe
3495 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3496 if (skinframe->base)
3498 textureflags &= ~TEXF_FORCE_RELOAD;
3500 skinframe->stain = NULL;
3501 skinframe->merged = NULL;
3502 skinframe->base = NULL;
3503 skinframe->pants = NULL;
3504 skinframe->shirt = NULL;
3505 skinframe->nmap = NULL;
3506 skinframe->gloss = NULL;
3507 skinframe->glow = NULL;
3508 skinframe->fog = NULL;
3509 skinframe->reflect = NULL;
3510 skinframe->hasalpha = false;
3512 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3516 if (developer_loading.integer)
3517 Con_Printf("loading 32bit skin \"%s\"\n", name);
3519 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3521 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3522 temp2 = temp1 + width * height * 4;
3523 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3524 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3527 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3528 if (textureflags & TEXF_ALPHA)
3530 for (i = 3;i < width * height * 4;i += 4)
3532 if (skindata[i] < 255)
3534 skinframe->hasalpha = true;
3538 if (r_loadfog && skinframe->hasalpha)
3540 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3541 memcpy(fogpixels, skindata, width * height * 4);
3542 for (i = 0;i < width * height * 4;i += 4)
3543 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3544 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3545 Mem_Free(fogpixels);
3549 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3550 //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]);
3555 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3559 skinframe_t *skinframe;
3561 if (cls.state == ca_dedicated)
3564 // if already loaded just return it, otherwise make a new skinframe
3565 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3566 if (skinframe->base)
3568 //textureflags &= ~TEXF_FORCE_RELOAD;
3570 skinframe->stain = NULL;
3571 skinframe->merged = NULL;
3572 skinframe->base = NULL;
3573 skinframe->pants = NULL;
3574 skinframe->shirt = NULL;
3575 skinframe->nmap = NULL;
3576 skinframe->gloss = NULL;
3577 skinframe->glow = NULL;
3578 skinframe->fog = NULL;
3579 skinframe->reflect = NULL;
3580 skinframe->hasalpha = false;
3582 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3586 if (developer_loading.integer)
3587 Con_Printf("loading quake skin \"%s\"\n", name);
3589 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3590 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3591 memcpy(skinframe->qpixels, skindata, width*height);
3592 skinframe->qwidth = width;
3593 skinframe->qheight = height;
3596 for (i = 0;i < width * height;i++)
3597 featuresmask |= palette_featureflags[skindata[i]];
3599 skinframe->hasalpha = false;
3600 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3601 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3602 skinframe->qgeneratemerged = true;
3603 skinframe->qgeneratebase = skinframe->qhascolormapping;
3604 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3606 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3607 //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]);
3612 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3616 unsigned char *skindata;
3619 if (!skinframe->qpixels)
3622 if (!skinframe->qhascolormapping)
3623 colormapped = false;
3627 if (!skinframe->qgeneratebase)
3632 if (!skinframe->qgeneratemerged)
3636 width = skinframe->qwidth;
3637 height = skinframe->qheight;
3638 skindata = skinframe->qpixels;
3640 if (skinframe->qgeneratenmap)
3642 unsigned char *temp1, *temp2;
3643 skinframe->qgeneratenmap = false;
3644 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3645 temp2 = temp1 + width * height * 4;
3646 // use either a custom palette or the quake palette
3647 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3648 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3649 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3653 if (skinframe->qgenerateglow)
3655 skinframe->qgenerateglow = false;
3656 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3661 skinframe->qgeneratebase = false;
3662 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3663 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3664 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3668 skinframe->qgeneratemerged = false;
3669 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3672 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3674 Mem_Free(skinframe->qpixels);
3675 skinframe->qpixels = NULL;
3679 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3682 skinframe_t *skinframe;
3685 if (cls.state == ca_dedicated)
3688 // if already loaded just return it, otherwise make a new skinframe
3689 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3690 if (skinframe->base)
3692 textureflags &= ~TEXF_FORCE_RELOAD;
3694 skinframe->stain = NULL;
3695 skinframe->merged = NULL;
3696 skinframe->base = NULL;
3697 skinframe->pants = NULL;
3698 skinframe->shirt = NULL;
3699 skinframe->nmap = NULL;
3700 skinframe->gloss = NULL;
3701 skinframe->glow = NULL;
3702 skinframe->fog = NULL;
3703 skinframe->reflect = NULL;
3704 skinframe->hasalpha = false;
3706 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3710 if (developer_loading.integer)
3711 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3713 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3714 if (textureflags & TEXF_ALPHA)
3716 for (i = 0;i < width * height;i++)
3718 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3720 skinframe->hasalpha = true;
3724 if (r_loadfog && skinframe->hasalpha)
3725 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3728 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3729 //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]);
3734 skinframe_t *R_SkinFrame_LoadMissing(void)
3736 skinframe_t *skinframe;
3738 if (cls.state == ca_dedicated)
3741 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3742 skinframe->stain = NULL;
3743 skinframe->merged = NULL;
3744 skinframe->base = NULL;
3745 skinframe->pants = NULL;
3746 skinframe->shirt = NULL;
3747 skinframe->nmap = NULL;
3748 skinframe->gloss = NULL;
3749 skinframe->glow = NULL;
3750 skinframe->fog = NULL;
3751 skinframe->reflect = NULL;
3752 skinframe->hasalpha = false;
3754 skinframe->avgcolor[0] = rand() / RAND_MAX;
3755 skinframe->avgcolor[1] = rand() / RAND_MAX;
3756 skinframe->avgcolor[2] = rand() / RAND_MAX;
3757 skinframe->avgcolor[3] = 1;
3762 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3763 typedef struct suffixinfo_s
3766 qboolean flipx, flipy, flipdiagonal;
3769 static suffixinfo_t suffix[3][6] =
3772 {"px", false, false, false},
3773 {"nx", false, false, false},
3774 {"py", false, false, false},
3775 {"ny", false, false, false},
3776 {"pz", false, false, false},
3777 {"nz", false, false, false}
3780 {"posx", false, false, false},
3781 {"negx", false, false, false},
3782 {"posy", false, false, false},
3783 {"negy", false, false, false},
3784 {"posz", false, false, false},
3785 {"negz", false, false, false}
3788 {"rt", true, false, true},
3789 {"lf", false, true, true},
3790 {"ft", true, true, false},
3791 {"bk", false, false, false},
3792 {"up", true, false, true},
3793 {"dn", true, false, true}
3797 static int componentorder[4] = {0, 1, 2, 3};
3799 static rtexture_t *R_LoadCubemap(const char *basename)
3801 int i, j, cubemapsize;
3802 unsigned char *cubemappixels, *image_buffer;
3803 rtexture_t *cubemaptexture;
3805 // must start 0 so the first loadimagepixels has no requested width/height
3807 cubemappixels = NULL;
3808 cubemaptexture = NULL;
3809 // keep trying different suffix groups (posx, px, rt) until one loads
3810 for (j = 0;j < 3 && !cubemappixels;j++)
3812 // load the 6 images in the suffix group
3813 for (i = 0;i < 6;i++)
3815 // generate an image name based on the base and and suffix
3816 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3818 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3820 // an image loaded, make sure width and height are equal
3821 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3823 // if this is the first image to load successfully, allocate the cubemap memory
3824 if (!cubemappixels && image_width >= 1)
3826 cubemapsize = image_width;
3827 // note this clears to black, so unavailable sides are black
3828 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3830 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3832 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3835 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3837 Mem_Free(image_buffer);
3841 // if a cubemap loaded, upload it
3844 if (developer_loading.integer)
3845 Con_Printf("loading cubemap \"%s\"\n", basename);
3847 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3848 Mem_Free(cubemappixels);
3852 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3853 if (developer_loading.integer)
3855 Con_Printf("(tried tried images ");
3856 for (j = 0;j < 3;j++)
3857 for (i = 0;i < 6;i++)
3858 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3859 Con_Print(" and was unable to find any of them).\n");
3862 return cubemaptexture;
3865 rtexture_t *R_GetCubemap(const char *basename)
3868 for (i = 0;i < r_texture_numcubemaps;i++)
3869 if (r_texture_cubemaps[i] != NULL)
3870 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3871 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3872 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3873 return r_texture_whitecube;
3874 r_texture_numcubemaps++;
3875 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3876 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3877 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3878 return r_texture_cubemaps[i]->texture;
3881 static void R_Main_FreeViewCache(void)
3883 if (r_refdef.viewcache.entityvisible)
3884 Mem_Free(r_refdef.viewcache.entityvisible);
3885 if (r_refdef.viewcache.world_pvsbits)
3886 Mem_Free(r_refdef.viewcache.world_pvsbits);
3887 if (r_refdef.viewcache.world_leafvisible)
3888 Mem_Free(r_refdef.viewcache.world_leafvisible);
3889 if (r_refdef.viewcache.world_surfacevisible)
3890 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3891 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3894 static void R_Main_ResizeViewCache(void)
3896 int numentities = r_refdef.scene.numentities;
3897 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3898 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3899 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3900 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3901 if (r_refdef.viewcache.maxentities < numentities)
3903 r_refdef.viewcache.maxentities = numentities;
3904 if (r_refdef.viewcache.entityvisible)
3905 Mem_Free(r_refdef.viewcache.entityvisible);
3906 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3908 if (r_refdef.viewcache.world_numclusters != numclusters)
3910 r_refdef.viewcache.world_numclusters = numclusters;
3911 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3912 if (r_refdef.viewcache.world_pvsbits)
3913 Mem_Free(r_refdef.viewcache.world_pvsbits);
3914 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3916 if (r_refdef.viewcache.world_numleafs != numleafs)
3918 r_refdef.viewcache.world_numleafs = numleafs;
3919 if (r_refdef.viewcache.world_leafvisible)
3920 Mem_Free(r_refdef.viewcache.world_leafvisible);
3921 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3923 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3925 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3926 if (r_refdef.viewcache.world_surfacevisible)
3927 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3928 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3932 extern rtexture_t *loadingscreentexture;
3933 static void gl_main_start(void)
3935 loadingscreentexture = NULL;
3936 r_texture_blanknormalmap = NULL;
3937 r_texture_white = NULL;
3938 r_texture_grey128 = NULL;
3939 r_texture_black = NULL;
3940 r_texture_whitecube = NULL;
3941 r_texture_normalizationcube = NULL;
3942 r_texture_fogattenuation = NULL;
3943 r_texture_fogheighttexture = NULL;
3944 r_texture_gammaramps = NULL;
3945 r_texture_numcubemaps = 0;
3947 r_loaddds = r_texture_dds_load.integer != 0;
3948 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3950 switch(vid.renderpath)
3952 case RENDERPATH_GL20:
3953 case RENDERPATH_D3D9:
3954 case RENDERPATH_D3D10:
3955 case RENDERPATH_D3D11:
3956 case RENDERPATH_SOFT:
3957 case RENDERPATH_GLES2:
3958 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3959 Cvar_SetValueQuick(&gl_combine, 1);
3960 Cvar_SetValueQuick(&r_glsl, 1);
3961 r_loadnormalmap = true;
3965 case RENDERPATH_GL13:
3966 case RENDERPATH_GLES1:
3967 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3968 Cvar_SetValueQuick(&gl_combine, 1);
3969 Cvar_SetValueQuick(&r_glsl, 0);
3970 r_loadnormalmap = false;
3971 r_loadgloss = false;
3974 case RENDERPATH_GL11:
3975 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3976 Cvar_SetValueQuick(&gl_combine, 0);
3977 Cvar_SetValueQuick(&r_glsl, 0);
3978 r_loadnormalmap = false;
3979 r_loadgloss = false;
3985 R_FrameData_Reset();
3989 memset(r_queries, 0, sizeof(r_queries));
3991 r_qwskincache = NULL;
3992 r_qwskincache_size = 0;
3994 // due to caching of texture_t references, the collision cache must be reset
3995 Collision_Cache_Reset(true);
3997 // set up r_skinframe loading system for textures
3998 memset(&r_skinframe, 0, sizeof(r_skinframe));
3999 r_skinframe.loadsequence = 1;
4000 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4002 r_main_texturepool = R_AllocTexturePool();
4003 R_BuildBlankTextures();
4005 if (vid.support.arb_texture_cube_map)
4008 R_BuildNormalizationCube();
4010 r_texture_fogattenuation = NULL;
4011 r_texture_fogheighttexture = NULL;
4012 r_texture_gammaramps = NULL;
4013 //r_texture_fogintensity = NULL;
4014 memset(&r_fb, 0, sizeof(r_fb));
4015 r_glsl_permutation = NULL;
4016 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4017 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4018 glslshaderstring = NULL;
4020 r_hlsl_permutation = NULL;
4021 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4022 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4024 hlslshaderstring = NULL;
4025 memset(&r_svbsp, 0, sizeof (r_svbsp));
4027 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4028 r_texture_numcubemaps = 0;
4030 r_refdef.fogmasktable_density = 0;
4033 static void gl_main_shutdown(void)
4036 R_FrameData_Reset();
4038 R_Main_FreeViewCache();
4040 switch(vid.renderpath)
4042 case RENDERPATH_GL11:
4043 case RENDERPATH_GL13:
4044 case RENDERPATH_GL20:
4045 case RENDERPATH_GLES1:
4046 case RENDERPATH_GLES2:
4047 #ifdef GL_SAMPLES_PASSED_ARB
4049 qglDeleteQueriesARB(r_maxqueries, r_queries);
4052 case RENDERPATH_D3D9:
4053 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4055 case RENDERPATH_D3D10:
4056 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4058 case RENDERPATH_D3D11:
4059 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4061 case RENDERPATH_SOFT:
4067 memset(r_queries, 0, sizeof(r_queries));
4069 r_qwskincache = NULL;
4070 r_qwskincache_size = 0;
4072 // clear out the r_skinframe state
4073 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4074 memset(&r_skinframe, 0, sizeof(r_skinframe));
4077 Mem_Free(r_svbsp.nodes);
4078 memset(&r_svbsp, 0, sizeof (r_svbsp));
4079 R_FreeTexturePool(&r_main_texturepool);
4080 loadingscreentexture = NULL;
4081 r_texture_blanknormalmap = NULL;
4082 r_texture_white = NULL;
4083 r_texture_grey128 = NULL;
4084 r_texture_black = NULL;
4085 r_texture_whitecube = NULL;
4086 r_texture_normalizationcube = NULL;
4087 r_texture_fogattenuation = NULL;
4088 r_texture_fogheighttexture = NULL;
4089 r_texture_gammaramps = NULL;
4090 r_texture_numcubemaps = 0;
4091 //r_texture_fogintensity = NULL;
4092 memset(&r_fb, 0, sizeof(r_fb));
4095 r_glsl_permutation = NULL;
4096 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4097 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4098 glslshaderstring = NULL;
4100 r_hlsl_permutation = NULL;
4101 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4102 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4104 hlslshaderstring = NULL;
4107 static void gl_main_newmap(void)
4109 // FIXME: move this code to client
4110 char *entities, entname[MAX_QPATH];
4112 Mem_Free(r_qwskincache);
4113 r_qwskincache = NULL;
4114 r_qwskincache_size = 0;
4117 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4118 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4120 CL_ParseEntityLump(entities);
4124 if (cl.worldmodel->brush.entities)
4125 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4127 R_Main_FreeViewCache();
4129 R_FrameData_Reset();
4132 void GL_Main_Init(void)
4134 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4136 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4137 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4138 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4139 if (gamemode == GAME_NEHAHRA)
4141 Cvar_RegisterVariable (&gl_fogenable);
4142 Cvar_RegisterVariable (&gl_fogdensity);
4143 Cvar_RegisterVariable (&gl_fogred);
4144 Cvar_RegisterVariable (&gl_foggreen);
4145 Cvar_RegisterVariable (&gl_fogblue);
4146 Cvar_RegisterVariable (&gl_fogstart);
4147 Cvar_RegisterVariable (&gl_fogend);
4148 Cvar_RegisterVariable (&gl_skyclip);
4150 Cvar_RegisterVariable(&r_motionblur);
4151 Cvar_RegisterVariable(&r_damageblur);
4152 Cvar_RegisterVariable(&r_motionblur_averaging);
4153 Cvar_RegisterVariable(&r_motionblur_randomize);
4154 Cvar_RegisterVariable(&r_motionblur_minblur);
4155 Cvar_RegisterVariable(&r_motionblur_maxblur);
4156 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4157 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4158 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4159 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4160 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4161 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4162 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4163 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4164 Cvar_RegisterVariable(&r_equalize_entities_by);
4165 Cvar_RegisterVariable(&r_equalize_entities_to);
4166 Cvar_RegisterVariable(&r_depthfirst);
4167 Cvar_RegisterVariable(&r_useinfinitefarclip);
4168 Cvar_RegisterVariable(&r_farclip_base);
4169 Cvar_RegisterVariable(&r_farclip_world);
4170 Cvar_RegisterVariable(&r_nearclip);
4171 Cvar_RegisterVariable(&r_deformvertexes);
4172 Cvar_RegisterVariable(&r_transparent);
4173 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4174 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4175 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4176 Cvar_RegisterVariable(&r_showoverdraw);
4177 Cvar_RegisterVariable(&r_showbboxes);
4178 Cvar_RegisterVariable(&r_showsurfaces);
4179 Cvar_RegisterVariable(&r_showtris);
4180 Cvar_RegisterVariable(&r_shownormals);
4181 Cvar_RegisterVariable(&r_showlighting);
4182 Cvar_RegisterVariable(&r_showshadowvolumes);
4183 Cvar_RegisterVariable(&r_showcollisionbrushes);
4184 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4185 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4186 Cvar_RegisterVariable(&r_showdisabledepthtest);
4187 Cvar_RegisterVariable(&r_drawportals);
4188 Cvar_RegisterVariable(&r_drawentities);
4189 Cvar_RegisterVariable(&r_draw2d);
4190 Cvar_RegisterVariable(&r_drawworld);
4191 Cvar_RegisterVariable(&r_cullentities_trace);
4192 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4193 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4194 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4195 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4196 Cvar_RegisterVariable(&r_sortentities);
4197 Cvar_RegisterVariable(&r_drawviewmodel);
4198 Cvar_RegisterVariable(&r_drawexteriormodel);
4199 Cvar_RegisterVariable(&r_speeds);
4200 Cvar_RegisterVariable(&r_fullbrights);
4201 Cvar_RegisterVariable(&r_wateralpha);
4202 Cvar_RegisterVariable(&r_dynamic);
4203 Cvar_RegisterVariable(&r_fakelight);
4204 Cvar_RegisterVariable(&r_fakelight_intensity);
4205 Cvar_RegisterVariable(&r_fullbright);
4206 Cvar_RegisterVariable(&r_shadows);
4207 Cvar_RegisterVariable(&r_shadows_darken);
4208 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4209 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4210 Cvar_RegisterVariable(&r_shadows_throwdistance);
4211 Cvar_RegisterVariable(&r_shadows_throwdirection);
4212 Cvar_RegisterVariable(&r_shadows_focus);
4213 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4214 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4215 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4216 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4217 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4218 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4219 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4220 Cvar_RegisterVariable(&r_fog_exp2);
4221 Cvar_RegisterVariable(&r_fog_clear);
4222 Cvar_RegisterVariable(&r_drawfog);
4223 Cvar_RegisterVariable(&r_transparentdepthmasking);
4224 Cvar_RegisterVariable(&r_transparent_sortmindist);
4225 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4226 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4227 Cvar_RegisterVariable(&r_texture_dds_load);
4228 Cvar_RegisterVariable(&r_texture_dds_save);
4229 Cvar_RegisterVariable(&r_textureunits);
4230 Cvar_RegisterVariable(&gl_combine);
4231 Cvar_RegisterVariable(&r_usedepthtextures);
4232 Cvar_RegisterVariable(&r_viewfbo);
4233 Cvar_RegisterVariable(&r_viewscale);
4234 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4235 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4236 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4237 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4238 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4239 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4240 Cvar_RegisterVariable(&r_glsl);
4241 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4242 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4243 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4244 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4245 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4246 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4247 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4248 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4249 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4250 Cvar_RegisterVariable(&r_glsl_postprocess);
4251 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4252 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4253 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4254 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4255 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4256 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4257 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4258 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4259 Cvar_RegisterVariable(&r_celshading);
4260 Cvar_RegisterVariable(&r_celoutlines);
4262 Cvar_RegisterVariable(&r_water);
4263 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4264 Cvar_RegisterVariable(&r_water_clippingplanebias);
4265 Cvar_RegisterVariable(&r_water_refractdistort);
4266 Cvar_RegisterVariable(&r_water_reflectdistort);
4267 Cvar_RegisterVariable(&r_water_scissormode);
4268 Cvar_RegisterVariable(&r_water_lowquality);
4269 Cvar_RegisterVariable(&r_water_hideplayer);
4270 Cvar_RegisterVariable(&r_water_fbo);
4272 Cvar_RegisterVariable(&r_lerpsprites);
4273 Cvar_RegisterVariable(&r_lerpmodels);
4274 Cvar_RegisterVariable(&r_lerplightstyles);
4275 Cvar_RegisterVariable(&r_waterscroll);
4276 Cvar_RegisterVariable(&r_bloom);
4277 Cvar_RegisterVariable(&r_bloom_colorscale);
4278 Cvar_RegisterVariable(&r_bloom_brighten);
4279 Cvar_RegisterVariable(&r_bloom_blur);
4280 Cvar_RegisterVariable(&r_bloom_resolution);
4281 Cvar_RegisterVariable(&r_bloom_colorexponent);
4282 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4283 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4284 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4285 Cvar_RegisterVariable(&r_hdr_glowintensity);
4286 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4287 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4288 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4289 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4290 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4291 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4292 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4293 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4294 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4295 Cvar_RegisterVariable(&developer_texturelogging);
4296 Cvar_RegisterVariable(&gl_lightmaps);
4297 Cvar_RegisterVariable(&r_test);
4298 Cvar_RegisterVariable(&r_batch_multidraw);
4299 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4300 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4301 Cvar_RegisterVariable(&r_glsl_skeletal);
4302 Cvar_RegisterVariable(&r_glsl_saturation);
4303 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4304 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4305 Cvar_RegisterVariable(&r_framedatasize);
4306 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4307 Cvar_SetValue("r_fullbrights", 0);
4308 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4311 void Render_Init(void)
4324 R_LightningBeams_Init();
4334 extern char *ENGINE_EXTENSIONS;
4337 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4338 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4339 gl_version = (const char *)qglGetString(GL_VERSION);
4340 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4344 if (!gl_platformextensions)
4345 gl_platformextensions = "";
4347 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4348 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4349 Con_Printf("GL_VERSION: %s\n", gl_version);
4350 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4351 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4353 VID_CheckExtensions();
4355 // LordHavoc: report supported extensions
4356 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4358 // clear to black (loading plaque will be seen over this)
4359 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4363 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4367 if (r_trippy.integer)
4369 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4371 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4374 p = r_refdef.view.frustum + i;
4379 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4383 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4387 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4391 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4395 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4399 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4403 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4407 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4415 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4419 if (r_trippy.integer)
4421 for (i = 0;i < numplanes;i++)
4428 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4432 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4436 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4440 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4444 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4448 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4452 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4456 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4464 //==================================================================================
4466 // LordHavoc: this stores temporary data used within the same frame
4468 typedef struct r_framedata_mem_s
4470 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4471 size_t size; // how much usable space
4472 size_t current; // how much space in use
4473 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4474 size_t wantedsize; // how much space was allocated
4475 unsigned char *data; // start of real data (16byte aligned)
4479 static r_framedata_mem_t *r_framedata_mem;
4481 void R_FrameData_Reset(void)
4483 while (r_framedata_mem)
4485 r_framedata_mem_t *next = r_framedata_mem->purge;
4486 Mem_Free(r_framedata_mem);
4487 r_framedata_mem = next;
4491 static void R_FrameData_Resize(void)
4494 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4495 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4496 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4498 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4499 newmem->wantedsize = wantedsize;
4500 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4501 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4502 newmem->current = 0;
4504 newmem->purge = r_framedata_mem;
4505 r_framedata_mem = newmem;
4509 void R_FrameData_NewFrame(void)
4511 R_FrameData_Resize();
4512 if (!r_framedata_mem)
4514 // if we ran out of space on the last frame, free the old memory now
4515 while (r_framedata_mem->purge)
4517 // repeatedly remove the second item in the list, leaving only head
4518 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4519 Mem_Free(r_framedata_mem->purge);
4520 r_framedata_mem->purge = next;
4522 // reset the current mem pointer
4523 r_framedata_mem->current = 0;
4524 r_framedata_mem->mark = 0;
4527 void *R_FrameData_Alloc(size_t size)
4531 // align to 16 byte boundary - the data pointer is already aligned, so we
4532 // only need to ensure the size of every allocation is also aligned
4533 size = (size + 15) & ~15;
4535 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4537 // emergency - we ran out of space, allocate more memory
4538 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4539 R_FrameData_Resize();
4542 data = r_framedata_mem->data + r_framedata_mem->current;
4543 r_framedata_mem->current += size;
4545 // count the usage for stats
4546 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4547 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4549 return (void *)data;
4552 void *R_FrameData_Store(size_t size, void *data)
4554 void *d = R_FrameData_Alloc(size);
4556 memcpy(d, data, size);
4560 void R_FrameData_SetMark(void)
4562 if (!r_framedata_mem)
4564 r_framedata_mem->mark = r_framedata_mem->current;
4567 void R_FrameData_ReturnToMark(void)
4569 if (!r_framedata_mem)
4571 r_framedata_mem->current = r_framedata_mem->mark;
4574 //==================================================================================
4576 // LordHavoc: animcache originally written by Echon, rewritten since then
4579 * Animation cache prevents re-generating mesh data for an animated model
4580 * multiple times in one frame for lighting, shadowing, reflections, etc.
4583 void R_AnimCache_Free(void)
4587 void R_AnimCache_ClearCache(void)
4590 entity_render_t *ent;
4592 for (i = 0;i < r_refdef.scene.numentities;i++)
4594 ent = r_refdef.scene.entities[i];
4595 ent->animcache_vertex3f = NULL;
4596 ent->animcache_normal3f = NULL;
4597 ent->animcache_svector3f = NULL;
4598 ent->animcache_tvector3f = NULL;
4599 ent->animcache_vertexmesh = NULL;
4600 ent->animcache_vertex3fbuffer = NULL;
4601 ent->animcache_vertexmeshbuffer = NULL;
4602 ent->animcache_skeletaltransform3x4 = NULL;
4606 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4610 // check if we need the meshbuffers
4611 if (!vid.useinterleavedarrays)
4614 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4615 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4616 // TODO: upload vertex3f buffer?
4617 if (ent->animcache_vertexmesh)
4619 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4620 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4621 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4622 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4623 for (i = 0;i < numvertices;i++)
4624 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4625 if (ent->animcache_svector3f)
4626 for (i = 0;i < numvertices;i++)
4627 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4628 if (ent->animcache_tvector3f)
4629 for (i = 0;i < numvertices;i++)
4630 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4631 if (ent->animcache_normal3f)
4632 for (i = 0;i < numvertices;i++)
4633 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4634 // TODO: upload vertexmeshbuffer?
4638 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4640 dp_model_t *model = ent->model;
4643 // cache skeletal animation data first (primarily for gpu-skinning)
4644 if (!ent->animcache_skeletaltransform3x4 && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4648 const skeleton_t *skeleton = ent->skeleton;
4649 const frameblend_t *frameblend = ent->frameblend;
4650 float *boneposerelative;
4652 static float bonepose[256][12];
4653 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4654 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4655 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4656 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4657 boneposerelative = ent->animcache_skeletaltransform3x4;
4658 if (skeleton && !skeleton->relativetransforms)
4660 // resolve hierarchy and make relative transforms (deforms) which the shader wants
4663 for (i = 0;i < model->num_bones;i++)
4665 Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
4666 if (model->data_bones[i].parent >= 0)
4667 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4669 memcpy(bonepose[i], m, sizeof(m));
4671 // create a relative deformation matrix to describe displacement
4672 // from the base mesh, which is used by the actual weighting
4673 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4678 for (i = 0;i < model->num_bones;i++)
4680 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
4681 float lerp = frameblend[0].lerp,
4682 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4683 rx = pose7s[3] * lerp,
4684 ry = pose7s[4] * lerp,
4685 rz = pose7s[5] * lerp,
4686 rw = pose7s[6] * lerp,
4687 dx = tx*rw + ty*rz - tz*ry,
4688 dy = -tx*rz + ty*rw + tz*rx,
4689 dz = tx*ry - ty*rx + tz*rw,
4690 dw = -tx*rx - ty*ry - tz*rz,
4691 scale, sx, sy, sz, sw;
4692 for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
4694 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
4695 float lerp = frameblend[blends].lerp,
4696 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4697 qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
4698 if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
4707 dx += tx*qw + ty*qz - tz*qy;
4708 dy += -tx*qz + ty*qw + tz*qx;
4709 dz += tx*qy - ty*qx + tz*qw;
4710 dw += -tx*qx - ty*qy - tz*qz;
4712 scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
4717 m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
4718 m[1] = 2*(sx*ry - sw*rz);
4719 m[2] = 2*(sx*rz + sw*ry);
4720 m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
4721 m[4] = 2*(sx*ry + sw*rz);
4722 m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
4723 m[6] = 2*(sy*rz - sw*rx);
4724 m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
4725 m[8] = 2*(sx*rz - sw*ry);
4726 m[9] = 2*(sy*rz + sw*rx);
4727 m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
4728 m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
4729 if (i == r_skeletal_debugbone.integer)
4730 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
4731 m[3] *= r_skeletal_debugtranslatex.value;
4732 m[7] *= r_skeletal_debugtranslatey.value;
4733 m[11] *= r_skeletal_debugtranslatez.value;
4734 if (model->data_bones[i].parent >= 0)
4735 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4737 memcpy(bonepose[i], m, sizeof(m));
4738 // create a relative deformation matrix to describe displacement
4739 // from the base mesh, which is used by the actual weighting
4740 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4745 // see if it's already cached this frame
4746 if (ent->animcache_vertex3f)
4748 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4749 if (wantnormals || wanttangents)
4751 if (ent->animcache_normal3f)
4752 wantnormals = false;
4753 if (ent->animcache_svector3f)
4754 wanttangents = false;
4755 if (wantnormals || wanttangents)
4757 numvertices = model->surfmesh.num_vertices;
4759 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4762 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4763 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4765 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4766 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4767 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4768 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4769 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4775 // see if this ent is worth caching
4776 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4778 // skip entity if the shader backend has a cheaper way
4779 if (model->surfmesh.data_skeletalindex4ub && r_glsl_skeletal.integer && !r_showsurfaces.integer) // FIXME add r_showsurfaces support to GLSL skeletal!
4781 switch (vid.renderpath)
4783 case RENDERPATH_GL20:
4785 case RENDERPATH_GL11:
4786 case RENDERPATH_GL13:
4787 case RENDERPATH_GLES1:
4788 case RENDERPATH_GLES2:
4789 case RENDERPATH_D3D9:
4790 case RENDERPATH_D3D10:
4791 case RENDERPATH_D3D11:
4792 case RENDERPATH_SOFT:
4796 // get some memory for this entity and generate mesh data
4797 numvertices = model->surfmesh.num_vertices;
4798 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4800 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4803 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4804 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4806 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4807 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4808 if (wantnormals || wanttangents)
4810 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4811 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4812 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4814 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4815 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4816 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4821 void R_AnimCache_CacheVisibleEntities(void)
4824 qboolean wantnormals = true;
4825 qboolean wanttangents = !r_showsurfaces.integer;
4827 switch(vid.renderpath)
4829 case RENDERPATH_GL20:
4830 case RENDERPATH_D3D9:
4831 case RENDERPATH_D3D10:
4832 case RENDERPATH_D3D11:
4833 case RENDERPATH_GLES2:
4835 case RENDERPATH_GL11:
4836 case RENDERPATH_GL13:
4837 case RENDERPATH_GLES1:
4838 wanttangents = false;
4840 case RENDERPATH_SOFT:
4844 if (r_shownormals.integer)
4845 wanttangents = wantnormals = true;
4847 // TODO: thread this
4848 // NOTE: R_PrepareRTLights() also caches entities
4850 for (i = 0;i < r_refdef.scene.numentities;i++)
4851 if (r_refdef.viewcache.entityvisible[i])
4852 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4855 //==================================================================================
4857 extern cvar_t r_overheadsprites_pushback;
4859 static void R_View_UpdateEntityLighting (void)
4862 entity_render_t *ent;
4863 vec3_t tempdiffusenormal, avg;
4864 vec_t f, fa, fd, fdd;
4865 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4867 for (i = 0;i < r_refdef.scene.numentities;i++)
4869 ent = r_refdef.scene.entities[i];
4871 // skip unseen models
4872 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4876 if (ent->model && ent->model == cl.worldmodel)
4878 // TODO: use modellight for r_ambient settings on world?
4879 VectorSet(ent->modellight_ambient, 0, 0, 0);
4880 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4881 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4885 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4887 // aleady updated by CSQC
4888 // TODO: force modellight on BSP models in this case?
4889 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4893 // fetch the lighting from the worldmodel data
4894 VectorClear(ent->modellight_ambient);
4895 VectorClear(ent->modellight_diffuse);
4896 VectorClear(tempdiffusenormal);
4897 if (ent->flags & RENDER_LIGHT)
4900 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4902 // complete lightning for lit sprites
4903 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4904 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4906 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4907 org[2] = org[2] + r_overheadsprites_pushback.value;
4908 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4911 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4913 if(ent->flags & RENDER_EQUALIZE)
4915 // first fix up ambient lighting...
4916 if(r_equalize_entities_minambient.value > 0)
4918 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4921 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4922 if(fa < r_equalize_entities_minambient.value * fd)
4925 // fa'/fd' = minambient
4926 // fa'+0.25*fd' = fa+0.25*fd
4928 // fa' = fd' * minambient
4929 // fd'*(0.25+minambient) = fa+0.25*fd
4931 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4932 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4934 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4935 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4936 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4937 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4942 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4944 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4945 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4949 // adjust brightness and saturation to target
4950 avg[0] = avg[1] = avg[2] = fa / f;
4951 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4952 avg[0] = avg[1] = avg[2] = fd / f;
4953 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4959 VectorSet(ent->modellight_ambient, 1, 1, 1);
4962 // move the light direction into modelspace coordinates for lighting code
4963 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4964 if(VectorLength2(ent->modellight_lightdir) == 0)
4965 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4966 VectorNormalize(ent->modellight_lightdir);
4970 #define MAX_LINEOFSIGHTTRACES 64
4972 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4975 vec3_t boxmins, boxmaxs;
4978 dp_model_t *model = r_refdef.scene.worldmodel;
4980 if (!model || !model->brush.TraceLineOfSight)
4983 // expand the box a little
4984 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4985 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4986 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4987 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4988 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4989 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4991 // return true if eye is inside enlarged box
4992 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4996 VectorCopy(eye, start);
4997 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4998 if (model->brush.TraceLineOfSight(model, start, end))
5001 // try various random positions
5002 for (i = 0;i < numsamples;i++)
5004 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5005 if (model->brush.TraceLineOfSight(model, start, end))
5013 static void R_View_UpdateEntityVisible (void)
5018 entity_render_t *ent;
5020 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5021 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5022 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
5023 : RENDER_EXTERIORMODEL;
5024 if (!r_drawviewmodel.integer)
5025 renderimask |= RENDER_VIEWMODEL;
5026 if (!r_drawexteriormodel.integer)
5027 renderimask |= RENDER_EXTERIORMODEL;
5028 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5030 // worldmodel can check visibility
5031 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5032 for (i = 0;i < r_refdef.scene.numentities;i++)
5034 ent = r_refdef.scene.entities[i];
5035 if (!(ent->flags & renderimask))
5036 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
5037 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
5038 r_refdef.viewcache.entityvisible[i] = true;
5043 // no worldmodel or it can't check visibility
5044 for (i = 0;i < r_refdef.scene.numentities;i++)
5046 ent = r_refdef.scene.entities[i];
5047 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));
5050 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5051 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5053 for (i = 0;i < r_refdef.scene.numentities;i++)
5055 if (!r_refdef.viewcache.entityvisible[i])
5057 ent = r_refdef.scene.entities[i];
5058 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5060 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5062 continue; // temp entities do pvs only
5063 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5064 ent->last_trace_visibility = realtime;
5065 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5066 r_refdef.viewcache.entityvisible[i] = 0;
5072 /// only used if skyrendermasked, and normally returns false
5073 static int R_DrawBrushModelsSky (void)
5076 entity_render_t *ent;
5079 for (i = 0;i < r_refdef.scene.numentities;i++)
5081 if (!r_refdef.viewcache.entityvisible[i])
5083 ent = r_refdef.scene.entities[i];
5084 if (!ent->model || !ent->model->DrawSky)
5086 ent->model->DrawSky(ent);
5092 static void R_DrawNoModel(entity_render_t *ent);
5093 static void R_DrawModels(void)
5096 entity_render_t *ent;
5098 for (i = 0;i < r_refdef.scene.numentities;i++)
5100 if (!r_refdef.viewcache.entityvisible[i])
5102 ent = r_refdef.scene.entities[i];
5103 r_refdef.stats[r_stat_entities]++;
5105 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5108 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5109 Con_Printf("R_DrawModels\n");
5110 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
5111 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
5112 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
5115 if (ent->model && ent->model->Draw != NULL)
5116 ent->model->Draw(ent);
5122 static void R_DrawModelsDepth(void)
5125 entity_render_t *ent;
5127 for (i = 0;i < r_refdef.scene.numentities;i++)
5129 if (!r_refdef.viewcache.entityvisible[i])
5131 ent = r_refdef.scene.entities[i];
5132 if (ent->model && ent->model->DrawDepth != NULL)
5133 ent->model->DrawDepth(ent);
5137 static void R_DrawModelsDebug(void)
5140 entity_render_t *ent;
5142 for (i = 0;i < r_refdef.scene.numentities;i++)
5144 if (!r_refdef.viewcache.entityvisible[i])
5146 ent = r_refdef.scene.entities[i];
5147 if (ent->model && ent->model->DrawDebug != NULL)
5148 ent->model->DrawDebug(ent);
5152 static void R_DrawModelsAddWaterPlanes(void)
5155 entity_render_t *ent;
5157 for (i = 0;i < r_refdef.scene.numentities;i++)
5159 if (!r_refdef.viewcache.entityvisible[i])
5161 ent = r_refdef.scene.entities[i];
5162 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5163 ent->model->DrawAddWaterPlanes(ent);
5167 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5169 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5171 if (r_hdr_irisadaptation.integer)
5176 vec3_t diffusenormal;
5178 vec_t brightness = 0.0f;
5183 VectorCopy(r_refdef.view.forward, forward);
5184 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5186 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5187 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5188 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5189 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5190 d = DotProduct(forward, diffusenormal);
5191 brightness += VectorLength(ambient);
5193 brightness += d * VectorLength(diffuse);
5195 brightness *= 1.0f / c;
5196 brightness += 0.00001f; // make sure it's never zero
5197 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5198 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5199 current = r_hdr_irisadaptation_value.value;
5201 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5202 else if (current > goal)
5203 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5204 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5205 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5207 else if (r_hdr_irisadaptation_value.value != 1.0f)
5208 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5211 static void R_View_SetFrustum(const int *scissor)
5214 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5215 vec3_t forward, left, up, origin, v;
5219 // flipped x coordinates (because x points left here)
5220 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5221 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5223 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5224 switch(vid.renderpath)
5226 case RENDERPATH_D3D9:
5227 case RENDERPATH_D3D10:
5228 case RENDERPATH_D3D11:
5229 // non-flipped y coordinates
5230 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5231 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5233 case RENDERPATH_SOFT:
5234 case RENDERPATH_GL11:
5235 case RENDERPATH_GL13:
5236 case RENDERPATH_GL20:
5237 case RENDERPATH_GLES1:
5238 case RENDERPATH_GLES2:
5239 // non-flipped y coordinates
5240 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5241 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5246 // we can't trust r_refdef.view.forward and friends in reflected scenes
5247 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5250 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5251 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5252 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5253 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5254 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5255 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5256 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5257 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5258 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5259 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5260 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5261 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5265 zNear = r_refdef.nearclip;
5266 nudge = 1.0 - 1.0 / (1<<23);
5267 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5268 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5269 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5270 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5271 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5272 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5273 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5274 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5280 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5281 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5282 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5283 r_refdef.view.frustum[0].dist = m[15] - m[12];
5285 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5286 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5287 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5288 r_refdef.view.frustum[1].dist = m[15] + m[12];
5290 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5291 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5292 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5293 r_refdef.view.frustum[2].dist = m[15] - m[13];
5295 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5296 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5297 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5298 r_refdef.view.frustum[3].dist = m[15] + m[13];
5300 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5301 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5302 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5303 r_refdef.view.frustum[4].dist = m[15] - m[14];
5305 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5306 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5307 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5308 r_refdef.view.frustum[5].dist = m[15] + m[14];
5311 if (r_refdef.view.useperspective)
5313 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5314 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5315 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5316 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5317 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5319 // then the normals from the corners relative to origin
5320 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5321 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5322 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5323 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5325 // in a NORMAL view, forward cross left == up
5326 // in a REFLECTED view, forward cross left == down
5327 // so our cross products above need to be adjusted for a left handed coordinate system
5328 CrossProduct(forward, left, v);
5329 if(DotProduct(v, up) < 0)
5331 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5332 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5333 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5334 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5337 // Leaving those out was a mistake, those were in the old code, and they
5338 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5339 // I couldn't reproduce it after adding those normalizations. --blub
5340 VectorNormalize(r_refdef.view.frustum[0].normal);
5341 VectorNormalize(r_refdef.view.frustum[1].normal);
5342 VectorNormalize(r_refdef.view.frustum[2].normal);
5343 VectorNormalize(r_refdef.view.frustum[3].normal);
5345 // make the corners absolute
5346 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5347 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5348 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5349 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5352 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5354 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5355 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5356 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5357 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5358 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5362 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5363 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5364 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5365 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5366 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5367 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5368 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5369 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5370 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5371 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5373 r_refdef.view.numfrustumplanes = 5;
5375 if (r_refdef.view.useclipplane)
5377 r_refdef.view.numfrustumplanes = 6;
5378 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5381 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5382 PlaneClassify(r_refdef.view.frustum + i);
5384 // LordHavoc: note to all quake engine coders, Quake had a special case
5385 // for 90 degrees which assumed a square view (wrong), so I removed it,
5386 // Quake2 has it disabled as well.
5388 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5389 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5390 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5391 //PlaneClassify(&frustum[0]);
5393 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5394 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5395 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5396 //PlaneClassify(&frustum[1]);
5398 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5399 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5400 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5401 //PlaneClassify(&frustum[2]);
5403 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5404 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5405 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5406 //PlaneClassify(&frustum[3]);
5409 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5410 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5411 //PlaneClassify(&frustum[4]);
5414 static void R_View_UpdateWithScissor(const int *myscissor)
5416 R_Main_ResizeViewCache();
5417 R_View_SetFrustum(myscissor);
5418 R_View_WorldVisibility(r_refdef.view.useclipplane);
5419 R_View_UpdateEntityVisible();
5420 R_View_UpdateEntityLighting();
5423 static void R_View_Update(void)
5425 R_Main_ResizeViewCache();
5426 R_View_SetFrustum(NULL);
5427 R_View_WorldVisibility(r_refdef.view.useclipplane);
5428 R_View_UpdateEntityVisible();
5429 R_View_UpdateEntityLighting();
5432 float viewscalefpsadjusted = 1.0f;
5434 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5436 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5437 scale = bound(0.03125f, scale, 1.0f);
5438 *outwidth = (int)ceil(width * scale);
5439 *outheight = (int)ceil(height * scale);
5442 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5444 const float *customclipplane = NULL;
5446 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5447 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5449 // LordHavoc: couldn't figure out how to make this approach the
5450 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5451 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5452 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5453 dist = r_refdef.view.clipplane.dist;
5454 plane[0] = r_refdef.view.clipplane.normal[0];
5455 plane[1] = r_refdef.view.clipplane.normal[1];
5456 plane[2] = r_refdef.view.clipplane.normal[2];
5458 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5461 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5462 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5464 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5465 if (!r_refdef.view.useperspective)
5466 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -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);
5467 else if (vid.stencil && r_useinfinitefarclip.integer)
5468 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5470 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5471 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5472 R_SetViewport(&r_refdef.view.viewport);
5473 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5475 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5476 float screenplane[4];
5477 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5478 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5479 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5480 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5481 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5485 void R_EntityMatrix(const matrix4x4_t *matrix)
5487 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5489 gl_modelmatrixchanged = false;
5490 gl_modelmatrix = *matrix;
5491 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5492 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5493 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5494 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5496 switch(vid.renderpath)
5498 case RENDERPATH_D3D9:
5500 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5501 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5504 case RENDERPATH_D3D10:
5505 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5507 case RENDERPATH_D3D11:
5508 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5510 case RENDERPATH_GL11:
5511 case RENDERPATH_GL13:
5512 case RENDERPATH_GLES1:
5513 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5515 case RENDERPATH_SOFT:
5516 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5517 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5519 case RENDERPATH_GL20:
5520 case RENDERPATH_GLES2:
5521 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5522 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5528 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5530 r_viewport_t viewport;
5534 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5535 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, x2, y2, -10, 100, NULL);
5536 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5537 R_SetViewport(&viewport);
5538 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5539 GL_Color(1, 1, 1, 1);
5540 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5541 GL_BlendFunc(GL_ONE, GL_ZERO);
5542 GL_ScissorTest(false);
5543 GL_DepthMask(false);
5544 GL_DepthRange(0, 1);
5545 GL_DepthTest(false);
5546 GL_DepthFunc(GL_LEQUAL);
5547 R_EntityMatrix(&identitymatrix);
5548 R_Mesh_ResetTextureState();
5549 GL_PolygonOffset(0, 0);
5550 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5551 switch(vid.renderpath)
5553 case RENDERPATH_GL11:
5554 case RENDERPATH_GL13:
5555 case RENDERPATH_GL20:
5556 case RENDERPATH_GLES1:
5557 case RENDERPATH_GLES2:
5558 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5560 case RENDERPATH_D3D9:
5561 case RENDERPATH_D3D10:
5562 case RENDERPATH_D3D11:
5563 case RENDERPATH_SOFT:
5566 GL_CullFace(GL_NONE);
5571 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5575 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5578 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5582 R_SetupView(true, fbo, depthtexture, colortexture);
5583 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5584 GL_Color(1, 1, 1, 1);
5585 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5586 GL_BlendFunc(GL_ONE, GL_ZERO);
5587 GL_ScissorTest(true);
5589 GL_DepthRange(0, 1);
5591 GL_DepthFunc(GL_LEQUAL);
5592 R_EntityMatrix(&identitymatrix);
5593 R_Mesh_ResetTextureState();
5594 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5595 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5596 switch(vid.renderpath)
5598 case RENDERPATH_GL11:
5599 case RENDERPATH_GL13:
5600 case RENDERPATH_GL20:
5601 case RENDERPATH_GLES1:
5602 case RENDERPATH_GLES2:
5603 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5605 case RENDERPATH_D3D9:
5606 case RENDERPATH_D3D10:
5607 case RENDERPATH_D3D11:
5608 case RENDERPATH_SOFT:
5611 GL_CullFace(r_refdef.view.cullface_back);
5616 R_RenderView_UpdateViewVectors
5619 void R_RenderView_UpdateViewVectors(void)
5621 // break apart the view matrix into vectors for various purposes
5622 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5623 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5624 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5625 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5626 // make an inverted copy of the view matrix for tracking sprites
5627 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5630 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5631 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5633 static void R_Water_StartFrame(void)
5636 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5637 r_waterstate_waterplane_t *p;
5638 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5640 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5643 switch(vid.renderpath)
5645 case RENDERPATH_GL20:
5646 case RENDERPATH_D3D9:
5647 case RENDERPATH_D3D10:
5648 case RENDERPATH_D3D11:
5649 case RENDERPATH_SOFT:
5650 case RENDERPATH_GLES2:
5652 case RENDERPATH_GL11:
5653 case RENDERPATH_GL13:
5654 case RENDERPATH_GLES1:
5658 // set waterwidth and waterheight to the water resolution that will be
5659 // used (often less than the screen resolution for faster rendering)
5660 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5662 // calculate desired texture sizes
5663 // can't use water if the card does not support the texture size
5664 if (!r_water.integer || r_showsurfaces.integer)
5665 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5666 else if (vid.support.arb_texture_non_power_of_two)
5668 texturewidth = waterwidth;
5669 textureheight = waterheight;
5670 camerawidth = waterwidth;
5671 cameraheight = waterheight;
5675 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5676 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5677 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5678 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5681 // allocate textures as needed
5682 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5684 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5685 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5687 if (p->texture_refraction)
5688 R_FreeTexture(p->texture_refraction);
5689 p->texture_refraction = NULL;
5690 if (p->fbo_refraction)
5691 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5692 p->fbo_refraction = 0;
5693 if (p->texture_reflection)
5694 R_FreeTexture(p->texture_reflection);
5695 p->texture_reflection = NULL;
5696 if (p->fbo_reflection)
5697 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5698 p->fbo_reflection = 0;
5699 if (p->texture_camera)
5700 R_FreeTexture(p->texture_camera);
5701 p->texture_camera = NULL;
5703 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5706 memset(&r_fb.water, 0, sizeof(r_fb.water));
5707 r_fb.water.texturewidth = texturewidth;
5708 r_fb.water.textureheight = textureheight;
5709 r_fb.water.camerawidth = camerawidth;
5710 r_fb.water.cameraheight = cameraheight;
5713 if (r_fb.water.texturewidth)
5715 int scaledwidth, scaledheight;
5717 r_fb.water.enabled = true;
5719 // water resolution is usually reduced
5720 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5721 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5722 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5724 // set up variables that will be used in shader setup
5725 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5726 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5727 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5728 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5731 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5732 r_fb.water.numwaterplanes = 0;
5735 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5737 int planeindex, bestplaneindex, vertexindex;
5738 vec3_t mins, maxs, normal, center, v, n;
5739 vec_t planescore, bestplanescore;
5741 r_waterstate_waterplane_t *p;
5742 texture_t *t = R_GetCurrentTexture(surface->texture);
5744 rsurface.texture = t;
5745 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5746 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5747 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5749 // average the vertex normals, find the surface bounds (after deformvertexes)
5750 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5751 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5752 VectorCopy(n, normal);
5753 VectorCopy(v, mins);
5754 VectorCopy(v, maxs);
5755 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5757 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5758 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5759 VectorAdd(normal, n, normal);
5760 mins[0] = min(mins[0], v[0]);
5761 mins[1] = min(mins[1], v[1]);
5762 mins[2] = min(mins[2], v[2]);
5763 maxs[0] = max(maxs[0], v[0]);
5764 maxs[1] = max(maxs[1], v[1]);
5765 maxs[2] = max(maxs[2], v[2]);
5767 VectorNormalize(normal);
5768 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5770 VectorCopy(normal, plane.normal);
5771 VectorNormalize(plane.normal);
5772 plane.dist = DotProduct(center, plane.normal);
5773 PlaneClassify(&plane);
5774 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5776 // skip backfaces (except if nocullface is set)
5777 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5779 VectorNegate(plane.normal, plane.normal);
5781 PlaneClassify(&plane);
5785 // find a matching plane if there is one
5786 bestplaneindex = -1;
5787 bestplanescore = 1048576.0f;
5788 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5790 if(p->camera_entity == t->camera_entity)
5792 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5793 if (bestplaneindex < 0 || bestplanescore > planescore)
5795 bestplaneindex = planeindex;
5796 bestplanescore = planescore;
5800 planeindex = bestplaneindex;
5801 p = r_fb.water.waterplanes + planeindex;
5803 // if this surface does not fit any known plane rendered this frame, add one
5804 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5806 // store the new plane
5807 planeindex = r_fb.water.numwaterplanes++;
5808 p = r_fb.water.waterplanes + planeindex;
5810 // clear materialflags and pvs
5811 p->materialflags = 0;
5812 p->pvsvalid = false;
5813 p->camera_entity = t->camera_entity;
5814 VectorCopy(mins, p->mins);
5815 VectorCopy(maxs, p->maxs);
5819 // merge mins/maxs when we're adding this surface to the plane
5820 p->mins[0] = min(p->mins[0], mins[0]);
5821 p->mins[1] = min(p->mins[1], mins[1]);
5822 p->mins[2] = min(p->mins[2], mins[2]);
5823 p->maxs[0] = max(p->maxs[0], maxs[0]);
5824 p->maxs[1] = max(p->maxs[1], maxs[1]);
5825 p->maxs[2] = max(p->maxs[2], maxs[2]);
5827 // merge this surface's materialflags into the waterplane
5828 p->materialflags |= t->currentmaterialflags;
5829 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5831 // merge this surface's PVS into the waterplane
5832 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5833 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5835 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5841 extern cvar_t r_drawparticles;
5842 extern cvar_t r_drawdecals;
5844 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5847 r_refdef_view_t originalview;
5848 r_refdef_view_t myview;
5849 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5850 r_waterstate_waterplane_t *p;
5852 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5855 originalview = r_refdef.view;
5857 // lowquality hack, temporarily shut down some cvars and restore afterwards
5858 qualityreduction = r_water_lowquality.integer;
5859 if (qualityreduction > 0)
5861 if (qualityreduction >= 1)
5863 old_r_shadows = r_shadows.integer;
5864 old_r_worldrtlight = r_shadow_realtime_world.integer;
5865 old_r_dlight = r_shadow_realtime_dlight.integer;
5866 Cvar_SetValueQuick(&r_shadows, 0);
5867 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5868 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5870 if (qualityreduction >= 2)
5872 old_r_dynamic = r_dynamic.integer;
5873 old_r_particles = r_drawparticles.integer;
5874 old_r_decals = r_drawdecals.integer;
5875 Cvar_SetValueQuick(&r_dynamic, 0);
5876 Cvar_SetValueQuick(&r_drawparticles, 0);
5877 Cvar_SetValueQuick(&r_drawdecals, 0);
5881 // make sure enough textures are allocated
5882 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5884 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5886 if (!p->texture_refraction)
5887 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5888 if (!p->texture_refraction)
5892 if (r_fb.water.depthtexture == NULL)
5893 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5894 if (p->fbo_refraction == 0)
5895 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5898 else if (p->materialflags & MATERIALFLAG_CAMERA)
5900 if (!p->texture_camera)
5901 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5902 if (!p->texture_camera)
5906 if (r_fb.water.depthtexture == NULL)
5907 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5908 if (p->fbo_camera == 0)
5909 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5913 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5915 if (!p->texture_reflection)
5916 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5917 if (!p->texture_reflection)
5921 if (r_fb.water.depthtexture == NULL)
5922 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5923 if (p->fbo_reflection == 0)
5924 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5930 r_refdef.view = originalview;
5931 r_refdef.view.showdebug = false;
5932 r_refdef.view.width = r_fb.water.waterwidth;
5933 r_refdef.view.height = r_fb.water.waterheight;
5934 r_refdef.view.useclipplane = true;
5935 myview = r_refdef.view;
5936 r_fb.water.renderingscene = true;
5937 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5939 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5941 r_refdef.view = myview;
5942 if(r_water_scissormode.integer)
5944 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5945 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5946 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5949 // render reflected scene and copy into texture
5950 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5951 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5952 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5953 r_refdef.view.clipplane = p->plane;
5954 // reverse the cullface settings for this render
5955 r_refdef.view.cullface_front = GL_FRONT;
5956 r_refdef.view.cullface_back = GL_BACK;
5957 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5959 r_refdef.view.usecustompvs = true;
5961 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5963 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5966 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5967 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5968 R_ClearScreen(r_refdef.fogenabled);
5969 if(r_water_scissormode.integer & 2)
5970 R_View_UpdateWithScissor(myscissor);
5973 R_AnimCache_CacheVisibleEntities();
5974 if(r_water_scissormode.integer & 1)
5975 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5976 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5978 if (!p->fbo_reflection)
5979 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5980 r_fb.water.hideplayer = false;
5983 // render the normal view scene and copy into texture
5984 // (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)
5985 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5987 r_refdef.view = myview;
5988 if(r_water_scissormode.integer)
5990 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5991 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5992 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5995 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5997 r_refdef.view.clipplane = p->plane;
5998 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5999 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6001 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6003 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6004 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6005 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6006 R_RenderView_UpdateViewVectors();
6007 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6009 r_refdef.view.usecustompvs = true;
6010 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
6014 PlaneClassify(&r_refdef.view.clipplane);
6016 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6017 R_ClearScreen(r_refdef.fogenabled);
6018 if(r_water_scissormode.integer & 2)
6019 R_View_UpdateWithScissor(myscissor);
6022 R_AnimCache_CacheVisibleEntities();
6023 if(r_water_scissormode.integer & 1)
6024 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6025 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6027 if (!p->fbo_refraction)
6028 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6029 r_fb.water.hideplayer = false;
6031 else if (p->materialflags & MATERIALFLAG_CAMERA)
6033 r_refdef.view = myview;
6035 r_refdef.view.clipplane = p->plane;
6036 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6037 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6039 r_refdef.view.width = r_fb.water.camerawidth;
6040 r_refdef.view.height = r_fb.water.cameraheight;
6041 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6042 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6043 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6044 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6046 if(p->camera_entity)
6048 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6049 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6052 // note: all of the view is used for displaying... so
6053 // there is no use in scissoring
6055 // reverse the cullface settings for this render
6056 r_refdef.view.cullface_front = GL_FRONT;
6057 r_refdef.view.cullface_back = GL_BACK;
6058 // also reverse the view matrix
6059 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
6060 R_RenderView_UpdateViewVectors();
6061 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6063 r_refdef.view.usecustompvs = true;
6064 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
6067 // camera needs no clipplane
6068 r_refdef.view.useclipplane = false;
6070 PlaneClassify(&r_refdef.view.clipplane);
6072 r_fb.water.hideplayer = false;
6074 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6075 R_ClearScreen(r_refdef.fogenabled);
6077 R_AnimCache_CacheVisibleEntities();
6078 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6081 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6082 r_fb.water.hideplayer = false;
6086 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6087 r_fb.water.renderingscene = false;
6088 r_refdef.view = originalview;
6089 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6090 if (!r_fb.water.depthtexture)
6091 R_ClearScreen(r_refdef.fogenabled);
6093 R_AnimCache_CacheVisibleEntities();
6096 r_refdef.view = originalview;
6097 r_fb.water.renderingscene = false;
6098 Cvar_SetValueQuick(&r_water, 0);
6099 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6101 // lowquality hack, restore cvars
6102 if (qualityreduction > 0)
6104 if (qualityreduction >= 1)
6106 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6107 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6108 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6110 if (qualityreduction >= 2)
6112 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6113 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6114 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6119 static void R_Bloom_StartFrame(void)
6122 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6123 int viewwidth, viewheight;
6124 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6125 textype_t textype = TEXTYPE_COLORBUFFER;
6127 switch (vid.renderpath)
6129 case RENDERPATH_GL20:
6130 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6131 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6133 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6134 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6137 case RENDERPATH_GL11:
6138 case RENDERPATH_GL13:
6139 case RENDERPATH_GLES1:
6140 case RENDERPATH_GLES2:
6141 case RENDERPATH_D3D9:
6142 case RENDERPATH_D3D10:
6143 case RENDERPATH_D3D11:
6144 r_fb.usedepthtextures = false;
6146 case RENDERPATH_SOFT:
6147 r_fb.usedepthtextures = true;
6151 if (r_viewscale_fpsscaling.integer)
6153 double actualframetime;
6154 double targetframetime;
6156 actualframetime = r_refdef.lastdrawscreentime;
6157 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6158 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6159 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6160 if (r_viewscale_fpsscaling_stepsize.value > 0)
6161 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6162 viewscalefpsadjusted += adjust;
6163 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6166 viewscalefpsadjusted = 1.0f;
6168 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6170 switch(vid.renderpath)
6172 case RENDERPATH_GL20:
6173 case RENDERPATH_D3D9:
6174 case RENDERPATH_D3D10:
6175 case RENDERPATH_D3D11:
6176 case RENDERPATH_SOFT:
6177 case RENDERPATH_GLES2:
6179 case RENDERPATH_GL11:
6180 case RENDERPATH_GL13:
6181 case RENDERPATH_GLES1:
6185 // set bloomwidth and bloomheight to the bloom resolution that will be
6186 // used (often less than the screen resolution for faster rendering)
6187 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6188 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6189 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6190 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6191 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6193 // calculate desired texture sizes
6194 if (vid.support.arb_texture_non_power_of_two)
6196 screentexturewidth = vid.width;
6197 screentextureheight = vid.height;
6198 bloomtexturewidth = r_fb.bloomwidth;
6199 bloomtextureheight = r_fb.bloomheight;
6203 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6204 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6205 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6206 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6209 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6211 Cvar_SetValueQuick(&r_bloom, 0);
6212 Cvar_SetValueQuick(&r_motionblur, 0);
6213 Cvar_SetValueQuick(&r_damageblur, 0);
6216 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6218 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6220 && r_viewscale.value == 1.0f
6221 && !r_viewscale_fpsscaling.integer)
6222 screentexturewidth = screentextureheight = 0;
6223 if (!r_bloom.integer)
6224 bloomtexturewidth = bloomtextureheight = 0;
6226 // allocate textures as needed
6227 if (r_fb.screentexturewidth != screentexturewidth
6228 || r_fb.screentextureheight != screentextureheight
6229 || r_fb.bloomtexturewidth != bloomtexturewidth
6230 || r_fb.bloomtextureheight != bloomtextureheight
6231 || r_fb.textype != textype
6232 || useviewfbo != (r_fb.fbo != 0))
6234 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6236 if (r_fb.bloomtexture[i])
6237 R_FreeTexture(r_fb.bloomtexture[i]);
6238 r_fb.bloomtexture[i] = NULL;
6240 if (r_fb.bloomfbo[i])
6241 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6242 r_fb.bloomfbo[i] = 0;
6246 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6249 if (r_fb.colortexture)
6250 R_FreeTexture(r_fb.colortexture);
6251 r_fb.colortexture = NULL;
6253 if (r_fb.depthtexture)
6254 R_FreeTexture(r_fb.depthtexture);
6255 r_fb.depthtexture = NULL;
6257 if (r_fb.ghosttexture)
6258 R_FreeTexture(r_fb.ghosttexture);
6259 r_fb.ghosttexture = NULL;
6261 r_fb.screentexturewidth = screentexturewidth;
6262 r_fb.screentextureheight = screentextureheight;
6263 r_fb.bloomtexturewidth = bloomtexturewidth;
6264 r_fb.bloomtextureheight = bloomtextureheight;
6265 r_fb.textype = textype;
6267 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6269 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6270 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6271 r_fb.ghosttexture_valid = false;
6272 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6275 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6276 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6277 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6281 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6283 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6285 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6287 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6292 // bloom texture is a different resolution
6293 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6294 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6295 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6296 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6297 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6299 // set up a texcoord array for the full resolution screen image
6300 // (we have to keep this around to copy back during final render)
6301 r_fb.screentexcoord2f[0] = 0;
6302 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6303 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6304 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6305 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6306 r_fb.screentexcoord2f[5] = 0;
6307 r_fb.screentexcoord2f[6] = 0;
6308 r_fb.screentexcoord2f[7] = 0;
6312 for (i = 1;i < 8;i += 2)
6314 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6318 // set up a texcoord array for the reduced resolution bloom image
6319 // (which will be additive blended over the screen image)
6320 r_fb.bloomtexcoord2f[0] = 0;
6321 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6322 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6323 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6324 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6325 r_fb.bloomtexcoord2f[5] = 0;
6326 r_fb.bloomtexcoord2f[6] = 0;
6327 r_fb.bloomtexcoord2f[7] = 0;
6329 switch(vid.renderpath)
6331 case RENDERPATH_GL11:
6332 case RENDERPATH_GL13:
6333 case RENDERPATH_GL20:
6334 case RENDERPATH_SOFT:
6335 case RENDERPATH_GLES1:
6336 case RENDERPATH_GLES2:
6338 case RENDERPATH_D3D9:
6339 case RENDERPATH_D3D10:
6340 case RENDERPATH_D3D11:
6341 for (i = 0;i < 4;i++)
6343 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6344 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6345 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6346 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6351 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6354 r_refdef.view.clear = true;
6357 static void R_Bloom_MakeTexture(void)
6360 float xoffset, yoffset, r, brighten;
6362 float colorscale = r_bloom_colorscale.value;
6364 r_refdef.stats[r_stat_bloom]++;
6367 // this copy is unnecessary since it happens in R_BlendView already
6370 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6371 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6375 // scale down screen texture to the bloom texture size
6377 r_fb.bloomindex = 0;
6378 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6379 R_SetViewport(&r_fb.bloomviewport);
6380 GL_DepthTest(false);
6381 GL_BlendFunc(GL_ONE, GL_ZERO);
6382 GL_Color(colorscale, colorscale, colorscale, 1);
6383 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6384 switch(vid.renderpath)
6386 case RENDERPATH_GL11:
6387 case RENDERPATH_GL13:
6388 case RENDERPATH_GL20:
6389 case RENDERPATH_GLES1:
6390 case RENDERPATH_GLES2:
6391 case RENDERPATH_SOFT:
6392 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6394 case RENDERPATH_D3D9:
6395 case RENDERPATH_D3D10:
6396 case RENDERPATH_D3D11:
6397 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6400 // TODO: do boxfilter scale-down in shader?
6401 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6402 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6403 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6405 // we now have a properly scaled bloom image
6406 if (!r_fb.bloomfbo[r_fb.bloomindex])
6408 // copy it into the bloom texture
6409 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6410 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6413 // multiply bloom image by itself as many times as desired
6414 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6416 intex = r_fb.bloomtexture[r_fb.bloomindex];
6417 r_fb.bloomindex ^= 1;
6418 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6420 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6421 if (!r_fb.bloomfbo[r_fb.bloomindex])
6423 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6424 GL_Color(r,r,r,1); // apply fix factor
6429 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6430 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6431 GL_Color(1,1,1,1); // no fix factor supported here
6433 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6434 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6435 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6436 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6438 if (!r_fb.bloomfbo[r_fb.bloomindex])
6440 // copy the darkened image to a texture
6441 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6442 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6446 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6447 brighten = r_bloom_brighten.value;
6448 brighten = sqrt(brighten);
6450 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6452 for (dir = 0;dir < 2;dir++)
6454 intex = r_fb.bloomtexture[r_fb.bloomindex];
6455 r_fb.bloomindex ^= 1;
6456 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6457 // blend on at multiple vertical offsets to achieve a vertical blur
6458 // TODO: do offset blends using GLSL
6459 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6460 GL_BlendFunc(GL_ONE, GL_ZERO);
6461 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6462 for (x = -range;x <= range;x++)
6464 if (!dir){xoffset = 0;yoffset = x;}
6465 else {xoffset = x;yoffset = 0;}
6466 xoffset /= (float)r_fb.bloomtexturewidth;
6467 yoffset /= (float)r_fb.bloomtextureheight;
6468 // compute a texcoord array with the specified x and y offset
6469 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6470 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6471 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6472 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6473 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6474 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6475 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6476 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6477 // this r value looks like a 'dot' particle, fading sharply to
6478 // black at the edges
6479 // (probably not realistic but looks good enough)
6480 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6481 //r = brighten/(range*2+1);
6482 r = brighten / (range * 2 + 1);
6484 r *= (1 - x*x/(float)(range*range));
6485 GL_Color(r, r, r, 1);
6486 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6487 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6488 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6489 GL_BlendFunc(GL_ONE, GL_ONE);
6492 if (!r_fb.bloomfbo[r_fb.bloomindex])
6494 // copy the vertically or horizontally blurred bloom view to a texture
6495 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6496 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6501 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6503 unsigned int permutation;
6504 float uservecs[4][4];
6506 R_EntityMatrix(&identitymatrix);
6508 switch (vid.renderpath)
6510 case RENDERPATH_GL20:
6511 case RENDERPATH_D3D9:
6512 case RENDERPATH_D3D10:
6513 case RENDERPATH_D3D11:
6514 case RENDERPATH_SOFT:
6515 case RENDERPATH_GLES2:
6517 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6518 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6519 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6520 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6521 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6523 if (r_fb.colortexture)
6527 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6528 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6531 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6533 // declare variables
6534 float blur_factor, blur_mouseaccel, blur_velocity;
6535 static float blur_average;
6536 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6538 // set a goal for the factoring
6539 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6540 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6541 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6542 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6543 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6544 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6546 // from the goal, pick an averaged value between goal and last value
6547 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6548 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6550 // enforce minimum amount of blur
6551 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6553 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6555 // calculate values into a standard alpha
6556 cl.motionbluralpha = 1 - exp(-
6558 (r_motionblur.value * blur_factor / 80)
6560 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6563 max(0.0001, cl.time - cl.oldtime) // fps independent
6566 // randomization for the blur value to combat persistent ghosting
6567 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6568 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6571 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6572 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6574 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6575 GL_Color(1, 1, 1, cl.motionbluralpha);
6576 switch(vid.renderpath)
6578 case RENDERPATH_GL11:
6579 case RENDERPATH_GL13:
6580 case RENDERPATH_GL20:
6581 case RENDERPATH_GLES1:
6582 case RENDERPATH_GLES2:
6583 case RENDERPATH_SOFT:
6584 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6586 case RENDERPATH_D3D9:
6587 case RENDERPATH_D3D10:
6588 case RENDERPATH_D3D11:
6589 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6592 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6593 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6594 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6597 // updates old view angles for next pass
6598 VectorCopy(cl.viewangles, blur_oldangles);
6600 // copy view into the ghost texture
6601 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6602 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6603 r_fb.ghosttexture_valid = true;
6608 // no r_fb.colortexture means we're rendering to the real fb
6609 // we may still have to do view tint...
6610 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6612 // apply a color tint to the whole view
6613 R_ResetViewRendering2D(0, NULL, NULL);
6614 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6615 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6616 R_SetupShader_Generic_NoTexture(false, true);
6617 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6618 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6620 break; // no screen processing, no bloom, skip it
6623 if (r_fb.bloomtexture[0])
6625 // make the bloom texture
6626 R_Bloom_MakeTexture();
6629 #if _MSC_VER >= 1400
6630 #define sscanf sscanf_s
6632 memset(uservecs, 0, sizeof(uservecs));
6633 if (r_glsl_postprocess_uservec1_enable.integer)
6634 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6635 if (r_glsl_postprocess_uservec2_enable.integer)
6636 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6637 if (r_glsl_postprocess_uservec3_enable.integer)
6638 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6639 if (r_glsl_postprocess_uservec4_enable.integer)
6640 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6642 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6643 GL_Color(1, 1, 1, 1);
6644 GL_BlendFunc(GL_ONE, GL_ZERO);
6646 switch(vid.renderpath)
6648 case RENDERPATH_GL20:
6649 case RENDERPATH_GLES2:
6650 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6651 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6652 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6653 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6654 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6655 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6656 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6657 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6658 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6659 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6660 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6661 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6662 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6663 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6665 case RENDERPATH_D3D9:
6667 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6668 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6669 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6670 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6671 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6672 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6673 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6674 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6675 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6676 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6677 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6678 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6679 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6680 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6681 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6684 case RENDERPATH_D3D10:
6685 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6687 case RENDERPATH_D3D11:
6688 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6690 case RENDERPATH_SOFT:
6691 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6692 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6693 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6694 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6695 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6696 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6697 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6698 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6699 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6700 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6701 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6702 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6703 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6704 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6709 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6710 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6712 case RENDERPATH_GL11:
6713 case RENDERPATH_GL13:
6714 case RENDERPATH_GLES1:
6715 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6717 // apply a color tint to the whole view
6718 R_ResetViewRendering2D(0, NULL, NULL);
6719 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6720 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6721 R_SetupShader_Generic_NoTexture(false, true);
6722 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6723 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6729 matrix4x4_t r_waterscrollmatrix;
6731 void R_UpdateFog(void)
6734 if (gamemode == GAME_NEHAHRA)
6736 if (gl_fogenable.integer)
6738 r_refdef.oldgl_fogenable = true;
6739 r_refdef.fog_density = gl_fogdensity.value;
6740 r_refdef.fog_red = gl_fogred.value;
6741 r_refdef.fog_green = gl_foggreen.value;
6742 r_refdef.fog_blue = gl_fogblue.value;
6743 r_refdef.fog_alpha = 1;
6744 r_refdef.fog_start = 0;
6745 r_refdef.fog_end = gl_skyclip.value;
6746 r_refdef.fog_height = 1<<30;
6747 r_refdef.fog_fadedepth = 128;
6749 else if (r_refdef.oldgl_fogenable)
6751 r_refdef.oldgl_fogenable = false;
6752 r_refdef.fog_density = 0;
6753 r_refdef.fog_red = 0;
6754 r_refdef.fog_green = 0;
6755 r_refdef.fog_blue = 0;
6756 r_refdef.fog_alpha = 0;
6757 r_refdef.fog_start = 0;
6758 r_refdef.fog_end = 0;
6759 r_refdef.fog_height = 1<<30;
6760 r_refdef.fog_fadedepth = 128;
6765 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6766 r_refdef.fog_start = max(0, r_refdef.fog_start);
6767 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6769 if (r_refdef.fog_density && r_drawfog.integer)
6771 r_refdef.fogenabled = true;
6772 // this is the point where the fog reaches 0.9986 alpha, which we
6773 // consider a good enough cutoff point for the texture
6774 // (0.9986 * 256 == 255.6)
6775 if (r_fog_exp2.integer)
6776 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6778 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6779 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6780 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6781 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6782 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6783 R_BuildFogHeightTexture();
6784 // fog color was already set
6785 // update the fog texture
6786 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)
6787 R_BuildFogTexture();
6788 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6789 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6792 r_refdef.fogenabled = false;
6795 if (r_refdef.fog_density)
6797 r_refdef.fogcolor[0] = r_refdef.fog_red;
6798 r_refdef.fogcolor[1] = r_refdef.fog_green;
6799 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6801 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6802 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6803 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6804 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6808 VectorCopy(r_refdef.fogcolor, fogvec);
6809 // color.rgb *= ContrastBoost * SceneBrightness;
6810 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6811 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6812 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6813 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6818 void R_UpdateVariables(void)
6822 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6824 r_refdef.farclip = r_farclip_base.value;
6825 if (r_refdef.scene.worldmodel)
6826 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6827 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6829 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6830 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6831 r_refdef.polygonfactor = 0;
6832 r_refdef.polygonoffset = 0;
6833 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6834 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6836 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6837 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6838 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6839 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6840 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6841 if (FAKELIGHT_ENABLED)
6843 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6845 else if (r_refdef.scene.worldmodel)
6847 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6849 if (r_showsurfaces.integer)
6851 r_refdef.scene.rtworld = false;
6852 r_refdef.scene.rtworldshadows = false;
6853 r_refdef.scene.rtdlight = false;
6854 r_refdef.scene.rtdlightshadows = false;
6855 r_refdef.lightmapintensity = 0;
6858 switch(vid.renderpath)
6860 case RENDERPATH_GL20:
6861 case RENDERPATH_D3D9:
6862 case RENDERPATH_D3D10:
6863 case RENDERPATH_D3D11:
6864 case RENDERPATH_SOFT:
6865 case RENDERPATH_GLES2:
6866 if(v_glslgamma.integer && !vid_gammatables_trivial)
6868 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6870 // build GLSL gamma texture
6871 #define RAMPWIDTH 256
6872 unsigned short ramp[RAMPWIDTH * 3];
6873 unsigned char rampbgr[RAMPWIDTH][4];
6876 r_texture_gammaramps_serial = vid_gammatables_serial;
6878 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6879 for(i = 0; i < RAMPWIDTH; ++i)
6881 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6882 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6883 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6886 if (r_texture_gammaramps)
6888 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6892 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6898 // remove GLSL gamma texture
6901 case RENDERPATH_GL11:
6902 case RENDERPATH_GL13:
6903 case RENDERPATH_GLES1:
6908 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6909 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6915 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6916 if( scenetype != r_currentscenetype ) {
6917 // store the old scenetype
6918 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6919 r_currentscenetype = scenetype;
6920 // move in the new scene
6921 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6930 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6932 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6933 if( scenetype == r_currentscenetype ) {
6934 return &r_refdef.scene;
6936 return &r_scenes_store[ scenetype ];
6940 static int R_SortEntities_Compare(const void *ap, const void *bp)
6942 const entity_render_t *a = *(const entity_render_t **)ap;
6943 const entity_render_t *b = *(const entity_render_t **)bp;
6946 if(a->model < b->model)
6948 if(a->model > b->model)
6952 // TODO possibly calculate the REAL skinnum here first using
6954 if(a->skinnum < b->skinnum)
6956 if(a->skinnum > b->skinnum)
6959 // everything we compared is equal
6962 static void R_SortEntities(void)
6964 // below or equal 2 ents, sorting never gains anything
6965 if(r_refdef.scene.numentities <= 2)
6968 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6976 int dpsoftrast_test;
6977 extern cvar_t r_shadow_bouncegrid;
6978 void R_RenderView(void)
6980 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6982 rtexture_t *depthtexture;
6983 rtexture_t *colortexture;
6985 dpsoftrast_test = r_test.integer;
6987 if (r_timereport_active)
6988 R_TimeReport("start");
6989 r_textureframe++; // used only by R_GetCurrentTexture
6990 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6992 if(R_CompileShader_CheckStaticParms())
6995 if (!r_drawentities.integer)
6996 r_refdef.scene.numentities = 0;
6997 else if (r_sortentities.integer)
7000 R_AnimCache_ClearCache();
7001 R_FrameData_NewFrame();
7003 /* adjust for stereo display */
7004 if(R_Stereo_Active())
7006 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
7007 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7010 if (r_refdef.view.isoverlay)
7012 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7013 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7014 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7015 R_TimeReport("depthclear");
7017 r_refdef.view.showdebug = false;
7019 r_fb.water.enabled = false;
7020 r_fb.water.numwaterplanes = 0;
7022 R_RenderScene(0, NULL, NULL);
7024 r_refdef.view.matrix = originalmatrix;
7030 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7032 r_refdef.view.matrix = originalmatrix;
7036 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7038 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7039 // in sRGB fallback, behave similar to true sRGB: convert this
7040 // value from linear to sRGB
7041 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7043 R_RenderView_UpdateViewVectors();
7045 R_Shadow_UpdateWorldLightSelection();
7047 R_Bloom_StartFrame();
7049 // apply bloom brightness offset
7050 if(r_fb.bloomtexture[0])
7051 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7053 R_Water_StartFrame();
7055 // now we probably have an fbo to render into
7057 depthtexture = r_fb.depthtexture;
7058 colortexture = r_fb.colortexture;
7061 if (r_timereport_active)
7062 R_TimeReport("viewsetup");
7064 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7066 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7068 R_ClearScreen(r_refdef.fogenabled);
7069 if (r_timereport_active)
7070 R_TimeReport("viewclear");
7072 r_refdef.view.clear = true;
7074 r_refdef.view.showdebug = true;
7077 if (r_timereport_active)
7078 R_TimeReport("visibility");
7080 R_AnimCache_CacheVisibleEntities();
7081 if (r_timereport_active)
7082 R_TimeReport("animcache");
7084 R_Shadow_UpdateBounceGridTexture();
7085 if (r_timereport_active && r_shadow_bouncegrid.integer)
7086 R_TimeReport("bouncegrid");
7088 r_fb.water.numwaterplanes = 0;
7089 if (r_fb.water.enabled)
7090 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7092 R_RenderScene(fbo, depthtexture, colortexture);
7093 r_fb.water.numwaterplanes = 0;
7095 R_BlendView(fbo, depthtexture, colortexture);
7096 if (r_timereport_active)
7097 R_TimeReport("blendview");
7099 GL_Scissor(0, 0, vid.width, vid.height);
7100 GL_ScissorTest(false);
7102 r_refdef.view.matrix = originalmatrix;
7107 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7109 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7111 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7112 if (r_timereport_active)
7113 R_TimeReport("waterworld");
7116 // don't let sound skip if going slow
7117 if (r_refdef.scene.extraupdate)
7120 R_DrawModelsAddWaterPlanes();
7121 if (r_timereport_active)
7122 R_TimeReport("watermodels");
7124 if (r_fb.water.numwaterplanes)
7126 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7127 if (r_timereport_active)
7128 R_TimeReport("waterscenes");
7132 extern cvar_t cl_locs_show;
7133 static void R_DrawLocs(void);
7134 static void R_DrawEntityBBoxes(void);
7135 static void R_DrawModelDecals(void);
7136 extern cvar_t cl_decals_newsystem;
7137 extern qboolean r_shadow_usingdeferredprepass;
7138 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7140 qboolean shadowmapping = false;
7142 if (r_timereport_active)
7143 R_TimeReport("beginscene");
7145 r_refdef.stats[r_stat_renders]++;
7149 // don't let sound skip if going slow
7150 if (r_refdef.scene.extraupdate)
7153 R_MeshQueue_BeginScene();
7157 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);
7159 if (r_timereport_active)
7160 R_TimeReport("skystartframe");
7162 if (cl.csqc_vidvars.drawworld)
7164 // don't let sound skip if going slow
7165 if (r_refdef.scene.extraupdate)
7168 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7170 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7171 if (r_timereport_active)
7172 R_TimeReport("worldsky");
7175 if (R_DrawBrushModelsSky() && r_timereport_active)
7176 R_TimeReport("bmodelsky");
7178 if (skyrendermasked && skyrenderlater)
7180 // we have to force off the water clipping plane while rendering sky
7181 R_SetupView(false, fbo, depthtexture, colortexture);
7183 R_SetupView(true, fbo, depthtexture, colortexture);
7184 if (r_timereport_active)
7185 R_TimeReport("sky");
7189 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7190 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7191 R_Shadow_PrepareModelShadows();
7192 if (r_timereport_active)
7193 R_TimeReport("preparelights");
7195 if (R_Shadow_ShadowMappingEnabled())
7196 shadowmapping = true;
7198 if (r_shadow_usingdeferredprepass)
7199 R_Shadow_DrawPrepass();
7201 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7203 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7204 if (r_timereport_active)
7205 R_TimeReport("worlddepth");
7207 if (r_depthfirst.integer >= 2)
7209 R_DrawModelsDepth();
7210 if (r_timereport_active)
7211 R_TimeReport("modeldepth");
7214 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7216 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7217 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7218 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7219 // don't let sound skip if going slow
7220 if (r_refdef.scene.extraupdate)
7224 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7226 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7227 if (r_timereport_active)
7228 R_TimeReport("world");
7231 // don't let sound skip if going slow
7232 if (r_refdef.scene.extraupdate)
7236 if (r_timereport_active)
7237 R_TimeReport("models");
7239 // don't let sound skip if going slow
7240 if (r_refdef.scene.extraupdate)
7243 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7245 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7246 R_DrawModelShadows(fbo, depthtexture, colortexture);
7247 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7248 // don't let sound skip if going slow
7249 if (r_refdef.scene.extraupdate)
7253 if (!r_shadow_usingdeferredprepass)
7255 R_Shadow_DrawLights();
7256 if (r_timereport_active)
7257 R_TimeReport("rtlights");
7260 // don't let sound skip if going slow
7261 if (r_refdef.scene.extraupdate)
7264 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7266 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7267 R_DrawModelShadows(fbo, depthtexture, colortexture);
7268 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7269 // don't let sound skip if going slow
7270 if (r_refdef.scene.extraupdate)
7274 if (cl.csqc_vidvars.drawworld)
7276 if (cl_decals_newsystem.integer)
7278 R_DrawModelDecals();
7279 if (r_timereport_active)
7280 R_TimeReport("modeldecals");
7285 if (r_timereport_active)
7286 R_TimeReport("decals");
7290 if (r_timereport_active)
7291 R_TimeReport("particles");
7294 if (r_timereport_active)
7295 R_TimeReport("explosions");
7297 R_DrawLightningBeams();
7298 if (r_timereport_active)
7299 R_TimeReport("lightning");
7303 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7305 if (r_refdef.view.showdebug)
7307 if (cl_locs_show.integer)
7310 if (r_timereport_active)
7311 R_TimeReport("showlocs");
7314 if (r_drawportals.integer)
7317 if (r_timereport_active)
7318 R_TimeReport("portals");
7321 if (r_showbboxes.value > 0)
7323 R_DrawEntityBBoxes();
7324 if (r_timereport_active)
7325 R_TimeReport("bboxes");
7329 if (r_transparent.integer)
7331 R_MeshQueue_RenderTransparent();
7332 if (r_timereport_active)
7333 R_TimeReport("drawtrans");
7336 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7338 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7339 if (r_timereport_active)
7340 R_TimeReport("worlddebug");
7341 R_DrawModelsDebug();
7342 if (r_timereport_active)
7343 R_TimeReport("modeldebug");
7346 if (cl.csqc_vidvars.drawworld)
7348 R_Shadow_DrawCoronas();
7349 if (r_timereport_active)
7350 R_TimeReport("coronas");
7355 GL_DepthTest(false);
7356 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7357 GL_Color(1, 1, 1, 1);
7358 qglBegin(GL_POLYGON);
7359 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7360 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7361 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7362 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7364 qglBegin(GL_POLYGON);
7365 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7366 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7367 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7368 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7370 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7374 // don't let sound skip if going slow
7375 if (r_refdef.scene.extraupdate)
7379 static const unsigned short bboxelements[36] =
7389 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7392 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7394 RSurf_ActiveWorldEntity();
7396 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7397 GL_DepthMask(false);
7398 GL_DepthRange(0, 1);
7399 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7400 // R_Mesh_ResetTextureState();
7402 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7403 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7404 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7405 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7406 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7407 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7408 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7409 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7410 R_FillColors(color4f, 8, cr, cg, cb, ca);
7411 if (r_refdef.fogenabled)
7413 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7415 f1 = RSurf_FogVertex(v);
7417 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7418 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7419 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7422 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7423 R_Mesh_ResetTextureState();
7424 R_SetupShader_Generic_NoTexture(false, false);
7425 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7428 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7430 prvm_prog_t *prog = SVVM_prog;
7433 prvm_edict_t *edict;
7435 // this function draws bounding boxes of server entities
7439 GL_CullFace(GL_NONE);
7440 R_SetupShader_Generic_NoTexture(false, false);
7442 for (i = 0;i < numsurfaces;i++)
7444 edict = PRVM_EDICT_NUM(surfacelist[i]);
7445 switch ((int)PRVM_serveredictfloat(edict, solid))
7447 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7448 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7449 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7450 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7451 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7452 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7453 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7455 color[3] *= r_showbboxes.value;
7456 color[3] = bound(0, color[3], 1);
7457 GL_DepthTest(!r_showdisabledepthtest.integer);
7458 GL_CullFace(r_refdef.view.cullface_front);
7459 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7463 static void R_DrawEntityBBoxes(void)
7466 prvm_edict_t *edict;
7468 prvm_prog_t *prog = SVVM_prog;
7470 // this function draws bounding boxes of server entities
7474 for (i = 0;i < prog->num_edicts;i++)
7476 edict = PRVM_EDICT_NUM(i);
7477 if (edict->priv.server->free)
7479 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7480 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7482 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7484 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7485 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7489 static const int nomodelelement3i[24] =
7501 static const unsigned short nomodelelement3s[24] =
7513 static const float nomodelvertex3f[6*3] =
7523 static const float nomodelcolor4f[6*4] =
7525 0.0f, 0.0f, 0.5f, 1.0f,
7526 0.0f, 0.0f, 0.5f, 1.0f,
7527 0.0f, 0.5f, 0.0f, 1.0f,
7528 0.0f, 0.5f, 0.0f, 1.0f,
7529 0.5f, 0.0f, 0.0f, 1.0f,
7530 0.5f, 0.0f, 0.0f, 1.0f
7533 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7539 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7541 // this is only called once per entity so numsurfaces is always 1, and
7542 // surfacelist is always {0}, so this code does not handle batches
7544 if (rsurface.ent_flags & RENDER_ADDITIVE)
7546 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7547 GL_DepthMask(false);
7549 else if (rsurface.colormod[3] < 1)
7551 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7552 GL_DepthMask(false);
7556 GL_BlendFunc(GL_ONE, GL_ZERO);
7559 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7560 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7561 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7562 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7563 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7564 for (i = 0, c = color4f;i < 6;i++, c += 4)
7566 c[0] *= rsurface.colormod[0];
7567 c[1] *= rsurface.colormod[1];
7568 c[2] *= rsurface.colormod[2];
7569 c[3] *= rsurface.colormod[3];
7571 if (r_refdef.fogenabled)
7573 for (i = 0, c = color4f;i < 6;i++, c += 4)
7575 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7577 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7578 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7579 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7582 // R_Mesh_ResetTextureState();
7583 R_SetupShader_Generic_NoTexture(false, false);
7584 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7585 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7588 void R_DrawNoModel(entity_render_t *ent)
7591 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7592 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7593 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7595 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7598 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7600 vec3_t right1, right2, diff, normal;
7602 VectorSubtract (org2, org1, normal);
7604 // calculate 'right' vector for start
7605 VectorSubtract (r_refdef.view.origin, org1, diff);
7606 CrossProduct (normal, diff, right1);
7607 VectorNormalize (right1);
7609 // calculate 'right' vector for end
7610 VectorSubtract (r_refdef.view.origin, org2, diff);
7611 CrossProduct (normal, diff, right2);
7612 VectorNormalize (right2);
7614 vert[ 0] = org1[0] + width * right1[0];
7615 vert[ 1] = org1[1] + width * right1[1];
7616 vert[ 2] = org1[2] + width * right1[2];
7617 vert[ 3] = org1[0] - width * right1[0];
7618 vert[ 4] = org1[1] - width * right1[1];
7619 vert[ 5] = org1[2] - width * right1[2];
7620 vert[ 6] = org2[0] - width * right2[0];
7621 vert[ 7] = org2[1] - width * right2[1];
7622 vert[ 8] = org2[2] - width * right2[2];
7623 vert[ 9] = org2[0] + width * right2[0];
7624 vert[10] = org2[1] + width * right2[1];
7625 vert[11] = org2[2] + width * right2[2];
7628 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7630 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7631 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7632 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7633 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7634 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7635 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7636 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7637 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7638 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7639 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7640 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7641 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7644 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7649 VectorSet(v, x, y, z);
7650 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7651 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7653 if (i == mesh->numvertices)
7655 if (mesh->numvertices < mesh->maxvertices)
7657 VectorCopy(v, vertex3f);
7658 mesh->numvertices++;
7660 return mesh->numvertices;
7666 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7670 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7671 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7672 e = mesh->element3i + mesh->numtriangles * 3;
7673 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7675 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7676 if (mesh->numtriangles < mesh->maxtriangles)
7681 mesh->numtriangles++;
7683 element[1] = element[2];
7687 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7691 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7692 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7693 e = mesh->element3i + mesh->numtriangles * 3;
7694 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7696 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7697 if (mesh->numtriangles < mesh->maxtriangles)
7702 mesh->numtriangles++;
7704 element[1] = element[2];
7708 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7709 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7711 int planenum, planenum2;
7714 mplane_t *plane, *plane2;
7716 double temppoints[2][256*3];
7717 // figure out how large a bounding box we need to properly compute this brush
7719 for (w = 0;w < numplanes;w++)
7720 maxdist = max(maxdist, fabs(planes[w].dist));
7721 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7722 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7723 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7727 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7728 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7730 if (planenum2 == planenum)
7732 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);
7735 if (tempnumpoints < 3)
7737 // generate elements forming a triangle fan for this polygon
7738 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7742 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)
7744 texturelayer_t *layer;
7745 layer = t->currentlayers + t->currentnumlayers++;
7747 layer->depthmask = depthmask;
7748 layer->blendfunc1 = blendfunc1;
7749 layer->blendfunc2 = blendfunc2;
7750 layer->texture = texture;
7751 layer->texmatrix = *matrix;
7752 layer->color[0] = r;
7753 layer->color[1] = g;
7754 layer->color[2] = b;
7755 layer->color[3] = a;
7758 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7760 if(parms[0] == 0 && parms[1] == 0)
7762 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7763 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7768 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7771 index = parms[2] + rsurface.shadertime * parms[3];
7772 index -= floor(index);
7773 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7776 case Q3WAVEFUNC_NONE:
7777 case Q3WAVEFUNC_NOISE:
7778 case Q3WAVEFUNC_COUNT:
7781 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7782 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7783 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7784 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7785 case Q3WAVEFUNC_TRIANGLE:
7787 f = index - floor(index);
7800 f = parms[0] + parms[1] * f;
7801 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7802 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7806 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7812 matrix4x4_t matrix, temp;
7813 switch(tcmod->tcmod)
7817 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7818 matrix = r_waterscrollmatrix;
7820 matrix = identitymatrix;
7822 case Q3TCMOD_ENTITYTRANSLATE:
7823 // this is used in Q3 to allow the gamecode to control texcoord
7824 // scrolling on the entity, which is not supported in darkplaces yet.
7825 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7827 case Q3TCMOD_ROTATE:
7828 f = tcmod->parms[0] * rsurface.shadertime;
7829 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7830 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7831 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7834 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7836 case Q3TCMOD_SCROLL:
7837 // extra care is needed because of precision breakdown with large values of time
7838 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7839 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7840 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7842 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7843 w = (int) tcmod->parms[0];
7844 h = (int) tcmod->parms[1];
7845 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7847 idx = (int) floor(f * w * h);
7848 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7850 case Q3TCMOD_STRETCH:
7851 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7852 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7854 case Q3TCMOD_TRANSFORM:
7855 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7856 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7857 VectorSet(tcmat + 6, 0 , 0 , 1);
7858 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7859 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7861 case Q3TCMOD_TURBULENT:
7862 // this is handled in the RSurf_PrepareVertices function
7863 matrix = identitymatrix;
7867 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7870 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7872 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7873 char name[MAX_QPATH];
7874 skinframe_t *skinframe;
7875 unsigned char pixels[296*194];
7876 strlcpy(cache->name, skinname, sizeof(cache->name));
7877 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7878 if (developer_loading.integer)
7879 Con_Printf("loading %s\n", name);
7880 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7881 if (!skinframe || !skinframe->base)
7884 fs_offset_t filesize;
7886 f = FS_LoadFile(name, tempmempool, true, &filesize);
7889 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7890 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7894 cache->skinframe = skinframe;
7897 texture_t *R_GetCurrentTexture(texture_t *t)
7900 const entity_render_t *ent = rsurface.entity;
7901 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
7902 q3shaderinfo_layer_tcmod_t *tcmod;
7904 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7905 return t->currentframe;
7906 t->update_lastrenderframe = r_textureframe;
7907 t->update_lastrenderentity = (void *)ent;
7909 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7910 t->camera_entity = ent->entitynumber;
7912 t->camera_entity = 0;
7914 // switch to an alternate material if this is a q1bsp animated material
7916 texture_t *texture = t;
7917 int s = rsurface.ent_skinnum;
7918 if ((unsigned int)s >= (unsigned int)model->numskins)
7920 if (model->skinscenes)
7922 if (model->skinscenes[s].framecount > 1)
7923 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7925 s = model->skinscenes[s].firstframe;
7928 t = t + s * model->num_surfaces;
7931 // use an alternate animation if the entity's frame is not 0,
7932 // and only if the texture has an alternate animation
7933 if (rsurface.ent_alttextures && t->anim_total[1])
7934 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7936 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7938 texture->currentframe = t;
7941 // update currentskinframe to be a qw skin or animation frame
7942 if (rsurface.ent_qwskin >= 0)
7944 i = rsurface.ent_qwskin;
7945 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7947 r_qwskincache_size = cl.maxclients;
7949 Mem_Free(r_qwskincache);
7950 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7952 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7953 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7954 t->currentskinframe = r_qwskincache[i].skinframe;
7955 if (t->currentskinframe == NULL)
7956 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7958 else if (t->numskinframes >= 2)
7959 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7960 if (t->backgroundnumskinframes >= 2)
7961 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7963 t->currentmaterialflags = t->basematerialflags;
7964 t->currentalpha = rsurface.colormod[3];
7965 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7966 t->currentalpha *= r_wateralpha.value;
7967 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7968 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7969 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7970 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7971 if (!(rsurface.ent_flags & RENDER_LIGHT))
7972 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7973 else if (FAKELIGHT_ENABLED)
7975 // no modellight if using fakelight for the map
7977 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7979 // pick a model lighting mode
7980 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7981 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7983 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7985 if (rsurface.ent_flags & RENDER_ADDITIVE)
7986 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7987 else if (t->currentalpha < 1)
7988 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7989 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7990 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7991 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7992 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7993 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7994 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7995 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7996 if (t->backgroundnumskinframes)
7997 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7998 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8000 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8001 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8004 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8005 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8007 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8008 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8010 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8011 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8013 // there is no tcmod
8014 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8016 t->currenttexmatrix = r_waterscrollmatrix;
8017 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8019 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8021 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8022 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8025 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8026 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8027 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8028 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8030 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8031 if (t->currentskinframe->qpixels)
8032 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8033 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8034 if (!t->basetexture)
8035 t->basetexture = r_texture_notexture;
8036 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8037 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8038 t->nmaptexture = t->currentskinframe->nmap;
8039 if (!t->nmaptexture)
8040 t->nmaptexture = r_texture_blanknormalmap;
8041 t->glosstexture = r_texture_black;
8042 t->glowtexture = t->currentskinframe->glow;
8043 t->fogtexture = t->currentskinframe->fog;
8044 t->reflectmasktexture = t->currentskinframe->reflect;
8045 if (t->backgroundnumskinframes)
8047 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8048 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8049 t->backgroundglosstexture = r_texture_black;
8050 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8051 if (!t->backgroundnmaptexture)
8052 t->backgroundnmaptexture = r_texture_blanknormalmap;
8053 // make sure that if glow is going to be used, both textures are not NULL
8054 if (!t->backgroundglowtexture && t->glowtexture)
8055 t->backgroundglowtexture = r_texture_black;
8056 if (!t->glowtexture && t->backgroundglowtexture)
8057 t->glowtexture = r_texture_black;
8061 t->backgroundbasetexture = r_texture_white;
8062 t->backgroundnmaptexture = r_texture_blanknormalmap;
8063 t->backgroundglosstexture = r_texture_black;
8064 t->backgroundglowtexture = NULL;
8066 t->specularpower = r_shadow_glossexponent.value;
8067 // TODO: store reference values for these in the texture?
8068 t->specularscale = 0;
8069 if (r_shadow_gloss.integer > 0)
8071 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8073 if (r_shadow_glossintensity.value > 0)
8075 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8076 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8077 t->specularscale = r_shadow_glossintensity.value;
8080 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8082 t->glosstexture = r_texture_white;
8083 t->backgroundglosstexture = r_texture_white;
8084 t->specularscale = r_shadow_gloss2intensity.value;
8085 t->specularpower = r_shadow_gloss2exponent.value;
8088 t->specularscale *= t->specularscalemod;
8089 t->specularpower *= t->specularpowermod;
8090 t->rtlightambient = 0;
8092 // lightmaps mode looks bad with dlights using actual texturing, so turn
8093 // off the colormap and glossmap, but leave the normalmap on as it still
8094 // accurately represents the shading involved
8095 if (gl_lightmaps.integer)
8097 t->basetexture = r_texture_grey128;
8098 t->pantstexture = r_texture_black;
8099 t->shirttexture = r_texture_black;
8100 if (gl_lightmaps.integer < 2)
8101 t->nmaptexture = r_texture_blanknormalmap;
8102 t->glosstexture = r_texture_black;
8103 t->glowtexture = NULL;
8104 t->fogtexture = NULL;
8105 t->reflectmasktexture = NULL;
8106 t->backgroundbasetexture = NULL;
8107 if (gl_lightmaps.integer < 2)
8108 t->backgroundnmaptexture = r_texture_blanknormalmap;
8109 t->backgroundglosstexture = r_texture_black;
8110 t->backgroundglowtexture = NULL;
8111 t->specularscale = 0;
8112 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8115 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8116 VectorClear(t->dlightcolor);
8117 t->currentnumlayers = 0;
8118 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8120 int blendfunc1, blendfunc2;
8122 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8124 blendfunc1 = GL_SRC_ALPHA;
8125 blendfunc2 = GL_ONE;
8127 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8129 blendfunc1 = GL_SRC_ALPHA;
8130 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8132 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8134 blendfunc1 = t->customblendfunc[0];
8135 blendfunc2 = t->customblendfunc[1];
8139 blendfunc1 = GL_ONE;
8140 blendfunc2 = GL_ZERO;
8142 // don't colormod evilblend textures
8143 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8144 VectorSet(t->lightmapcolor, 1, 1, 1);
8145 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8146 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8148 // fullbright is not affected by r_refdef.lightmapintensity
8149 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]);
8150 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8151 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8152 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8153 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8157 vec3_t ambientcolor;
8159 // set the color tint used for lights affecting this surface
8160 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8162 // q3bsp has no lightmap updates, so the lightstylevalue that
8163 // would normally be baked into the lightmap must be
8164 // applied to the color
8165 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8166 if (model->type == mod_brushq3)
8167 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8168 colorscale *= r_refdef.lightmapintensity;
8169 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8170 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8171 // basic lit geometry
8172 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]);
8173 // add pants/shirt if needed
8174 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8175 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8176 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8177 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8178 // now add ambient passes if needed
8179 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8181 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]);
8182 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8183 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8184 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8185 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8188 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8189 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8190 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8192 // if this is opaque use alpha blend which will darken the earlier
8195 // if this is an alpha blended material, all the earlier passes
8196 // were darkened by fog already, so we only need to add the fog
8197 // color ontop through the fog mask texture
8199 // if this is an additive blended material, all the earlier passes
8200 // were darkened by fog already, and we should not add fog color
8201 // (because the background was not darkened, there is no fog color
8202 // that was lost behind it).
8203 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8207 return t->currentframe;
8210 rsurfacestate_t rsurface;
8212 void RSurf_ActiveWorldEntity(void)
8214 dp_model_t *model = r_refdef.scene.worldmodel;
8215 //if (rsurface.entity == r_refdef.scene.worldentity)
8217 rsurface.entity = r_refdef.scene.worldentity;
8218 rsurface.skeleton = NULL;
8219 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8220 rsurface.ent_skinnum = 0;
8221 rsurface.ent_qwskin = -1;
8222 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8223 rsurface.shadertime = r_refdef.scene.time;
8224 rsurface.matrix = identitymatrix;
8225 rsurface.inversematrix = identitymatrix;
8226 rsurface.matrixscale = 1;
8227 rsurface.inversematrixscale = 1;
8228 R_EntityMatrix(&identitymatrix);
8229 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8230 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8231 rsurface.fograngerecip = r_refdef.fograngerecip;
8232 rsurface.fogheightfade = r_refdef.fogheightfade;
8233 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8234 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8235 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8236 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8237 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8238 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8239 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8240 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8241 rsurface.colormod[3] = 1;
8242 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8243 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8244 rsurface.frameblend[0].lerp = 1;
8245 rsurface.ent_alttextures = false;
8246 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8247 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8248 rsurface.entityskeletaltransform3x4 = NULL;
8249 rsurface.entityskeletalnumtransforms = 0;
8250 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8251 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8252 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8253 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8254 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8255 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8256 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8257 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8258 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8259 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8260 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8261 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8262 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8263 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8264 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8265 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8266 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8267 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8268 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8269 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8270 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8271 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8272 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8273 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8274 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8275 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8276 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8277 rsurface.modelelement3i = model->surfmesh.data_element3i;
8278 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8279 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8280 rsurface.modelelement3s = model->surfmesh.data_element3s;
8281 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8282 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8283 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8284 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8285 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8286 rsurface.modelsurfaces = model->data_surfaces;
8287 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8288 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8289 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8290 rsurface.modelgeneratedvertex = false;
8291 rsurface.batchgeneratedvertex = false;
8292 rsurface.batchfirstvertex = 0;
8293 rsurface.batchnumvertices = 0;
8294 rsurface.batchfirsttriangle = 0;
8295 rsurface.batchnumtriangles = 0;
8296 rsurface.batchvertex3f = NULL;
8297 rsurface.batchvertex3f_vertexbuffer = NULL;
8298 rsurface.batchvertex3f_bufferoffset = 0;
8299 rsurface.batchsvector3f = NULL;
8300 rsurface.batchsvector3f_vertexbuffer = NULL;
8301 rsurface.batchsvector3f_bufferoffset = 0;
8302 rsurface.batchtvector3f = NULL;
8303 rsurface.batchtvector3f_vertexbuffer = NULL;
8304 rsurface.batchtvector3f_bufferoffset = 0;
8305 rsurface.batchnormal3f = NULL;
8306 rsurface.batchnormal3f_vertexbuffer = NULL;
8307 rsurface.batchnormal3f_bufferoffset = 0;
8308 rsurface.batchlightmapcolor4f = NULL;
8309 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8310 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8311 rsurface.batchtexcoordtexture2f = NULL;
8312 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8313 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8314 rsurface.batchtexcoordlightmap2f = NULL;
8315 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8316 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8317 rsurface.batchskeletalindex4ub = NULL;
8318 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8319 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8320 rsurface.batchskeletalweight4ub = NULL;
8321 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8322 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8323 rsurface.batchvertexmesh = NULL;
8324 rsurface.batchvertexmeshbuffer = NULL;
8325 rsurface.batchvertex3fbuffer = NULL;
8326 rsurface.batchelement3i = NULL;
8327 rsurface.batchelement3i_indexbuffer = NULL;
8328 rsurface.batchelement3i_bufferoffset = 0;
8329 rsurface.batchelement3s = NULL;
8330 rsurface.batchelement3s_indexbuffer = NULL;
8331 rsurface.batchelement3s_bufferoffset = 0;
8332 rsurface.passcolor4f = NULL;
8333 rsurface.passcolor4f_vertexbuffer = NULL;
8334 rsurface.passcolor4f_bufferoffset = 0;
8335 rsurface.forcecurrenttextureupdate = false;
8338 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8340 dp_model_t *model = ent->model;
8341 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8343 rsurface.entity = (entity_render_t *)ent;
8344 rsurface.skeleton = ent->skeleton;
8345 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8346 rsurface.ent_skinnum = ent->skinnum;
8347 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8348 rsurface.ent_flags = ent->flags;
8349 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8350 rsurface.matrix = ent->matrix;
8351 rsurface.inversematrix = ent->inversematrix;
8352 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8353 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8354 R_EntityMatrix(&rsurface.matrix);
8355 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8356 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8357 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8358 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8359 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8360 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8361 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8362 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8363 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8364 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8365 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8366 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8367 rsurface.colormod[3] = ent->alpha;
8368 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8369 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8370 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8371 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8372 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8373 if (ent->model->brush.submodel && !prepass)
8375 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8376 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8378 // if the animcache code decided it should use the shader path, skip the deform step
8379 rsurface.entityskeletaltransform3x4 = ent->animcache_vertex3f ? NULL : ent->animcache_skeletaltransform3x4;
8380 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8381 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8383 if (ent->animcache_vertex3f)
8385 rsurface.modelvertex3f = ent->animcache_vertex3f;
8386 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8387 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8388 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8389 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8390 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8391 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8393 else if (wanttangents)
8395 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8396 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8397 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8398 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8399 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8400 rsurface.modelvertexmesh = NULL;
8401 rsurface.modelvertexmeshbuffer = NULL;
8402 rsurface.modelvertex3fbuffer = NULL;
8404 else if (wantnormals)
8406 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8407 rsurface.modelsvector3f = NULL;
8408 rsurface.modeltvector3f = NULL;
8409 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8410 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8411 rsurface.modelvertexmesh = NULL;
8412 rsurface.modelvertexmeshbuffer = NULL;
8413 rsurface.modelvertex3fbuffer = NULL;
8417 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8418 rsurface.modelsvector3f = NULL;
8419 rsurface.modeltvector3f = NULL;
8420 rsurface.modelnormal3f = NULL;
8421 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8422 rsurface.modelvertexmesh = NULL;
8423 rsurface.modelvertexmeshbuffer = NULL;
8424 rsurface.modelvertex3fbuffer = NULL;
8426 rsurface.modelvertex3f_vertexbuffer = 0;
8427 rsurface.modelvertex3f_bufferoffset = 0;
8428 rsurface.modelsvector3f_vertexbuffer = 0;
8429 rsurface.modelsvector3f_bufferoffset = 0;
8430 rsurface.modeltvector3f_vertexbuffer = 0;
8431 rsurface.modeltvector3f_bufferoffset = 0;
8432 rsurface.modelnormal3f_vertexbuffer = 0;
8433 rsurface.modelnormal3f_bufferoffset = 0;
8434 rsurface.modelgeneratedvertex = true;
8438 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8439 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8440 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8441 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8442 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8443 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8444 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8445 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8446 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8447 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8448 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8449 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8450 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8451 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8452 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8453 rsurface.modelgeneratedvertex = false;
8455 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8456 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8457 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8458 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8459 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8460 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8461 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8462 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8463 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8464 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8465 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8466 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8467 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8468 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8469 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8470 rsurface.modelelement3i = model->surfmesh.data_element3i;
8471 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8472 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8473 rsurface.modelelement3s = model->surfmesh.data_element3s;
8474 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8475 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8476 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8477 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8478 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8479 rsurface.modelsurfaces = model->data_surfaces;
8480 rsurface.batchgeneratedvertex = false;
8481 rsurface.batchfirstvertex = 0;
8482 rsurface.batchnumvertices = 0;
8483 rsurface.batchfirsttriangle = 0;
8484 rsurface.batchnumtriangles = 0;
8485 rsurface.batchvertex3f = NULL;
8486 rsurface.batchvertex3f_vertexbuffer = NULL;
8487 rsurface.batchvertex3f_bufferoffset = 0;
8488 rsurface.batchsvector3f = NULL;
8489 rsurface.batchsvector3f_vertexbuffer = NULL;
8490 rsurface.batchsvector3f_bufferoffset = 0;
8491 rsurface.batchtvector3f = NULL;
8492 rsurface.batchtvector3f_vertexbuffer = NULL;
8493 rsurface.batchtvector3f_bufferoffset = 0;
8494 rsurface.batchnormal3f = NULL;
8495 rsurface.batchnormal3f_vertexbuffer = NULL;
8496 rsurface.batchnormal3f_bufferoffset = 0;
8497 rsurface.batchlightmapcolor4f = NULL;
8498 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8499 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8500 rsurface.batchtexcoordtexture2f = NULL;
8501 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8502 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8503 rsurface.batchtexcoordlightmap2f = NULL;
8504 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8505 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8506 rsurface.batchskeletalindex4ub = NULL;
8507 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8508 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8509 rsurface.batchskeletalweight4ub = NULL;
8510 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8511 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8512 rsurface.batchvertexmesh = NULL;
8513 rsurface.batchvertexmeshbuffer = NULL;
8514 rsurface.batchvertex3fbuffer = NULL;
8515 rsurface.batchelement3i = NULL;
8516 rsurface.batchelement3i_indexbuffer = NULL;
8517 rsurface.batchelement3i_bufferoffset = 0;
8518 rsurface.batchelement3s = NULL;
8519 rsurface.batchelement3s_indexbuffer = NULL;
8520 rsurface.batchelement3s_bufferoffset = 0;
8521 rsurface.passcolor4f = NULL;
8522 rsurface.passcolor4f_vertexbuffer = NULL;
8523 rsurface.passcolor4f_bufferoffset = 0;
8524 rsurface.forcecurrenttextureupdate = false;
8527 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8529 rsurface.entity = r_refdef.scene.worldentity;
8530 rsurface.skeleton = NULL;
8531 rsurface.ent_skinnum = 0;
8532 rsurface.ent_qwskin = -1;
8533 rsurface.ent_flags = entflags;
8534 rsurface.shadertime = r_refdef.scene.time - shadertime;
8535 rsurface.modelnumvertices = numvertices;
8536 rsurface.modelnumtriangles = numtriangles;
8537 rsurface.matrix = *matrix;
8538 rsurface.inversematrix = *inversematrix;
8539 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8540 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8541 R_EntityMatrix(&rsurface.matrix);
8542 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8543 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8544 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8545 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8546 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8547 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8548 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8549 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8550 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8551 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8552 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8553 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8554 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8555 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8556 rsurface.frameblend[0].lerp = 1;
8557 rsurface.ent_alttextures = false;
8558 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8559 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8560 rsurface.entityskeletaltransform3x4 = NULL;
8561 rsurface.entityskeletalnumtransforms = 0;
8564 rsurface.modelvertex3f = (float *)vertex3f;
8565 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8566 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8567 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8569 else if (wantnormals)
8571 rsurface.modelvertex3f = (float *)vertex3f;
8572 rsurface.modelsvector3f = NULL;
8573 rsurface.modeltvector3f = NULL;
8574 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8578 rsurface.modelvertex3f = (float *)vertex3f;
8579 rsurface.modelsvector3f = NULL;
8580 rsurface.modeltvector3f = NULL;
8581 rsurface.modelnormal3f = NULL;
8583 rsurface.modelvertexmesh = NULL;
8584 rsurface.modelvertexmeshbuffer = NULL;
8585 rsurface.modelvertex3fbuffer = NULL;
8586 rsurface.modelvertex3f_vertexbuffer = 0;
8587 rsurface.modelvertex3f_bufferoffset = 0;
8588 rsurface.modelsvector3f_vertexbuffer = 0;
8589 rsurface.modelsvector3f_bufferoffset = 0;
8590 rsurface.modeltvector3f_vertexbuffer = 0;
8591 rsurface.modeltvector3f_bufferoffset = 0;
8592 rsurface.modelnormal3f_vertexbuffer = 0;
8593 rsurface.modelnormal3f_bufferoffset = 0;
8594 rsurface.modelgeneratedvertex = true;
8595 rsurface.modellightmapcolor4f = (float *)color4f;
8596 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8597 rsurface.modellightmapcolor4f_bufferoffset = 0;
8598 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8599 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8600 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8601 rsurface.modeltexcoordlightmap2f = NULL;
8602 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8603 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8604 rsurface.modelskeletalindex4ub = NULL;
8605 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8606 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8607 rsurface.modelskeletalweight4ub = NULL;
8608 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8609 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8610 rsurface.modelelement3i = (int *)element3i;
8611 rsurface.modelelement3i_indexbuffer = NULL;
8612 rsurface.modelelement3i_bufferoffset = 0;
8613 rsurface.modelelement3s = (unsigned short *)element3s;
8614 rsurface.modelelement3s_indexbuffer = NULL;
8615 rsurface.modelelement3s_bufferoffset = 0;
8616 rsurface.modellightmapoffsets = NULL;
8617 rsurface.modelsurfaces = NULL;
8618 rsurface.batchgeneratedvertex = false;
8619 rsurface.batchfirstvertex = 0;
8620 rsurface.batchnumvertices = 0;
8621 rsurface.batchfirsttriangle = 0;
8622 rsurface.batchnumtriangles = 0;
8623 rsurface.batchvertex3f = NULL;
8624 rsurface.batchvertex3f_vertexbuffer = NULL;
8625 rsurface.batchvertex3f_bufferoffset = 0;
8626 rsurface.batchsvector3f = NULL;
8627 rsurface.batchsvector3f_vertexbuffer = NULL;
8628 rsurface.batchsvector3f_bufferoffset = 0;
8629 rsurface.batchtvector3f = NULL;
8630 rsurface.batchtvector3f_vertexbuffer = NULL;
8631 rsurface.batchtvector3f_bufferoffset = 0;
8632 rsurface.batchnormal3f = NULL;
8633 rsurface.batchnormal3f_vertexbuffer = NULL;
8634 rsurface.batchnormal3f_bufferoffset = 0;
8635 rsurface.batchlightmapcolor4f = NULL;
8636 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8637 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8638 rsurface.batchtexcoordtexture2f = NULL;
8639 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8640 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8641 rsurface.batchtexcoordlightmap2f = NULL;
8642 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8643 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8644 rsurface.batchskeletalindex4ub = NULL;
8645 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8646 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8647 rsurface.batchskeletalweight4ub = NULL;
8648 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8649 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8650 rsurface.batchvertexmesh = NULL;
8651 rsurface.batchvertexmeshbuffer = NULL;
8652 rsurface.batchvertex3fbuffer = NULL;
8653 rsurface.batchelement3i = NULL;
8654 rsurface.batchelement3i_indexbuffer = NULL;
8655 rsurface.batchelement3i_bufferoffset = 0;
8656 rsurface.batchelement3s = NULL;
8657 rsurface.batchelement3s_indexbuffer = NULL;
8658 rsurface.batchelement3s_bufferoffset = 0;
8659 rsurface.passcolor4f = NULL;
8660 rsurface.passcolor4f_vertexbuffer = NULL;
8661 rsurface.passcolor4f_bufferoffset = 0;
8662 rsurface.forcecurrenttextureupdate = true;
8664 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8666 if ((wantnormals || wanttangents) && !normal3f)
8668 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8669 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8671 if (wanttangents && !svector3f)
8673 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8674 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8675 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8680 float RSurf_FogPoint(const float *v)
8682 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8683 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8684 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8685 float FogHeightFade = r_refdef.fogheightfade;
8687 unsigned int fogmasktableindex;
8688 if (r_refdef.fogplaneviewabove)
8689 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8691 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8692 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8693 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8696 float RSurf_FogVertex(const float *v)
8698 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8699 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8700 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8701 float FogHeightFade = rsurface.fogheightfade;
8703 unsigned int fogmasktableindex;
8704 if (r_refdef.fogplaneviewabove)
8705 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8707 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8708 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8709 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8712 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8715 for (i = 0;i < numelements;i++)
8716 outelement3i[i] = inelement3i[i] + adjust;
8719 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8720 extern cvar_t gl_vbo;
8721 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8729 int surfacefirsttriangle;
8730 int surfacenumtriangles;
8731 int surfacefirstvertex;
8732 int surfaceendvertex;
8733 int surfacenumvertices;
8734 int batchnumsurfaces = texturenumsurfaces;
8735 int batchnumvertices;
8736 int batchnumtriangles;
8740 qboolean dynamicvertex;
8744 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8747 q3shaderinfo_deform_t *deform;
8748 const msurface_t *surface, *firstsurface;
8749 r_vertexmesh_t *vertexmesh;
8750 if (!texturenumsurfaces)
8752 // find vertex range of this surface batch
8754 firstsurface = texturesurfacelist[0];
8755 firsttriangle = firstsurface->num_firsttriangle;
8756 batchnumvertices = 0;
8757 batchnumtriangles = 0;
8758 firstvertex = endvertex = firstsurface->num_firstvertex;
8759 for (i = 0;i < texturenumsurfaces;i++)
8761 surface = texturesurfacelist[i];
8762 if (surface != firstsurface + i)
8764 surfacefirstvertex = surface->num_firstvertex;
8765 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8766 surfacenumvertices = surface->num_vertices;
8767 surfacenumtriangles = surface->num_triangles;
8768 if (firstvertex > surfacefirstvertex)
8769 firstvertex = surfacefirstvertex;
8770 if (endvertex < surfaceendvertex)
8771 endvertex = surfaceendvertex;
8772 batchnumvertices += surfacenumvertices;
8773 batchnumtriangles += surfacenumtriangles;
8776 r_refdef.stats[r_stat_batch_batches]++;
8778 r_refdef.stats[r_stat_batch_withgaps]++;
8779 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
8780 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
8781 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
8783 // we now know the vertex range used, and if there are any gaps in it
8784 rsurface.batchfirstvertex = firstvertex;
8785 rsurface.batchnumvertices = endvertex - firstvertex;
8786 rsurface.batchfirsttriangle = firsttriangle;
8787 rsurface.batchnumtriangles = batchnumtriangles;
8789 // this variable holds flags for which properties have been updated that
8790 // may require regenerating vertexmesh array...
8793 // check if any dynamic vertex processing must occur
8794 dynamicvertex = false;
8796 // a cvar to force the dynamic vertex path to be taken, for debugging
8797 if (r_batch_debugdynamicvertexpath.integer)
8801 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
8802 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
8803 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
8804 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
8806 dynamicvertex = true;
8809 // if there is a chance of animated vertex colors, it's a dynamic batch
8810 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8814 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
8815 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
8816 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
8817 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
8819 dynamicvertex = true;
8820 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8823 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8825 switch (deform->deform)
8828 case Q3DEFORM_PROJECTIONSHADOW:
8829 case Q3DEFORM_TEXT0:
8830 case Q3DEFORM_TEXT1:
8831 case Q3DEFORM_TEXT2:
8832 case Q3DEFORM_TEXT3:
8833 case Q3DEFORM_TEXT4:
8834 case Q3DEFORM_TEXT5:
8835 case Q3DEFORM_TEXT6:
8836 case Q3DEFORM_TEXT7:
8839 case Q3DEFORM_AUTOSPRITE:
8842 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
8843 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
8844 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
8845 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
8847 dynamicvertex = true;
8848 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
8849 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8851 case Q3DEFORM_AUTOSPRITE2:
8854 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
8855 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
8856 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
8857 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
8859 dynamicvertex = true;
8860 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8861 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8863 case Q3DEFORM_NORMAL:
8866 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
8867 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
8868 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
8869 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
8871 dynamicvertex = true;
8872 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8873 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8876 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8877 break; // if wavefunc is a nop, ignore this transform
8880 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
8881 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
8882 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
8883 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
8885 dynamicvertex = true;
8886 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8887 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8889 case Q3DEFORM_BULGE:
8892 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
8893 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
8894 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
8895 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
8897 dynamicvertex = true;
8898 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8899 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8902 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8903 break; // if wavefunc is a nop, ignore this transform
8906 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
8907 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
8908 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
8909 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
8911 dynamicvertex = true;
8912 batchneed |= BATCHNEED_ARRAY_VERTEX;
8913 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8917 switch(rsurface.texture->tcgen.tcgen)
8920 case Q3TCGEN_TEXTURE:
8922 case Q3TCGEN_LIGHTMAP:
8925 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
8926 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
8927 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
8928 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
8930 dynamicvertex = true;
8931 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8932 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8934 case Q3TCGEN_VECTOR:
8937 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
8938 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
8939 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
8940 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
8942 dynamicvertex = true;
8943 batchneed |= BATCHNEED_ARRAY_VERTEX;
8944 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8946 case Q3TCGEN_ENVIRONMENT:
8949 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
8950 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
8951 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
8952 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
8954 dynamicvertex = true;
8955 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
8956 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8959 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8963 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
8964 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
8965 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
8966 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
8968 dynamicvertex = true;
8969 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8970 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8973 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8977 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
8978 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
8979 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
8980 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
8982 dynamicvertex = true;
8983 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8986 // when the model data has no vertex buffer (dynamic mesh), we need to
8988 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8989 batchneed |= BATCHNEED_NOGAPS;
8991 // the caller can specify BATCHNEED_NOGAPS to force a batch with
8992 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
8993 // we ensure this by treating the vertex batch as dynamic...
8994 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
8998 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
8999 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9000 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9001 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9003 dynamicvertex = true;
9008 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9009 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9010 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9011 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9012 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9013 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9014 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9015 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9018 // if needsupdate, we have to do a dynamic vertex batch for sure
9019 if (needsupdate & batchneed)
9023 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9024 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9025 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9026 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9028 dynamicvertex = true;
9031 // see if we need to build vertexmesh from arrays
9032 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9036 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9037 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9038 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9039 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9041 dynamicvertex = true;
9044 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9045 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9046 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9048 rsurface.batchvertex3f = rsurface.modelvertex3f;
9049 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9050 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9051 rsurface.batchsvector3f = rsurface.modelsvector3f;
9052 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9053 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9054 rsurface.batchtvector3f = rsurface.modeltvector3f;
9055 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9056 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9057 rsurface.batchnormal3f = rsurface.modelnormal3f;
9058 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9059 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9060 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9061 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9062 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9063 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9064 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9065 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9066 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9067 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9068 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9069 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9070 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9071 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9072 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9073 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9074 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9075 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
9076 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9077 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
9078 rsurface.batchelement3i = rsurface.modelelement3i;
9079 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9080 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9081 rsurface.batchelement3s = rsurface.modelelement3s;
9082 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9083 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9084 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9085 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9087 // if any dynamic vertex processing has to occur in software, we copy the
9088 // entire surface list together before processing to rebase the vertices
9089 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9091 // if any gaps exist and we do not have a static vertex buffer, we have to
9092 // copy the surface list together to avoid wasting upload bandwidth on the
9093 // vertices in the gaps.
9095 // if gaps exist and we have a static vertex buffer, we can choose whether
9096 // to combine the index buffer ranges into one dynamic index buffer or
9097 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9099 // in many cases the batch is reduced to one draw call.
9101 rsurface.batchmultidraw = false;
9102 rsurface.batchmultidrawnumsurfaces = 0;
9103 rsurface.batchmultidrawsurfacelist = NULL;
9107 // static vertex data, just set pointers...
9108 rsurface.batchgeneratedvertex = false;
9109 // if there are gaps, we want to build a combined index buffer,
9110 // otherwise use the original static buffer with an appropriate offset
9113 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9114 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9115 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9116 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9117 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9119 rsurface.batchmultidraw = true;
9120 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9121 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9124 // build a new triangle elements array for this batch
9125 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9126 rsurface.batchfirsttriangle = 0;
9128 for (i = 0;i < texturenumsurfaces;i++)
9130 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9131 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9132 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9133 numtriangles += surfacenumtriangles;
9135 rsurface.batchelement3i_indexbuffer = NULL;
9136 rsurface.batchelement3i_bufferoffset = 0;
9137 rsurface.batchelement3s = NULL;
9138 rsurface.batchelement3s_indexbuffer = NULL;
9139 rsurface.batchelement3s_bufferoffset = 0;
9140 if (endvertex <= 65536)
9142 // make a 16bit (unsigned short) index array if possible
9143 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9144 for (i = 0;i < numtriangles*3;i++)
9145 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9150 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9151 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9152 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9153 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9158 // something needs software processing, do it for real...
9159 // we only directly handle separate array data in this case and then
9160 // generate interleaved data if needed...
9161 rsurface.batchgeneratedvertex = true;
9162 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9163 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9164 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9165 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9167 // now copy the vertex data into a combined array and make an index array
9168 // (this is what Quake3 does all the time)
9169 // we also apply any skeletal animation here that would have been done in
9170 // the vertex shader, because most of the dynamic vertex animation cases
9171 // need actual vertex positions and normals
9172 //if (dynamicvertex)
9174 rsurface.batchvertex3fbuffer = NULL;
9175 rsurface.batchvertexmesh = NULL;
9176 rsurface.batchvertexmeshbuffer = NULL;
9177 rsurface.batchvertex3f = NULL;
9178 rsurface.batchvertex3f_vertexbuffer = NULL;
9179 rsurface.batchvertex3f_bufferoffset = 0;
9180 rsurface.batchsvector3f = NULL;
9181 rsurface.batchsvector3f_vertexbuffer = NULL;
9182 rsurface.batchsvector3f_bufferoffset = 0;
9183 rsurface.batchtvector3f = NULL;
9184 rsurface.batchtvector3f_vertexbuffer = NULL;
9185 rsurface.batchtvector3f_bufferoffset = 0;
9186 rsurface.batchnormal3f = NULL;
9187 rsurface.batchnormal3f_vertexbuffer = NULL;
9188 rsurface.batchnormal3f_bufferoffset = 0;
9189 rsurface.batchlightmapcolor4f = NULL;
9190 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9191 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9192 rsurface.batchtexcoordtexture2f = NULL;
9193 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9194 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9195 rsurface.batchtexcoordlightmap2f = NULL;
9196 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9197 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9198 rsurface.batchskeletalindex4ub = NULL;
9199 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9200 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9201 rsurface.batchskeletalweight4ub = NULL;
9202 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9203 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9204 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9205 rsurface.batchelement3i_indexbuffer = NULL;
9206 rsurface.batchelement3i_bufferoffset = 0;
9207 rsurface.batchelement3s = NULL;
9208 rsurface.batchelement3s_indexbuffer = NULL;
9209 rsurface.batchelement3s_bufferoffset = 0;
9210 // we'll only be setting up certain arrays as needed
9211 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9212 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9213 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9214 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9215 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9216 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9217 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9219 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9220 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9222 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9223 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9224 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9225 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9226 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9227 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9228 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9230 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9231 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9235 for (i = 0;i < texturenumsurfaces;i++)
9237 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9238 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9239 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9240 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9241 // copy only the data requested
9242 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9243 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9244 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9246 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9248 if (rsurface.batchvertex3f)
9249 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9251 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9253 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9255 if (rsurface.modelnormal3f)
9256 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9258 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9260 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9262 if (rsurface.modelsvector3f)
9264 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9265 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9269 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9270 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9273 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9275 if (rsurface.modellightmapcolor4f)
9276 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9278 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9280 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9282 if (rsurface.modeltexcoordtexture2f)
9283 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9285 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9287 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9289 if (rsurface.modeltexcoordlightmap2f)
9290 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9292 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9294 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9296 if (rsurface.modelskeletalindex4ub)
9298 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9299 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9303 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9304 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9305 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9306 for (j = 0;j < surfacenumvertices;j++)
9311 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9312 numvertices += surfacenumvertices;
9313 numtriangles += surfacenumtriangles;
9316 // generate a 16bit index array as well if possible
9317 // (in general, dynamic batches fit)
9318 if (numvertices <= 65536)
9320 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9321 for (i = 0;i < numtriangles*3;i++)
9322 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9325 // since we've copied everything, the batch now starts at 0
9326 rsurface.batchfirstvertex = 0;
9327 rsurface.batchnumvertices = batchnumvertices;
9328 rsurface.batchfirsttriangle = 0;
9329 rsurface.batchnumtriangles = batchnumtriangles;
9332 // apply skeletal animation that would have been done in the vertex shader
9333 if (rsurface.batchskeletaltransform3x4)
9335 const unsigned char *si;
9336 const unsigned char *sw;
9338 const float *b = rsurface.batchskeletaltransform3x4;
9339 float *vp, *vs, *vt, *vn;
9341 float m[3][4], n[3][4];
9342 float tp[3], ts[3], tt[3], tn[3];
9343 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9344 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9345 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9346 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9347 si = rsurface.batchskeletalindex4ub;
9348 sw = rsurface.batchskeletalweight4ub;
9349 vp = rsurface.batchvertex3f;
9350 vs = rsurface.batchsvector3f;
9351 vt = rsurface.batchtvector3f;
9352 vn = rsurface.batchnormal3f;
9353 memset(m[0], 0, sizeof(m));
9354 memset(n[0], 0, sizeof(n));
9355 for (i = 0;i < batchnumvertices;i++)
9357 t[0] = b + si[0]*12;
9360 // common case - only one matrix
9374 else if (sw[2] + sw[3])
9377 t[1] = b + si[1]*12;
9378 t[2] = b + si[2]*12;
9379 t[3] = b + si[3]*12;
9380 w[0] = sw[0] * (1.0f / 255.0f);
9381 w[1] = sw[1] * (1.0f / 255.0f);
9382 w[2] = sw[2] * (1.0f / 255.0f);
9383 w[3] = sw[3] * (1.0f / 255.0f);
9384 // blend the matrices
9385 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9386 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9387 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9388 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9389 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9390 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9391 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9392 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9393 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9394 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9395 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9396 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9401 t[1] = b + si[1]*12;
9402 w[0] = sw[0] * (1.0f / 255.0f);
9403 w[1] = sw[1] * (1.0f / 255.0f);
9404 // blend the matrices
9405 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9406 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9407 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9408 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9409 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9410 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9411 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9412 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9413 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9414 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9415 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9416 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9420 // modify the vertex
9422 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9423 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9424 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9428 // the normal transformation matrix is a set of cross products...
9429 CrossProduct(m[1], m[2], n[0]);
9430 CrossProduct(m[2], m[0], n[1]);
9431 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9433 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9434 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9435 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9436 VectorNormalize(vn);
9441 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9442 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9443 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9444 VectorNormalize(vs);
9447 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9448 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9449 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9450 VectorNormalize(vt);
9455 rsurface.batchskeletaltransform3x4 = NULL;
9456 rsurface.batchskeletalnumtransforms = 0;
9459 // q1bsp surfaces rendered in vertex color mode have to have colors
9460 // calculated based on lightstyles
9461 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9463 // generate color arrays for the surfaces in this list
9468 const unsigned char *lm;
9469 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9470 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9471 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9473 for (i = 0;i < texturenumsurfaces;i++)
9475 surface = texturesurfacelist[i];
9476 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9477 surfacenumvertices = surface->num_vertices;
9478 if (surface->lightmapinfo->samples)
9480 for (j = 0;j < surfacenumvertices;j++)
9482 lm = surface->lightmapinfo->samples + offsets[j];
9483 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9484 VectorScale(lm, scale, c);
9485 if (surface->lightmapinfo->styles[1] != 255)
9487 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9489 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9490 VectorMA(c, scale, lm, c);
9491 if (surface->lightmapinfo->styles[2] != 255)
9494 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9495 VectorMA(c, scale, lm, c);
9496 if (surface->lightmapinfo->styles[3] != 255)
9499 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9500 VectorMA(c, scale, lm, c);
9507 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
9513 for (j = 0;j < surfacenumvertices;j++)
9515 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9522 // if vertices are deformed (sprite flares and things in maps, possibly
9523 // water waves, bulges and other deformations), modify the copied vertices
9525 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9527 switch (deform->deform)
9530 case Q3DEFORM_PROJECTIONSHADOW:
9531 case Q3DEFORM_TEXT0:
9532 case Q3DEFORM_TEXT1:
9533 case Q3DEFORM_TEXT2:
9534 case Q3DEFORM_TEXT3:
9535 case Q3DEFORM_TEXT4:
9536 case Q3DEFORM_TEXT5:
9537 case Q3DEFORM_TEXT6:
9538 case Q3DEFORM_TEXT7:
9541 case Q3DEFORM_AUTOSPRITE:
9542 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9543 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9544 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9545 VectorNormalize(newforward);
9546 VectorNormalize(newright);
9547 VectorNormalize(newup);
9548 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9549 // rsurface.batchvertex3f_vertexbuffer = NULL;
9550 // rsurface.batchvertex3f_bufferoffset = 0;
9551 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9552 // rsurface.batchsvector3f_vertexbuffer = NULL;
9553 // rsurface.batchsvector3f_bufferoffset = 0;
9554 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9555 // rsurface.batchtvector3f_vertexbuffer = NULL;
9556 // rsurface.batchtvector3f_bufferoffset = 0;
9557 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9558 // rsurface.batchnormal3f_vertexbuffer = NULL;
9559 // rsurface.batchnormal3f_bufferoffset = 0;
9560 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9561 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9562 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9563 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9564 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9565 // a single autosprite surface can contain multiple sprites...
9566 for (j = 0;j < batchnumvertices - 3;j += 4)
9568 VectorClear(center);
9569 for (i = 0;i < 4;i++)
9570 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9571 VectorScale(center, 0.25f, center);
9572 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9573 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9574 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9575 for (i = 0;i < 4;i++)
9577 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9578 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9581 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9582 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9583 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9585 case Q3DEFORM_AUTOSPRITE2:
9586 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9587 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9588 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9589 VectorNormalize(newforward);
9590 VectorNormalize(newright);
9591 VectorNormalize(newup);
9592 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9593 // rsurface.batchvertex3f_vertexbuffer = NULL;
9594 // rsurface.batchvertex3f_bufferoffset = 0;
9596 const float *v1, *v2;
9606 memset(shortest, 0, sizeof(shortest));
9607 // a single autosprite surface can contain multiple sprites...
9608 for (j = 0;j < batchnumvertices - 3;j += 4)
9610 VectorClear(center);
9611 for (i = 0;i < 4;i++)
9612 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9613 VectorScale(center, 0.25f, center);
9614 // find the two shortest edges, then use them to define the
9615 // axis vectors for rotating around the central axis
9616 for (i = 0;i < 6;i++)
9618 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9619 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9620 l = VectorDistance2(v1, v2);
9621 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9623 l += (1.0f / 1024.0f);
9624 if (shortest[0].length2 > l || i == 0)
9626 shortest[1] = shortest[0];
9627 shortest[0].length2 = l;
9628 shortest[0].v1 = v1;
9629 shortest[0].v2 = v2;
9631 else if (shortest[1].length2 > l || i == 1)
9633 shortest[1].length2 = l;
9634 shortest[1].v1 = v1;
9635 shortest[1].v2 = v2;
9638 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9639 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9640 // this calculates the right vector from the shortest edge
9641 // and the up vector from the edge midpoints
9642 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9643 VectorNormalize(right);
9644 VectorSubtract(end, start, up);
9645 VectorNormalize(up);
9646 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9647 VectorSubtract(rsurface.localvieworigin, center, forward);
9648 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9649 VectorNegate(forward, forward);
9650 VectorReflect(forward, 0, up, forward);
9651 VectorNormalize(forward);
9652 CrossProduct(up, forward, newright);
9653 VectorNormalize(newright);
9654 // rotate the quad around the up axis vector, this is made
9655 // especially easy by the fact we know the quad is flat,
9656 // so we only have to subtract the center position and
9657 // measure distance along the right vector, and then
9658 // multiply that by the newright vector and add back the
9660 // we also need to subtract the old position to undo the
9661 // displacement from the center, which we do with a
9662 // DotProduct, the subtraction/addition of center is also
9663 // optimized into DotProducts here
9664 l = DotProduct(right, center);
9665 for (i = 0;i < 4;i++)
9667 v1 = rsurface.batchvertex3f + 3*(j+i);
9668 f = DotProduct(right, v1) - l;
9669 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9673 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9675 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9676 // rsurface.batchnormal3f_vertexbuffer = NULL;
9677 // rsurface.batchnormal3f_bufferoffset = 0;
9678 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9680 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9682 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9683 // rsurface.batchsvector3f_vertexbuffer = NULL;
9684 // rsurface.batchsvector3f_bufferoffset = 0;
9685 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9686 // rsurface.batchtvector3f_vertexbuffer = NULL;
9687 // rsurface.batchtvector3f_bufferoffset = 0;
9688 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9691 case Q3DEFORM_NORMAL:
9692 // deform the normals to make reflections wavey
9693 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9694 rsurface.batchnormal3f_vertexbuffer = NULL;
9695 rsurface.batchnormal3f_bufferoffset = 0;
9696 for (j = 0;j < batchnumvertices;j++)
9699 float *normal = rsurface.batchnormal3f + 3*j;
9700 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9701 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9702 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9703 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9704 VectorNormalize(normal);
9706 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9708 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9709 // rsurface.batchsvector3f_vertexbuffer = NULL;
9710 // rsurface.batchsvector3f_bufferoffset = 0;
9711 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9712 // rsurface.batchtvector3f_vertexbuffer = NULL;
9713 // rsurface.batchtvector3f_bufferoffset = 0;
9714 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9718 // deform vertex array to make wavey water and flags and such
9719 waveparms[0] = deform->waveparms[0];
9720 waveparms[1] = deform->waveparms[1];
9721 waveparms[2] = deform->waveparms[2];
9722 waveparms[3] = deform->waveparms[3];
9723 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9724 break; // if wavefunc is a nop, don't make a dynamic vertex array
9725 // this is how a divisor of vertex influence on deformation
9726 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9727 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9728 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9729 // rsurface.batchvertex3f_vertexbuffer = NULL;
9730 // rsurface.batchvertex3f_bufferoffset = 0;
9731 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9732 // rsurface.batchnormal3f_vertexbuffer = NULL;
9733 // rsurface.batchnormal3f_bufferoffset = 0;
9734 for (j = 0;j < batchnumvertices;j++)
9736 // if the wavefunc depends on time, evaluate it per-vertex
9739 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9740 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9742 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9744 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9745 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9746 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9748 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9749 // rsurface.batchsvector3f_vertexbuffer = NULL;
9750 // rsurface.batchsvector3f_bufferoffset = 0;
9751 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9752 // rsurface.batchtvector3f_vertexbuffer = NULL;
9753 // rsurface.batchtvector3f_bufferoffset = 0;
9754 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9757 case Q3DEFORM_BULGE:
9758 // deform vertex array to make the surface have moving bulges
9759 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9760 // rsurface.batchvertex3f_vertexbuffer = NULL;
9761 // rsurface.batchvertex3f_bufferoffset = 0;
9762 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9763 // rsurface.batchnormal3f_vertexbuffer = NULL;
9764 // rsurface.batchnormal3f_bufferoffset = 0;
9765 for (j = 0;j < batchnumvertices;j++)
9767 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9768 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9770 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9771 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9772 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9774 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9775 // rsurface.batchsvector3f_vertexbuffer = NULL;
9776 // rsurface.batchsvector3f_bufferoffset = 0;
9777 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9778 // rsurface.batchtvector3f_vertexbuffer = NULL;
9779 // rsurface.batchtvector3f_bufferoffset = 0;
9780 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9784 // deform vertex array
9785 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9786 break; // if wavefunc is a nop, don't make a dynamic vertex array
9787 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9788 VectorScale(deform->parms, scale, waveparms);
9789 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9790 // rsurface.batchvertex3f_vertexbuffer = NULL;
9791 // rsurface.batchvertex3f_bufferoffset = 0;
9792 for (j = 0;j < batchnumvertices;j++)
9793 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9798 // generate texcoords based on the chosen texcoord source
9799 switch(rsurface.texture->tcgen.tcgen)
9802 case Q3TCGEN_TEXTURE:
9804 case Q3TCGEN_LIGHTMAP:
9805 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9806 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9807 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9808 if (rsurface.batchtexcoordlightmap2f)
9809 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9811 case Q3TCGEN_VECTOR:
9812 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9813 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9814 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9815 for (j = 0;j < batchnumvertices;j++)
9817 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9818 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9821 case Q3TCGEN_ENVIRONMENT:
9822 // make environment reflections using a spheremap
9823 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9824 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9825 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9826 for (j = 0;j < batchnumvertices;j++)
9828 // identical to Q3A's method, but executed in worldspace so
9829 // carried models can be shiny too
9831 float viewer[3], d, reflected[3], worldreflected[3];
9833 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9834 // VectorNormalize(viewer);
9836 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9838 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9839 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9840 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9841 // note: this is proportinal to viewer, so we can normalize later
9843 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9844 VectorNormalize(worldreflected);
9846 // note: this sphere map only uses world x and z!
9847 // so positive and negative y will LOOK THE SAME.
9848 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9849 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9853 // the only tcmod that needs software vertex processing is turbulent, so
9854 // check for it here and apply the changes if needed
9855 // and we only support that as the first one
9856 // (handling a mixture of turbulent and other tcmods would be problematic
9857 // without punting it entirely to a software path)
9858 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9860 amplitude = rsurface.texture->tcmods[0].parms[1];
9861 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9862 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9863 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9864 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9865 for (j = 0;j < batchnumvertices;j++)
9867 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9868 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9872 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9874 // convert the modified arrays to vertex structs
9875 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9876 // rsurface.batchvertexmeshbuffer = NULL;
9877 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9878 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9879 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9880 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9881 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9882 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9883 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9885 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9887 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9888 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9891 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9892 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9893 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9894 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9895 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9896 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9897 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9898 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9899 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9900 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
9902 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9904 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
9905 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
9911 void RSurf_DrawBatch(void)
9913 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9914 // through the pipeline, killing it earlier in the pipeline would have
9915 // per-surface overhead rather than per-batch overhead, so it's best to
9916 // reject it here, before it hits glDraw.
9917 if (rsurface.batchnumtriangles == 0)
9920 // batch debugging code
9921 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9927 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9928 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9931 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9933 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9935 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9936 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9943 if (rsurface.batchmultidraw)
9945 // issue multiple draws rather than copying index data
9946 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
9947 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
9948 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
9949 for (i = 0;i < numsurfaces;)
9951 // combine consecutive surfaces as one draw
9952 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
9953 if (surfacelist[j] != surfacelist[k] + 1)
9955 firstvertex = surfacelist[i]->num_firstvertex;
9956 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
9957 firsttriangle = surfacelist[i]->num_firsttriangle;
9958 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
9959 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9965 // there is only one consecutive run of index data (may have been combined)
9966 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9970 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9972 // pick the closest matching water plane
9973 int planeindex, vertexindex, bestplaneindex = -1;
9977 r_waterstate_waterplane_t *p;
9978 qboolean prepared = false;
9980 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9982 if(p->camera_entity != rsurface.texture->camera_entity)
9987 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
9989 if(rsurface.batchnumvertices == 0)
9992 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9994 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9995 d += fabs(PlaneDiff(vert, &p->plane));
9997 if (bestd > d || bestplaneindex < 0)
10000 bestplaneindex = planeindex;
10003 return bestplaneindex;
10004 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10005 // this situation though, as it might be better to render single larger
10006 // batches with useless stuff (backface culled for example) than to
10007 // render multiple smaller batches
10010 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10013 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10014 rsurface.passcolor4f_vertexbuffer = 0;
10015 rsurface.passcolor4f_bufferoffset = 0;
10016 for (i = 0;i < rsurface.batchnumvertices;i++)
10017 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10020 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10027 if (rsurface.passcolor4f)
10029 // generate color arrays
10030 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10031 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10032 rsurface.passcolor4f_vertexbuffer = 0;
10033 rsurface.passcolor4f_bufferoffset = 0;
10034 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10036 f = RSurf_FogVertex(v);
10045 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10046 rsurface.passcolor4f_vertexbuffer = 0;
10047 rsurface.passcolor4f_bufferoffset = 0;
10048 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10050 f = RSurf_FogVertex(v);
10059 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10066 if (!rsurface.passcolor4f)
10068 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10069 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10070 rsurface.passcolor4f_vertexbuffer = 0;
10071 rsurface.passcolor4f_bufferoffset = 0;
10072 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
10074 f = RSurf_FogVertex(v);
10075 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10076 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10077 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10082 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10087 if (!rsurface.passcolor4f)
10089 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10090 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10091 rsurface.passcolor4f_vertexbuffer = 0;
10092 rsurface.passcolor4f_bufferoffset = 0;
10093 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10102 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10107 if (!rsurface.passcolor4f)
10109 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10110 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10111 rsurface.passcolor4f_vertexbuffer = 0;
10112 rsurface.passcolor4f_bufferoffset = 0;
10113 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10115 c2[0] = c[0] + r_refdef.scene.ambient;
10116 c2[1] = c[1] + r_refdef.scene.ambient;
10117 c2[2] = c[2] + r_refdef.scene.ambient;
10122 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10125 rsurface.passcolor4f = NULL;
10126 rsurface.passcolor4f_vertexbuffer = 0;
10127 rsurface.passcolor4f_bufferoffset = 0;
10128 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10129 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10130 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10131 GL_Color(r, g, b, a);
10132 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10136 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10138 // TODO: optimize applyfog && applycolor case
10139 // just apply fog if necessary, and tint the fog color array if necessary
10140 rsurface.passcolor4f = NULL;
10141 rsurface.passcolor4f_vertexbuffer = 0;
10142 rsurface.passcolor4f_bufferoffset = 0;
10143 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10144 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10145 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10146 GL_Color(r, g, b, a);
10150 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10153 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10154 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10155 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10156 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10157 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10158 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10159 GL_Color(r, g, b, a);
10163 static void RSurf_DrawBatch_GL11_ClampColor(void)
10168 if (!rsurface.passcolor4f)
10170 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10172 c2[0] = bound(0.0f, c1[0], 1.0f);
10173 c2[1] = bound(0.0f, c1[1], 1.0f);
10174 c2[2] = bound(0.0f, c1[2], 1.0f);
10175 c2[3] = bound(0.0f, c1[3], 1.0f);
10179 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10189 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10190 rsurface.passcolor4f_vertexbuffer = 0;
10191 rsurface.passcolor4f_bufferoffset = 0;
10192 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10194 f = -DotProduct(r_refdef.view.forward, n);
10196 f = f * 0.85 + 0.15; // work around so stuff won't get black
10197 f *= r_refdef.lightmapintensity;
10198 Vector4Set(c, f, f, f, 1);
10202 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10204 RSurf_DrawBatch_GL11_ApplyFakeLight();
10205 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10206 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10207 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10208 GL_Color(r, g, b, a);
10212 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10220 vec3_t ambientcolor;
10221 vec3_t diffusecolor;
10225 VectorCopy(rsurface.modellight_lightdir, lightdir);
10226 f = 0.5f * r_refdef.lightmapintensity;
10227 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10228 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10229 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10230 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10231 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10232 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10234 if (VectorLength2(diffusecolor) > 0)
10236 // q3-style directional shading
10237 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10238 rsurface.passcolor4f_vertexbuffer = 0;
10239 rsurface.passcolor4f_bufferoffset = 0;
10240 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
10242 if ((f = DotProduct(n, lightdir)) > 0)
10243 VectorMA(ambientcolor, f, diffusecolor, c);
10245 VectorCopy(ambientcolor, c);
10252 *applycolor = false;
10256 *r = ambientcolor[0];
10257 *g = ambientcolor[1];
10258 *b = ambientcolor[2];
10259 rsurface.passcolor4f = NULL;
10260 rsurface.passcolor4f_vertexbuffer = 0;
10261 rsurface.passcolor4f_bufferoffset = 0;
10265 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10267 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10268 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10269 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10270 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10271 GL_Color(r, g, b, a);
10275 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10283 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10284 rsurface.passcolor4f_vertexbuffer = 0;
10285 rsurface.passcolor4f_bufferoffset = 0;
10287 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10289 f = 1 - RSurf_FogVertex(v);
10297 void RSurf_SetupDepthAndCulling(void)
10299 // submodels are biased to avoid z-fighting with world surfaces that they
10300 // may be exactly overlapping (avoids z-fighting artifacts on certain
10301 // doors and things in Quake maps)
10302 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10303 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10304 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10305 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10308 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10310 // transparent sky would be ridiculous
10311 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10313 R_SetupShader_Generic_NoTexture(false, false);
10314 skyrenderlater = true;
10315 RSurf_SetupDepthAndCulling();
10316 GL_DepthMask(true);
10317 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10318 // skymasking on them, and Quake3 never did sky masking (unlike
10319 // software Quake and software Quake2), so disable the sky masking
10320 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10321 // and skymasking also looks very bad when noclipping outside the
10322 // level, so don't use it then either.
10323 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10325 R_Mesh_ResetTextureState();
10326 if (skyrendermasked)
10328 R_SetupShader_DepthOrShadow(false, false, false);
10329 // depth-only (masking)
10330 GL_ColorMask(0,0,0,0);
10331 // just to make sure that braindead drivers don't draw
10332 // anything despite that colormask...
10333 GL_BlendFunc(GL_ZERO, GL_ONE);
10334 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10335 if (rsurface.batchvertex3fbuffer)
10336 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10338 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10342 R_SetupShader_Generic_NoTexture(false, false);
10344 GL_BlendFunc(GL_ONE, GL_ZERO);
10345 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10346 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10347 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10350 if (skyrendermasked)
10351 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10353 R_Mesh_ResetTextureState();
10354 GL_Color(1, 1, 1, 1);
10357 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10358 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10359 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10361 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10365 // render screenspace normalmap to texture
10366 GL_DepthMask(true);
10367 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10372 // bind lightmap texture
10374 // water/refraction/reflection/camera surfaces have to be handled specially
10375 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10377 int start, end, startplaneindex;
10378 for (start = 0;start < texturenumsurfaces;start = end)
10380 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10381 if(startplaneindex < 0)
10383 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10384 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10388 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10390 // now that we have a batch using the same planeindex, render it
10391 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10393 // render water or distortion background
10394 GL_DepthMask(true);
10395 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10397 // blend surface on top
10398 GL_DepthMask(false);
10399 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10402 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10404 // render surface with reflection texture as input
10405 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10406 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10413 // render surface batch normally
10414 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10415 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10419 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10421 // OpenGL 1.3 path - anything not completely ancient
10422 qboolean applycolor;
10425 const texturelayer_t *layer;
10426 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10427 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10429 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10432 int layertexrgbscale;
10433 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10435 if (layerindex == 0)
10436 GL_AlphaTest(true);
10439 GL_AlphaTest(false);
10440 GL_DepthFunc(GL_EQUAL);
10443 GL_DepthMask(layer->depthmask && writedepth);
10444 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10445 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10447 layertexrgbscale = 4;
10448 VectorScale(layer->color, 0.25f, layercolor);
10450 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10452 layertexrgbscale = 2;
10453 VectorScale(layer->color, 0.5f, layercolor);
10457 layertexrgbscale = 1;
10458 VectorScale(layer->color, 1.0f, layercolor);
10460 layercolor[3] = layer->color[3];
10461 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10462 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10463 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10464 switch (layer->type)
10466 case TEXTURELAYERTYPE_LITTEXTURE:
10467 // single-pass lightmapped texture with 2x rgbscale
10468 R_Mesh_TexBind(0, r_texture_white);
10469 R_Mesh_TexMatrix(0, NULL);
10470 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10471 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10472 R_Mesh_TexBind(1, layer->texture);
10473 R_Mesh_TexMatrix(1, &layer->texmatrix);
10474 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10475 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10476 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10477 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10478 else if (FAKELIGHT_ENABLED)
10479 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10480 else if (rsurface.uselightmaptexture)
10481 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10483 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10485 case TEXTURELAYERTYPE_TEXTURE:
10486 // singletexture unlit texture with transparency support
10487 R_Mesh_TexBind(0, layer->texture);
10488 R_Mesh_TexMatrix(0, &layer->texmatrix);
10489 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10490 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10491 R_Mesh_TexBind(1, 0);
10492 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10493 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10495 case TEXTURELAYERTYPE_FOG:
10496 // singletexture fogging
10497 if (layer->texture)
10499 R_Mesh_TexBind(0, layer->texture);
10500 R_Mesh_TexMatrix(0, &layer->texmatrix);
10501 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10502 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10506 R_Mesh_TexBind(0, 0);
10507 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10509 R_Mesh_TexBind(1, 0);
10510 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10511 // generate a color array for the fog pass
10512 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10513 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10517 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10520 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10522 GL_DepthFunc(GL_LEQUAL);
10523 GL_AlphaTest(false);
10527 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10529 // OpenGL 1.1 - crusty old voodoo path
10532 const texturelayer_t *layer;
10533 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10534 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10536 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10538 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10540 if (layerindex == 0)
10541 GL_AlphaTest(true);
10544 GL_AlphaTest(false);
10545 GL_DepthFunc(GL_EQUAL);
10548 GL_DepthMask(layer->depthmask && writedepth);
10549 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10550 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10551 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10552 switch (layer->type)
10554 case TEXTURELAYERTYPE_LITTEXTURE:
10555 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10557 // two-pass lit texture with 2x rgbscale
10558 // first the lightmap pass
10559 R_Mesh_TexBind(0, r_texture_white);
10560 R_Mesh_TexMatrix(0, NULL);
10561 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10562 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10563 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10564 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10565 else if (FAKELIGHT_ENABLED)
10566 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10567 else if (rsurface.uselightmaptexture)
10568 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10570 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10571 // then apply the texture to it
10572 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10573 R_Mesh_TexBind(0, layer->texture);
10574 R_Mesh_TexMatrix(0, &layer->texmatrix);
10575 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10576 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10577 RSurf_DrawBatch_GL11_Unlit(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);
10581 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10582 R_Mesh_TexBind(0, layer->texture);
10583 R_Mesh_TexMatrix(0, &layer->texmatrix);
10584 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10585 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10586 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10587 RSurf_DrawBatch_GL11_VertexShade(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);
10588 else if (FAKELIGHT_ENABLED)
10589 RSurf_DrawBatch_GL11_FakeLight(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);
10591 RSurf_DrawBatch_GL11_VertexColor(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);
10594 case TEXTURELAYERTYPE_TEXTURE:
10595 // singletexture unlit texture with transparency support
10596 R_Mesh_TexBind(0, layer->texture);
10597 R_Mesh_TexMatrix(0, &layer->texmatrix);
10598 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10599 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10600 RSurf_DrawBatch_GL11_Unlit(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);
10602 case TEXTURELAYERTYPE_FOG:
10603 // singletexture fogging
10604 if (layer->texture)
10606 R_Mesh_TexBind(0, layer->texture);
10607 R_Mesh_TexMatrix(0, &layer->texmatrix);
10608 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10609 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10613 R_Mesh_TexBind(0, 0);
10614 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10616 // generate a color array for the fog pass
10617 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10618 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10622 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10625 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10627 GL_DepthFunc(GL_LEQUAL);
10628 GL_AlphaTest(false);
10632 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10636 r_vertexgeneric_t *batchvertex;
10639 // R_Mesh_ResetTextureState();
10640 R_SetupShader_Generic_NoTexture(false, false);
10642 if(rsurface.texture && rsurface.texture->currentskinframe)
10644 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10645 c[3] *= rsurface.texture->currentalpha;
10655 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10657 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10658 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10659 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10662 // brighten it up (as texture value 127 means "unlit")
10663 c[0] *= 2 * r_refdef.view.colorscale;
10664 c[1] *= 2 * r_refdef.view.colorscale;
10665 c[2] *= 2 * r_refdef.view.colorscale;
10667 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10668 c[3] *= r_wateralpha.value;
10670 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10672 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10673 GL_DepthMask(false);
10675 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10677 GL_BlendFunc(GL_ONE, GL_ONE);
10678 GL_DepthMask(false);
10680 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10682 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10683 GL_DepthMask(false);
10685 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10687 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10688 GL_DepthMask(false);
10692 GL_BlendFunc(GL_ONE, GL_ZERO);
10693 GL_DepthMask(writedepth);
10696 if (r_showsurfaces.integer == 3)
10698 rsurface.passcolor4f = NULL;
10700 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10702 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10704 rsurface.passcolor4f = NULL;
10705 rsurface.passcolor4f_vertexbuffer = 0;
10706 rsurface.passcolor4f_bufferoffset = 0;
10708 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10710 qboolean applycolor = true;
10713 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10715 r_refdef.lightmapintensity = 1;
10716 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10717 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10719 else if (FAKELIGHT_ENABLED)
10721 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10723 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10724 RSurf_DrawBatch_GL11_ApplyFakeLight();
10725 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10729 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10731 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10732 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10733 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10736 if(!rsurface.passcolor4f)
10737 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10739 RSurf_DrawBatch_GL11_ApplyAmbient();
10740 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10741 if(r_refdef.fogenabled)
10742 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10743 RSurf_DrawBatch_GL11_ClampColor();
10745 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10746 R_SetupShader_Generic_NoTexture(false, false);
10749 else if (!r_refdef.view.showdebug)
10751 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10752 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10753 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10755 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10756 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10758 R_Mesh_PrepareVertices_Generic_Unlock();
10761 else if (r_showsurfaces.integer == 4)
10763 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10764 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10765 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10767 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10768 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10769 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10771 R_Mesh_PrepareVertices_Generic_Unlock();
10774 else if (r_showsurfaces.integer == 2)
10777 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10778 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10779 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10781 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10782 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10783 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10784 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10785 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10786 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10787 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10789 R_Mesh_PrepareVertices_Generic_Unlock();
10790 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10794 int texturesurfaceindex;
10796 const msurface_t *surface;
10797 float surfacecolor4f[4];
10798 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10799 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10801 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10803 surface = texturesurfacelist[texturesurfaceindex];
10804 k = (int)(((size_t)surface) / sizeof(msurface_t));
10805 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10806 for (j = 0;j < surface->num_vertices;j++)
10808 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10809 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10813 R_Mesh_PrepareVertices_Generic_Unlock();
10818 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10821 RSurf_SetupDepthAndCulling();
10822 if (r_showsurfaces.integer)
10824 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10827 switch (vid.renderpath)
10829 case RENDERPATH_GL20:
10830 case RENDERPATH_D3D9:
10831 case RENDERPATH_D3D10:
10832 case RENDERPATH_D3D11:
10833 case RENDERPATH_SOFT:
10834 case RENDERPATH_GLES2:
10835 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10837 case RENDERPATH_GL13:
10838 case RENDERPATH_GLES1:
10839 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10841 case RENDERPATH_GL11:
10842 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10848 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10851 RSurf_SetupDepthAndCulling();
10852 if (r_showsurfaces.integer)
10854 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10857 switch (vid.renderpath)
10859 case RENDERPATH_GL20:
10860 case RENDERPATH_D3D9:
10861 case RENDERPATH_D3D10:
10862 case RENDERPATH_D3D11:
10863 case RENDERPATH_SOFT:
10864 case RENDERPATH_GLES2:
10865 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10867 case RENDERPATH_GL13:
10868 case RENDERPATH_GLES1:
10869 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10871 case RENDERPATH_GL11:
10872 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10878 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10881 int texturenumsurfaces, endsurface;
10882 texture_t *texture;
10883 const msurface_t *surface;
10884 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10886 // if the model is static it doesn't matter what value we give for
10887 // wantnormals and wanttangents, so this logic uses only rules applicable
10888 // to a model, knowing that they are meaningless otherwise
10889 if (ent == r_refdef.scene.worldentity)
10890 RSurf_ActiveWorldEntity();
10891 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10892 RSurf_ActiveModelEntity(ent, false, false, false);
10895 switch (vid.renderpath)
10897 case RENDERPATH_GL20:
10898 case RENDERPATH_D3D9:
10899 case RENDERPATH_D3D10:
10900 case RENDERPATH_D3D11:
10901 case RENDERPATH_SOFT:
10902 case RENDERPATH_GLES2:
10903 RSurf_ActiveModelEntity(ent, true, true, false);
10905 case RENDERPATH_GL11:
10906 case RENDERPATH_GL13:
10907 case RENDERPATH_GLES1:
10908 RSurf_ActiveModelEntity(ent, true, false, false);
10913 if (r_transparentdepthmasking.integer)
10915 qboolean setup = false;
10916 for (i = 0;i < numsurfaces;i = j)
10919 surface = rsurface.modelsurfaces + surfacelist[i];
10920 texture = surface->texture;
10921 rsurface.texture = R_GetCurrentTexture(texture);
10922 rsurface.lightmaptexture = NULL;
10923 rsurface.deluxemaptexture = NULL;
10924 rsurface.uselightmaptexture = false;
10925 // scan ahead until we find a different texture
10926 endsurface = min(i + 1024, numsurfaces);
10927 texturenumsurfaces = 0;
10928 texturesurfacelist[texturenumsurfaces++] = surface;
10929 for (;j < endsurface;j++)
10931 surface = rsurface.modelsurfaces + surfacelist[j];
10932 if (texture != surface->texture)
10934 texturesurfacelist[texturenumsurfaces++] = surface;
10936 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10938 // render the range of surfaces as depth
10942 GL_ColorMask(0,0,0,0);
10944 GL_DepthTest(true);
10945 GL_BlendFunc(GL_ONE, GL_ZERO);
10946 GL_DepthMask(true);
10947 // R_Mesh_ResetTextureState();
10949 RSurf_SetupDepthAndCulling();
10950 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10951 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
10952 if (rsurface.batchvertex3fbuffer)
10953 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10955 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10959 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10962 for (i = 0;i < numsurfaces;i = j)
10965 surface = rsurface.modelsurfaces + surfacelist[i];
10966 texture = surface->texture;
10967 rsurface.texture = R_GetCurrentTexture(texture);
10968 // scan ahead until we find a different texture
10969 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10970 texturenumsurfaces = 0;
10971 texturesurfacelist[texturenumsurfaces++] = surface;
10972 if(FAKELIGHT_ENABLED)
10974 rsurface.lightmaptexture = NULL;
10975 rsurface.deluxemaptexture = NULL;
10976 rsurface.uselightmaptexture = false;
10977 for (;j < endsurface;j++)
10979 surface = rsurface.modelsurfaces + surfacelist[j];
10980 if (texture != surface->texture)
10982 texturesurfacelist[texturenumsurfaces++] = surface;
10987 rsurface.lightmaptexture = surface->lightmaptexture;
10988 rsurface.deluxemaptexture = surface->deluxemaptexture;
10989 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10990 for (;j < endsurface;j++)
10992 surface = rsurface.modelsurfaces + surfacelist[j];
10993 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10995 texturesurfacelist[texturenumsurfaces++] = surface;
10998 // render the range of surfaces
10999 if (ent == r_refdef.scene.worldentity)
11000 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11002 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11004 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11007 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11009 // transparent surfaces get pushed off into the transparent queue
11010 int surfacelistindex;
11011 const msurface_t *surface;
11012 vec3_t tempcenter, center;
11013 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11015 surface = texturesurfacelist[surfacelistindex];
11016 if (r_transparent_sortsurfacesbynearest.integer)
11018 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11019 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11020 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11024 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11025 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11026 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11028 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11029 if (rsurface.entity->transparent_offset) // transparent offset
11031 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11032 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11033 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11035 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11039 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11041 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11043 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11045 RSurf_SetupDepthAndCulling();
11046 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11047 if (rsurface.batchvertex3fbuffer)
11048 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
11050 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
11051 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11055 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11059 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11062 if (!rsurface.texture->currentnumlayers)
11064 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11065 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11067 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11069 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11070 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11071 else if (!rsurface.texture->currentnumlayers)
11073 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11075 // in the deferred case, transparent surfaces were queued during prepass
11076 if (!r_shadow_usingdeferredprepass)
11077 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11081 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11082 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11087 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11090 texture_t *texture;
11091 R_FrameData_SetMark();
11092 // break the surface list down into batches by texture and use of lightmapping
11093 for (i = 0;i < numsurfaces;i = j)
11096 // texture is the base texture pointer, rsurface.texture is the
11097 // current frame/skin the texture is directing us to use (for example
11098 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11099 // use skin 1 instead)
11100 texture = surfacelist[i]->texture;
11101 rsurface.texture = R_GetCurrentTexture(texture);
11102 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11104 // if this texture is not the kind we want, skip ahead to the next one
11105 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11109 if(FAKELIGHT_ENABLED || depthonly || prepass)
11111 rsurface.lightmaptexture = NULL;
11112 rsurface.deluxemaptexture = NULL;
11113 rsurface.uselightmaptexture = false;
11114 // simply scan ahead until we find a different texture or lightmap state
11115 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11120 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11121 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11122 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11123 // simply scan ahead until we find a different texture or lightmap state
11124 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11127 // render the range of surfaces
11128 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11130 R_FrameData_ReturnToMark();
11133 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11137 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11140 if (!rsurface.texture->currentnumlayers)
11142 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11143 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11145 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11147 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11148 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11149 else if (!rsurface.texture->currentnumlayers)
11151 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11153 // in the deferred case, transparent surfaces were queued during prepass
11154 if (!r_shadow_usingdeferredprepass)
11155 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11159 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11160 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11165 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11168 texture_t *texture;
11169 R_FrameData_SetMark();
11170 // break the surface list down into batches by texture and use of lightmapping
11171 for (i = 0;i < numsurfaces;i = j)
11174 // texture is the base texture pointer, rsurface.texture is the
11175 // current frame/skin the texture is directing us to use (for example
11176 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11177 // use skin 1 instead)
11178 texture = surfacelist[i]->texture;
11179 rsurface.texture = R_GetCurrentTexture(texture);
11180 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11182 // if this texture is not the kind we want, skip ahead to the next one
11183 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11187 if(FAKELIGHT_ENABLED || depthonly || prepass)
11189 rsurface.lightmaptexture = NULL;
11190 rsurface.deluxemaptexture = NULL;
11191 rsurface.uselightmaptexture = false;
11192 // simply scan ahead until we find a different texture or lightmap state
11193 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11198 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11199 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11200 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11201 // simply scan ahead until we find a different texture or lightmap state
11202 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11205 // render the range of surfaces
11206 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11208 R_FrameData_ReturnToMark();
11211 float locboxvertex3f[6*4*3] =
11213 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11214 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11215 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11216 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11217 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11218 1,0,0, 0,0,0, 0,1,0, 1,1,0
11221 unsigned short locboxelements[6*2*3] =
11226 12,13,14, 12,14,15,
11227 16,17,18, 16,18,19,
11231 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11234 cl_locnode_t *loc = (cl_locnode_t *)ent;
11236 float vertex3f[6*4*3];
11238 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11239 GL_DepthMask(false);
11240 GL_DepthRange(0, 1);
11241 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11242 GL_DepthTest(true);
11243 GL_CullFace(GL_NONE);
11244 R_EntityMatrix(&identitymatrix);
11246 // R_Mesh_ResetTextureState();
11248 i = surfacelist[0];
11249 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11250 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11251 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11252 surfacelist[0] < 0 ? 0.5f : 0.125f);
11254 if (VectorCompare(loc->mins, loc->maxs))
11256 VectorSet(size, 2, 2, 2);
11257 VectorMA(loc->mins, -0.5f, size, mins);
11261 VectorCopy(loc->mins, mins);
11262 VectorSubtract(loc->maxs, loc->mins, size);
11265 for (i = 0;i < 6*4*3;)
11266 for (j = 0;j < 3;j++, i++)
11267 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11269 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11270 R_SetupShader_Generic_NoTexture(false, false);
11271 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11274 void R_DrawLocs(void)
11277 cl_locnode_t *loc, *nearestloc;
11279 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11280 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11282 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11283 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11287 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11289 if (decalsystem->decals)
11290 Mem_Free(decalsystem->decals);
11291 memset(decalsystem, 0, sizeof(*decalsystem));
11294 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11297 tridecal_t *decals;
11300 // expand or initialize the system
11301 if (decalsystem->maxdecals <= decalsystem->numdecals)
11303 decalsystem_t old = *decalsystem;
11304 qboolean useshortelements;
11305 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11306 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11307 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
11308 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11309 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11310 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11311 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11312 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11313 if (decalsystem->numdecals)
11314 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11316 Mem_Free(old.decals);
11317 for (i = 0;i < decalsystem->maxdecals*3;i++)
11318 decalsystem->element3i[i] = i;
11319 if (useshortelements)
11320 for (i = 0;i < decalsystem->maxdecals*3;i++)
11321 decalsystem->element3s[i] = i;
11324 // grab a decal and search for another free slot for the next one
11325 decals = decalsystem->decals;
11326 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11327 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11329 decalsystem->freedecal = i;
11330 if (decalsystem->numdecals <= i)
11331 decalsystem->numdecals = i + 1;
11333 // initialize the decal
11335 decal->triangleindex = triangleindex;
11336 decal->surfaceindex = surfaceindex;
11337 decal->decalsequence = decalsequence;
11338 decal->color4f[0][0] = c0[0];
11339 decal->color4f[0][1] = c0[1];
11340 decal->color4f[0][2] = c0[2];
11341 decal->color4f[0][3] = 1;
11342 decal->color4f[1][0] = c1[0];
11343 decal->color4f[1][1] = c1[1];
11344 decal->color4f[1][2] = c1[2];
11345 decal->color4f[1][3] = 1;
11346 decal->color4f[2][0] = c2[0];
11347 decal->color4f[2][1] = c2[1];
11348 decal->color4f[2][2] = c2[2];
11349 decal->color4f[2][3] = 1;
11350 decal->vertex3f[0][0] = v0[0];
11351 decal->vertex3f[0][1] = v0[1];
11352 decal->vertex3f[0][2] = v0[2];
11353 decal->vertex3f[1][0] = v1[0];
11354 decal->vertex3f[1][1] = v1[1];
11355 decal->vertex3f[1][2] = v1[2];
11356 decal->vertex3f[2][0] = v2[0];
11357 decal->vertex3f[2][1] = v2[1];
11358 decal->vertex3f[2][2] = v2[2];
11359 decal->texcoord2f[0][0] = t0[0];
11360 decal->texcoord2f[0][1] = t0[1];
11361 decal->texcoord2f[1][0] = t1[0];
11362 decal->texcoord2f[1][1] = t1[1];
11363 decal->texcoord2f[2][0] = t2[0];
11364 decal->texcoord2f[2][1] = t2[1];
11365 TriangleNormal(v0, v1, v2, decal->plane);
11366 VectorNormalize(decal->plane);
11367 decal->plane[3] = DotProduct(v0, decal->plane);
11370 extern cvar_t cl_decals_bias;
11371 extern cvar_t cl_decals_models;
11372 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11373 // baseparms, parms, temps
11374 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11379 const float *vertex3f;
11380 const float *normal3f;
11382 float points[2][9][3];
11389 e = rsurface.modelelement3i + 3*triangleindex;
11391 vertex3f = rsurface.modelvertex3f;
11392 normal3f = rsurface.modelnormal3f;
11396 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11398 index = 3*e[cornerindex];
11399 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11404 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11406 index = 3*e[cornerindex];
11407 VectorCopy(vertex3f + index, v[cornerindex]);
11412 //TriangleNormal(v[0], v[1], v[2], normal);
11413 //if (DotProduct(normal, localnormal) < 0.0f)
11415 // clip by each of the box planes formed from the projection matrix
11416 // if anything survives, we emit the decal
11417 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11420 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11423 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11426 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
11429 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
11432 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
11435 // some part of the triangle survived, so we have to accept it...
11438 // dynamic always uses the original triangle
11440 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11442 index = 3*e[cornerindex];
11443 VectorCopy(vertex3f + index, v[cornerindex]);
11446 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11448 // convert vertex positions to texcoords
11449 Matrix4x4_Transform(projection, v[cornerindex], temp);
11450 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11451 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11452 // calculate distance fade from the projection origin
11453 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11454 f = bound(0.0f, f, 1.0f);
11455 c[cornerindex][0] = r * f;
11456 c[cornerindex][1] = g * f;
11457 c[cornerindex][2] = b * f;
11458 c[cornerindex][3] = 1.0f;
11459 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11462 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
11464 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11465 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
11467 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11469 matrix4x4_t projection;
11470 decalsystem_t *decalsystem;
11473 const msurface_t *surface;
11474 const msurface_t *surfaces;
11475 const int *surfacelist;
11476 const texture_t *texture;
11478 int numsurfacelist;
11479 int surfacelistindex;
11482 float localorigin[3];
11483 float localnormal[3];
11484 float localmins[3];
11485 float localmaxs[3];
11488 float planes[6][4];
11491 int bih_triangles_count;
11492 int bih_triangles[256];
11493 int bih_surfaces[256];
11495 decalsystem = &ent->decalsystem;
11496 model = ent->model;
11497 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11499 R_DecalSystem_Reset(&ent->decalsystem);
11503 if (!model->brush.data_leafs && !cl_decals_models.integer)
11505 if (decalsystem->model)
11506 R_DecalSystem_Reset(decalsystem);
11510 if (decalsystem->model != model)
11511 R_DecalSystem_Reset(decalsystem);
11512 decalsystem->model = model;
11514 RSurf_ActiveModelEntity(ent, true, false, false);
11516 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11517 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11518 VectorNormalize(localnormal);
11519 localsize = worldsize*rsurface.inversematrixscale;
11520 localmins[0] = localorigin[0] - localsize;
11521 localmins[1] = localorigin[1] - localsize;
11522 localmins[2] = localorigin[2] - localsize;
11523 localmaxs[0] = localorigin[0] + localsize;
11524 localmaxs[1] = localorigin[1] + localsize;
11525 localmaxs[2] = localorigin[2] + localsize;
11527 //VectorCopy(localnormal, planes[4]);
11528 //VectorVectors(planes[4], planes[2], planes[0]);
11529 AnglesFromVectors(angles, localnormal, NULL, false);
11530 AngleVectors(angles, planes[0], planes[2], planes[4]);
11531 VectorNegate(planes[0], planes[1]);
11532 VectorNegate(planes[2], planes[3]);
11533 VectorNegate(planes[4], planes[5]);
11534 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11535 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11536 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11537 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11538 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11539 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11544 matrix4x4_t forwardprojection;
11545 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11546 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11551 float projectionvector[4][3];
11552 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11553 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11554 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11555 projectionvector[0][0] = planes[0][0] * ilocalsize;
11556 projectionvector[0][1] = planes[1][0] * ilocalsize;
11557 projectionvector[0][2] = planes[2][0] * ilocalsize;
11558 projectionvector[1][0] = planes[0][1] * ilocalsize;
11559 projectionvector[1][1] = planes[1][1] * ilocalsize;
11560 projectionvector[1][2] = planes[2][1] * ilocalsize;
11561 projectionvector[2][0] = planes[0][2] * ilocalsize;
11562 projectionvector[2][1] = planes[1][2] * ilocalsize;
11563 projectionvector[2][2] = planes[2][2] * ilocalsize;
11564 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11565 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11566 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11567 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11571 dynamic = model->surfmesh.isanimated;
11572 numsurfacelist = model->nummodelsurfaces;
11573 surfacelist = model->sortedmodelsurfaces;
11574 surfaces = model->data_surfaces;
11577 bih_triangles_count = -1;
11580 if(model->render_bih.numleafs)
11581 bih = &model->render_bih;
11582 else if(model->collision_bih.numleafs)
11583 bih = &model->collision_bih;
11586 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11587 if(bih_triangles_count == 0)
11589 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11591 if(bih_triangles_count > 0)
11593 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11595 surfaceindex = bih_surfaces[triangleindex];
11596 surface = surfaces + surfaceindex;
11597 texture = surface->texture;
11598 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11600 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11602 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11607 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11609 surfaceindex = surfacelist[surfacelistindex];
11610 surface = surfaces + surfaceindex;
11611 // check cull box first because it rejects more than any other check
11612 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11614 // skip transparent surfaces
11615 texture = surface->texture;
11616 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11618 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11620 numtriangles = surface->num_triangles;
11621 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11622 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11627 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11628 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11630 int renderentityindex;
11631 float worldmins[3];
11632 float worldmaxs[3];
11633 entity_render_t *ent;
11635 if (!cl_decals_newsystem.integer)
11638 worldmins[0] = worldorigin[0] - worldsize;
11639 worldmins[1] = worldorigin[1] - worldsize;
11640 worldmins[2] = worldorigin[2] - worldsize;
11641 worldmaxs[0] = worldorigin[0] + worldsize;
11642 worldmaxs[1] = worldorigin[1] + worldsize;
11643 worldmaxs[2] = worldorigin[2] + worldsize;
11645 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11647 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11649 ent = r_refdef.scene.entities[renderentityindex];
11650 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11653 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11657 typedef struct r_decalsystem_splatqueue_s
11659 vec3_t worldorigin;
11660 vec3_t worldnormal;
11666 r_decalsystem_splatqueue_t;
11668 int r_decalsystem_numqueued = 0;
11669 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11671 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11673 r_decalsystem_splatqueue_t *queue;
11675 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11678 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11679 VectorCopy(worldorigin, queue->worldorigin);
11680 VectorCopy(worldnormal, queue->worldnormal);
11681 Vector4Set(queue->color, r, g, b, a);
11682 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11683 queue->worldsize = worldsize;
11684 queue->decalsequence = cl.decalsequence++;
11687 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11690 r_decalsystem_splatqueue_t *queue;
11692 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11693 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11694 r_decalsystem_numqueued = 0;
11697 extern cvar_t cl_decals_max;
11698 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11701 decalsystem_t *decalsystem = &ent->decalsystem;
11708 if (!decalsystem->numdecals)
11711 if (r_showsurfaces.integer)
11714 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11716 R_DecalSystem_Reset(decalsystem);
11720 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11721 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11723 if (decalsystem->lastupdatetime)
11724 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11727 decalsystem->lastupdatetime = r_refdef.scene.time;
11728 numdecals = decalsystem->numdecals;
11730 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11732 if (decal->color4f[0][3])
11734 decal->lived += frametime;
11735 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11737 memset(decal, 0, sizeof(*decal));
11738 if (decalsystem->freedecal > i)
11739 decalsystem->freedecal = i;
11743 decal = decalsystem->decals;
11744 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11747 // collapse the array by shuffling the tail decals into the gaps
11750 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11751 decalsystem->freedecal++;
11752 if (decalsystem->freedecal == numdecals)
11754 decal[decalsystem->freedecal] = decal[--numdecals];
11757 decalsystem->numdecals = numdecals;
11759 if (numdecals <= 0)
11761 // if there are no decals left, reset decalsystem
11762 R_DecalSystem_Reset(decalsystem);
11766 extern skinframe_t *decalskinframe;
11767 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11770 decalsystem_t *decalsystem = &ent->decalsystem;
11779 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11782 numdecals = decalsystem->numdecals;
11786 if (r_showsurfaces.integer)
11789 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11791 R_DecalSystem_Reset(decalsystem);
11795 // if the model is static it doesn't matter what value we give for
11796 // wantnormals and wanttangents, so this logic uses only rules applicable
11797 // to a model, knowing that they are meaningless otherwise
11798 if (ent == r_refdef.scene.worldentity)
11799 RSurf_ActiveWorldEntity();
11801 RSurf_ActiveModelEntity(ent, false, false, false);
11803 decalsystem->lastupdatetime = r_refdef.scene.time;
11805 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11807 // update vertex positions for animated models
11808 v3f = decalsystem->vertex3f;
11809 c4f = decalsystem->color4f;
11810 t2f = decalsystem->texcoord2f;
11811 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11813 if (!decal->color4f[0][3])
11816 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11820 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11823 // update color values for fading decals
11824 if (decal->lived >= cl_decals_time.value)
11825 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11829 c4f[ 0] = decal->color4f[0][0] * alpha;
11830 c4f[ 1] = decal->color4f[0][1] * alpha;
11831 c4f[ 2] = decal->color4f[0][2] * alpha;
11833 c4f[ 4] = decal->color4f[1][0] * alpha;
11834 c4f[ 5] = decal->color4f[1][1] * alpha;
11835 c4f[ 6] = decal->color4f[1][2] * alpha;
11837 c4f[ 8] = decal->color4f[2][0] * alpha;
11838 c4f[ 9] = decal->color4f[2][1] * alpha;
11839 c4f[10] = decal->color4f[2][2] * alpha;
11842 t2f[0] = decal->texcoord2f[0][0];
11843 t2f[1] = decal->texcoord2f[0][1];
11844 t2f[2] = decal->texcoord2f[1][0];
11845 t2f[3] = decal->texcoord2f[1][1];
11846 t2f[4] = decal->texcoord2f[2][0];
11847 t2f[5] = decal->texcoord2f[2][1];
11849 // update vertex positions for animated models
11850 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11852 e = rsurface.modelelement3i + 3*decal->triangleindex;
11853 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11854 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11855 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11859 VectorCopy(decal->vertex3f[0], v3f);
11860 VectorCopy(decal->vertex3f[1], v3f + 3);
11861 VectorCopy(decal->vertex3f[2], v3f + 6);
11864 if (r_refdef.fogenabled)
11866 alpha = RSurf_FogVertex(v3f);
11867 VectorScale(c4f, alpha, c4f);
11868 alpha = RSurf_FogVertex(v3f + 3);
11869 VectorScale(c4f + 4, alpha, c4f + 4);
11870 alpha = RSurf_FogVertex(v3f + 6);
11871 VectorScale(c4f + 8, alpha, c4f + 8);
11882 r_refdef.stats[r_stat_drawndecals] += numtris;
11884 // now render the decals all at once
11885 // (this assumes they all use one particle font texture!)
11886 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11887 // R_Mesh_ResetTextureState();
11888 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11889 GL_DepthMask(false);
11890 GL_DepthRange(0, 1);
11891 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11892 GL_DepthTest(true);
11893 GL_CullFace(GL_NONE);
11894 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11895 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11896 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11900 static void R_DrawModelDecals(void)
11904 // fade faster when there are too many decals
11905 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11906 for (i = 0;i < r_refdef.scene.numentities;i++)
11907 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11909 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11910 for (i = 0;i < r_refdef.scene.numentities;i++)
11911 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11912 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11914 R_DecalSystem_ApplySplatEntitiesQueue();
11916 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11917 for (i = 0;i < r_refdef.scene.numentities;i++)
11918 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11920 r_refdef.stats[r_stat_totaldecals] += numdecals;
11922 if (r_showsurfaces.integer)
11925 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11927 for (i = 0;i < r_refdef.scene.numentities;i++)
11929 if (!r_refdef.viewcache.entityvisible[i])
11931 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11932 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11936 extern cvar_t mod_collision_bih;
11937 static void R_DrawDebugModel(void)
11939 entity_render_t *ent = rsurface.entity;
11940 int i, j, k, l, flagsmask;
11941 const msurface_t *surface;
11942 dp_model_t *model = ent->model;
11945 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11948 if (r_showoverdraw.value > 0)
11950 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11951 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11952 R_SetupShader_Generic_NoTexture(false, false);
11953 GL_DepthTest(false);
11954 GL_DepthMask(false);
11955 GL_DepthRange(0, 1);
11956 GL_BlendFunc(GL_ONE, GL_ONE);
11957 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11959 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11961 rsurface.texture = R_GetCurrentTexture(surface->texture);
11962 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11964 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11965 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11966 if (!rsurface.texture->currentlayers->depthmask)
11967 GL_Color(c, 0, 0, 1.0f);
11968 else if (ent == r_refdef.scene.worldentity)
11969 GL_Color(c, c, c, 1.0f);
11971 GL_Color(0, c, 0, 1.0f);
11972 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11976 rsurface.texture = NULL;
11979 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11981 // R_Mesh_ResetTextureState();
11982 R_SetupShader_Generic_NoTexture(false, false);
11983 GL_DepthRange(0, 1);
11984 GL_DepthTest(!r_showdisabledepthtest.integer);
11985 GL_DepthMask(false);
11986 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11988 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11992 qboolean cullbox = false;
11993 const q3mbrush_t *brush;
11994 const bih_t *bih = &model->collision_bih;
11995 const bih_leaf_t *bihleaf;
11996 float vertex3f[3][3];
11997 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11998 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12000 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12002 switch (bihleaf->type)
12005 brush = model->brush.data_brushes + bihleaf->itemindex;
12006 if (brush->colbrushf && brush->colbrushf->numtriangles)
12008 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12009 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12010 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12013 case BIH_COLLISIONTRIANGLE:
12014 triangleindex = bihleaf->itemindex;
12015 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12016 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12017 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12018 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12019 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12020 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12022 case BIH_RENDERTRIANGLE:
12023 triangleindex = bihleaf->itemindex;
12024 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12025 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12026 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12027 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12028 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12029 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12035 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12038 if (r_showtris.integer && qglPolygonMode)
12040 if (r_showdisabledepthtest.integer)
12042 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12043 GL_DepthMask(false);
12047 GL_BlendFunc(GL_ONE, GL_ZERO);
12048 GL_DepthMask(true);
12050 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12051 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12053 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12055 rsurface.texture = R_GetCurrentTexture(surface->texture);
12056 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12058 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12059 if (!rsurface.texture->currentlayers->depthmask)
12060 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12061 else if (ent == r_refdef.scene.worldentity)
12062 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12064 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12065 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12069 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12070 rsurface.texture = NULL;
12073 if (r_shownormals.value != 0 && qglBegin)
12075 if (r_showdisabledepthtest.integer)
12077 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12078 GL_DepthMask(false);
12082 GL_BlendFunc(GL_ONE, GL_ZERO);
12083 GL_DepthMask(true);
12085 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12087 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12089 rsurface.texture = R_GetCurrentTexture(surface->texture);
12090 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12092 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12093 qglBegin(GL_LINES);
12094 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12096 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12098 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12099 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12100 qglVertex3f(v[0], v[1], v[2]);
12101 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12102 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12103 qglVertex3f(v[0], v[1], v[2]);
12106 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12108 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12110 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12111 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12112 qglVertex3f(v[0], v[1], v[2]);
12113 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12114 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12115 qglVertex3f(v[0], v[1], v[2]);
12118 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12120 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12122 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12123 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12124 qglVertex3f(v[0], v[1], v[2]);
12125 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12126 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12127 qglVertex3f(v[0], v[1], v[2]);
12130 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12132 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12134 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12135 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12136 qglVertex3f(v[0], v[1], v[2]);
12137 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12138 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12139 qglVertex3f(v[0], v[1], v[2]);
12146 rsurface.texture = NULL;
12151 int r_maxsurfacelist = 0;
12152 const msurface_t **r_surfacelist = NULL;
12153 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12155 int i, j, endj, flagsmask;
12156 dp_model_t *model = r_refdef.scene.worldmodel;
12157 msurface_t *surfaces;
12158 unsigned char *update;
12159 int numsurfacelist = 0;
12163 if (r_maxsurfacelist < model->num_surfaces)
12165 r_maxsurfacelist = model->num_surfaces;
12167 Mem_Free((msurface_t**)r_surfacelist);
12168 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12171 RSurf_ActiveWorldEntity();
12173 surfaces = model->data_surfaces;
12174 update = model->brushq1.lightmapupdateflags;
12176 // update light styles on this submodel
12177 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12179 model_brush_lightstyleinfo_t *style;
12180 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12182 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12184 int *list = style->surfacelist;
12185 style->value = r_refdef.scene.lightstylevalue[style->style];
12186 for (j = 0;j < style->numsurfaces;j++)
12187 update[list[j]] = true;
12192 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12196 R_DrawDebugModel();
12197 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12201 rsurface.lightmaptexture = NULL;
12202 rsurface.deluxemaptexture = NULL;
12203 rsurface.uselightmaptexture = false;
12204 rsurface.texture = NULL;
12205 rsurface.rtlight = NULL;
12206 numsurfacelist = 0;
12207 // add visible surfaces to draw list
12208 for (i = 0;i < model->nummodelsurfaces;i++)
12210 j = model->sortedmodelsurfaces[i];
12211 if (r_refdef.viewcache.world_surfacevisible[j])
12212 r_surfacelist[numsurfacelist++] = surfaces + j;
12214 // update lightmaps if needed
12215 if (model->brushq1.firstrender)
12217 model->brushq1.firstrender = false;
12218 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12220 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12224 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12225 if (r_refdef.viewcache.world_surfacevisible[j])
12227 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12229 // don't do anything if there were no surfaces
12230 if (!numsurfacelist)
12232 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12235 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12237 // add to stats if desired
12238 if (r_speeds.integer && !skysurfaces && !depthonly)
12240 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12241 for (j = 0;j < numsurfacelist;j++)
12242 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12245 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12248 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12250 int i, j, endj, flagsmask;
12251 dp_model_t *model = ent->model;
12252 msurface_t *surfaces;
12253 unsigned char *update;
12254 int numsurfacelist = 0;
12258 if (r_maxsurfacelist < model->num_surfaces)
12260 r_maxsurfacelist = model->num_surfaces;
12262 Mem_Free((msurface_t **)r_surfacelist);
12263 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12266 // if the model is static it doesn't matter what value we give for
12267 // wantnormals and wanttangents, so this logic uses only rules applicable
12268 // to a model, knowing that they are meaningless otherwise
12269 if (ent == r_refdef.scene.worldentity)
12270 RSurf_ActiveWorldEntity();
12271 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12272 RSurf_ActiveModelEntity(ent, false, false, false);
12274 RSurf_ActiveModelEntity(ent, true, true, true);
12275 else if (depthonly)
12277 switch (vid.renderpath)
12279 case RENDERPATH_GL20:
12280 case RENDERPATH_D3D9:
12281 case RENDERPATH_D3D10:
12282 case RENDERPATH_D3D11:
12283 case RENDERPATH_SOFT:
12284 case RENDERPATH_GLES2:
12285 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12287 case RENDERPATH_GL11:
12288 case RENDERPATH_GL13:
12289 case RENDERPATH_GLES1:
12290 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12296 switch (vid.renderpath)
12298 case RENDERPATH_GL20:
12299 case RENDERPATH_D3D9:
12300 case RENDERPATH_D3D10:
12301 case RENDERPATH_D3D11:
12302 case RENDERPATH_SOFT:
12303 case RENDERPATH_GLES2:
12304 RSurf_ActiveModelEntity(ent, true, true, false);
12306 case RENDERPATH_GL11:
12307 case RENDERPATH_GL13:
12308 case RENDERPATH_GLES1:
12309 RSurf_ActiveModelEntity(ent, true, false, false);
12314 surfaces = model->data_surfaces;
12315 update = model->brushq1.lightmapupdateflags;
12317 // update light styles
12318 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12320 model_brush_lightstyleinfo_t *style;
12321 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12323 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12325 int *list = style->surfacelist;
12326 style->value = r_refdef.scene.lightstylevalue[style->style];
12327 for (j = 0;j < style->numsurfaces;j++)
12328 update[list[j]] = true;
12333 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12337 R_DrawDebugModel();
12338 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12342 rsurface.lightmaptexture = NULL;
12343 rsurface.deluxemaptexture = NULL;
12344 rsurface.uselightmaptexture = false;
12345 rsurface.texture = NULL;
12346 rsurface.rtlight = NULL;
12347 numsurfacelist = 0;
12348 // add visible surfaces to draw list
12349 for (i = 0;i < model->nummodelsurfaces;i++)
12350 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12351 // don't do anything if there were no surfaces
12352 if (!numsurfacelist)
12354 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12357 // update lightmaps if needed
12361 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12366 R_BuildLightMap(ent, surfaces + j);
12371 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12373 // add to stats if desired
12374 if (r_speeds.integer && !skysurfaces && !depthonly)
12376 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12377 for (j = 0;j < numsurfacelist;j++)
12378 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12381 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12384 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12386 static texture_t texture;
12387 static msurface_t surface;
12388 const msurface_t *surfacelist = &surface;
12390 // fake enough texture and surface state to render this geometry
12392 texture.update_lastrenderframe = -1; // regenerate this texture
12393 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12394 texture.currentskinframe = skinframe;
12395 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12396 texture.offsetmapping = OFFSETMAPPING_OFF;
12397 texture.offsetscale = 1;
12398 texture.specularscalemod = 1;
12399 texture.specularpowermod = 1;
12400 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12401 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12402 // JUST GREP FOR "specularscalemod = 1".
12404 surface.texture = &texture;
12405 surface.num_triangles = numtriangles;
12406 surface.num_firsttriangle = firsttriangle;
12407 surface.num_vertices = numvertices;
12408 surface.num_firstvertex = firstvertex;
12411 rsurface.texture = R_GetCurrentTexture(surface.texture);
12412 rsurface.lightmaptexture = NULL;
12413 rsurface.deluxemaptexture = NULL;
12414 rsurface.uselightmaptexture = false;
12415 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12418 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12420 static msurface_t surface;
12421 const msurface_t *surfacelist = &surface;
12423 // fake enough texture and surface state to render this geometry
12424 surface.texture = texture;
12425 surface.num_triangles = numtriangles;
12426 surface.num_firsttriangle = firsttriangle;
12427 surface.num_vertices = numvertices;
12428 surface.num_firstvertex = firstvertex;
12431 rsurface.texture = R_GetCurrentTexture(surface.texture);
12432 rsurface.lightmaptexture = NULL;
12433 rsurface.deluxemaptexture = NULL;
12434 rsurface.uselightmaptexture = false;
12435 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);