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.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "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"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
66 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
67 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
68 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
69 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
70 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
71 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
73 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
75 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
76 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
77 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
78 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
79 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)"};
81 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
82 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
83 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
85 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
86 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
87 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
88 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
89 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
90 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
91 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
93 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
94 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
95 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
96 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
98 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"};
100 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"};
102 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
104 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
105 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
107 typedef struct r_glsl_bloomshader_s
110 int loc_Texture_Bloom;
112 r_glsl_bloomshader_t;
114 static struct r_bloomstate_s
119 int bloomwidth, bloomheight;
121 int screentexturewidth, screentextureheight;
122 rtexture_t *texture_screen;
124 int bloomtexturewidth, bloomtextureheight;
125 rtexture_t *texture_bloom;
127 r_glsl_bloomshader_t *shader;
129 // arrays for rendering the screen passes
130 float screentexcoord2f[8];
131 float bloomtexcoord2f[8];
132 float offsettexcoord2f[8];
136 // shadow volume bsp struct with automatically growing nodes buffer
139 rtexture_t *r_texture_blanknormalmap;
140 rtexture_t *r_texture_white;
141 rtexture_t *r_texture_black;
142 rtexture_t *r_texture_notexture;
143 rtexture_t *r_texture_whitecube;
144 rtexture_t *r_texture_normalizationcube;
145 rtexture_t *r_texture_fogattenuation;
146 //rtexture_t *r_texture_fogintensity;
148 // information about each possible shader permutation
149 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
150 // currently selected permutation
151 r_glsl_permutation_t *r_glsl_permutation;
153 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
154 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
156 // vertex coordinates for a quad that covers the screen exactly
157 const static float r_screenvertex3f[12] =
165 extern void R_DrawModelShadows(void);
167 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
170 for (i = 0;i < verts;i++)
181 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
184 for (i = 0;i < verts;i++)
194 // FIXME: move this to client?
197 if (gamemode == GAME_NEHAHRA)
199 Cvar_Set("gl_fogenable", "0");
200 Cvar_Set("gl_fogdensity", "0.2");
201 Cvar_Set("gl_fogred", "0.3");
202 Cvar_Set("gl_foggreen", "0.3");
203 Cvar_Set("gl_fogblue", "0.3");
205 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
208 float FogPoint_World(const vec3_t p)
210 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
211 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
214 float FogPoint_Model(const vec3_t p)
216 int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
217 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
220 static void R_BuildBlankTextures(void)
222 unsigned char data[4];
223 data[0] = 128; // normal X
224 data[1] = 128; // normal Y
225 data[2] = 255; // normal Z
226 data[3] = 128; // height
227 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
232 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
237 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
240 static void R_BuildNoTexture(void)
243 unsigned char pix[16][16][4];
244 // this makes a light grey/dark grey checkerboard texture
245 for (y = 0;y < 16;y++)
247 for (x = 0;x < 16;x++)
249 if ((y < 8) ^ (x < 8))
265 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
268 static void R_BuildWhiteCube(void)
270 unsigned char data[6*1*1*4];
271 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
272 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
273 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
274 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
275 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
276 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
277 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
280 static void R_BuildNormalizationCube(void)
284 vec_t s, t, intensity;
286 unsigned char data[6][NORMSIZE][NORMSIZE][4];
287 for (side = 0;side < 6;side++)
289 for (y = 0;y < NORMSIZE;y++)
291 for (x = 0;x < NORMSIZE;x++)
293 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
294 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
329 intensity = 127.0f / sqrt(DotProduct(v, v));
330 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
331 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
332 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
333 data[side][y][x][3] = 255;
337 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
340 static void R_BuildFogTexture(void)
344 unsigned char data1[FOGWIDTH][4];
345 //unsigned char data2[FOGWIDTH][4];
346 for (x = 0;x < FOGWIDTH;x++)
348 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
353 //data2[x][0] = 255 - b;
354 //data2[x][1] = 255 - b;
355 //data2[x][2] = 255 - b;
358 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
359 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
362 static const char *builtinshaderstring =
363 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
364 "// written by Forest 'LordHavoc' Hale\n"
366 "// common definitions between vertex shader and fragment shader:\n"
368 "#ifdef __GLSL_CG_DATA_TYPES\n"
369 "#define myhalf half\n"
370 "#define myhvec2 hvec2\n"
371 "#define myhvec3 hvec3\n"
372 "#define myhvec4 hvec4\n"
374 "#define myhalf float\n"
375 "#define myhvec2 vec2\n"
376 "#define myhvec3 vec3\n"
377 "#define myhvec4 vec4\n"
380 "varying vec2 TexCoord;\n"
381 "varying vec2 TexCoordLightmap;\n"
383 "varying vec3 CubeVector;\n"
384 "varying vec3 LightVector;\n"
385 "varying vec3 EyeVector;\n"
387 "varying vec3 EyeVectorModelSpace;\n"
390 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
391 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
392 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
397 "// vertex shader specific:\n"
398 "#ifdef VERTEX_SHADER\n"
400 "uniform vec3 LightPosition;\n"
401 "uniform vec3 EyePosition;\n"
402 "uniform vec3 LightDir;\n"
404 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
408 " gl_FrontColor = gl_Color;\n"
409 " // copy the surface texcoord\n"
410 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
411 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
412 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
415 "#ifdef MODE_LIGHTSOURCE\n"
416 " // transform vertex position into light attenuation/cubemap space\n"
417 " // (-1 to +1 across the light box)\n"
418 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
420 " // transform unnormalized light direction into tangent space\n"
421 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
422 " // normalize it per pixel)\n"
423 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
424 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
425 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
426 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
429 "#ifdef MODE_LIGHTDIRECTION\n"
430 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
431 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
432 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
435 " // transform unnormalized eye direction into tangent space\n"
437 " vec3 EyeVectorModelSpace;\n"
439 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
440 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
441 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
442 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
444 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
445 " VectorS = gl_MultiTexCoord1.xyz;\n"
446 " VectorT = gl_MultiTexCoord2.xyz;\n"
447 " VectorR = gl_MultiTexCoord3.xyz;\n"
450 " // transform vertex to camera space, using ftransform to match non-VS\n"
452 " gl_Position = ftransform();\n"
455 "#endif // VERTEX_SHADER\n"
460 "// fragment shader specific:\n"
461 "#ifdef FRAGMENT_SHADER\n"
463 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
464 "uniform sampler2D Texture_Normal;\n"
465 "uniform sampler2D Texture_Color;\n"
466 "uniform sampler2D Texture_Gloss;\n"
467 "uniform samplerCube Texture_Cube;\n"
468 "uniform sampler2D Texture_Attenuation;\n"
469 "uniform sampler2D Texture_FogMask;\n"
470 "uniform sampler2D Texture_Pants;\n"
471 "uniform sampler2D Texture_Shirt;\n"
472 "uniform sampler2D Texture_Lightmap;\n"
473 "uniform sampler2D Texture_Deluxemap;\n"
474 "uniform sampler2D Texture_Glow;\n"
476 "uniform myhvec3 LightColor;\n"
477 "uniform myhvec3 AmbientColor;\n"
478 "uniform myhvec3 DiffuseColor;\n"
479 "uniform myhvec3 SpecularColor;\n"
480 "uniform myhvec3 Color_Pants;\n"
481 "uniform myhvec3 Color_Shirt;\n"
482 "uniform myhvec3 FogColor;\n"
484 "uniform myhalf GlowScale;\n"
485 "uniform myhalf SceneBrightness;\n"
487 "uniform float OffsetMapping_Scale;\n"
488 "uniform float OffsetMapping_Bias;\n"
489 "uniform float FogRangeRecip;\n"
491 "uniform myhalf AmbientScale;\n"
492 "uniform myhalf DiffuseScale;\n"
493 "uniform myhalf SpecularScale;\n"
494 "uniform myhalf SpecularPower;\n"
496 "#ifdef USEOFFSETMAPPING\n"
497 "vec2 OffsetMapping(vec2 TexCoord)\n"
499 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
500 " // 14 sample relief mapping: linear search and then binary search\n"
501 " // this basically steps forward a small amount repeatedly until it finds\n"
502 " // itself inside solid, then jitters forward and back using decreasing\n"
503 " // amounts to find the impact\n"
504 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
505 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
506 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
507 " vec3 RT = vec3(TexCoord, 1);\n"
508 " OffsetVector *= 0.1;\n"
509 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
510 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
511 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
512 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
513 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
514 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
515 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
516 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
517 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
519 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
520 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
521 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
522 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
525 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
526 " // this basically moves forward the full distance, and then backs up based\n"
527 " // on height of samples\n"
528 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
529 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
530 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
531 " TexCoord += OffsetVector;\n"
532 " OffsetVector *= 0.333;\n"
533 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
534 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
535 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
536 " return TexCoord;\n"
543 "#ifdef USEOFFSETMAPPING\n"
544 " // apply offsetmapping\n"
545 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
546 "#define TexCoord TexCoordOffset\n"
549 " // combine the diffuse textures (base, pants, shirt)\n"
550 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
551 "#ifdef USECOLORMAPPING\n"
552 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
558 "#ifdef MODE_LIGHTSOURCE\n"
561 " // calculate surface normal, light normal, and specular normal\n"
562 " // compute color intensity for the two textures (colormap and glossmap)\n"
563 " // scale by light color and attenuation as efficiently as possible\n"
564 " // (do as much scalar math as possible rather than vector math)\n"
565 "#ifdef USESPECULAR\n"
566 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
567 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
568 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
570 " // calculate directional shading\n"
571 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
573 "#ifdef USEDIFFUSE\n"
574 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
577 " // calculate directional shading\n"
578 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
580 " // calculate directionless shading\n"
581 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
585 "#ifdef USECUBEFILTER\n"
586 " // apply light cubemap filter\n"
587 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
588 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
594 "#elif defined(MODE_LIGHTDIRECTION)\n"
595 " // directional model lighting\n"
597 " // get the surface normal and light normal\n"
598 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
599 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
601 " // calculate directional shading\n"
602 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
603 "#ifdef USESPECULAR\n"
604 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
605 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
611 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
612 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
614 " // get the surface normal and light normal\n"
615 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
617 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
618 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
619 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
621 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
623 " // calculate directional shading\n"
624 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
625 "#ifdef USESPECULAR\n"
626 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
627 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
630 " // apply lightmap color\n"
631 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
634 "#else // MODE none (lightmap)\n"
635 " // apply lightmap color\n"
636 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
639 " color *= myhvec4(gl_Color);\n"
642 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
647 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
650 " color.rgb *= SceneBrightness;\n"
652 " gl_FragColor = vec4(color);\n"
655 "#endif // FRAGMENT_SHADER\n"
658 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
659 const char *permutationinfo[][2] =
661 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
662 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
663 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
664 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
665 {"#define USEGLOW\n", " glow"},
666 {"#define USEFOG\n", " fog"},
667 {"#define USECOLORMAPPING\n", " colormapping"},
668 {"#define USEDIFFUSE\n", " diffuse"},
669 {"#define USESPECULAR\n", " specular"},
670 {"#define USECUBEFILTER\n", " cubefilter"},
671 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
672 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
676 void R_GLSL_CompilePermutation(const char *filename, int permutation)
679 qboolean shaderfound;
680 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
681 int vertstrings_count;
682 int geomstrings_count;
683 int fragstrings_count;
685 const char *vertstrings_list[32+1];
686 const char *geomstrings_list[32+1];
687 const char *fragstrings_list[32+1];
688 char permutationname[256];
693 vertstrings_list[0] = "#define VERTEX_SHADER\n";
694 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
695 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
696 vertstrings_count = 1;
697 geomstrings_count = 1;
698 fragstrings_count = 1;
699 permutationname[0] = 0;
700 for (i = 0;permutationinfo[i][0];i++)
702 if (permutation & (1<<i))
704 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
705 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
706 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
707 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
711 // keep line numbers correct
712 vertstrings_list[vertstrings_count++] = "\n";
713 geomstrings_list[geomstrings_count++] = "\n";
714 fragstrings_list[fragstrings_count++] = "\n";
717 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
721 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
722 vertstrings_list[vertstrings_count++] = shaderstring;
723 geomstrings_list[geomstrings_count++] = shaderstring;
724 fragstrings_list[fragstrings_count++] = shaderstring;
727 else if (!strcmp(filename, "glsl/default.glsl"))
729 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
730 vertstrings_list[vertstrings_count++] = builtinshaderstring;
731 geomstrings_list[geomstrings_count++] = builtinshaderstring;
732 fragstrings_list[fragstrings_count++] = builtinshaderstring;
735 // clear any lists that are not needed by this shader
736 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
737 vertstrings_count = 0;
738 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
739 geomstrings_count = 0;
740 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
741 fragstrings_count = 0;
742 // compile the shader program
743 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
744 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
748 qglUseProgramObjectARB(p->program);CHECKGLERROR
749 // look up all the uniform variable names we care about, so we don't
750 // have to look them up every time we set them
751 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
752 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
753 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
754 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
755 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
756 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
757 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
758 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
759 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
760 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
761 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
762 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
763 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
764 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
765 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
766 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
767 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
768 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
769 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
770 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
771 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
772 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
773 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
774 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
775 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
776 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
777 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
778 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
779 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
780 // initialize the samplers to refer to the texture units we use
781 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
782 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
783 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
784 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
785 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
786 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
787 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
788 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
789 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
790 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
791 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
793 qglUseProgramObjectARB(0);CHECKGLERROR
796 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
798 Mem_Free(shaderstring);
801 void R_GLSL_Restart_f(void)
804 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
805 if (r_glsl_permutations[i].program)
806 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
807 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
810 extern rtexture_t *r_shadow_attenuationgradienttexture;
811 extern rtexture_t *r_shadow_attenuation2dtexture;
812 extern rtexture_t *r_shadow_attenuation3dtexture;
813 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
815 // select a permutation of the lighting shader appropriate to this
816 // combination of texture, entity, light source, and fogging, only use the
817 // minimum features necessary to avoid wasting rendering time in the
818 // fragment shader on features that are not being used
819 const char *shaderfilename = NULL;
820 unsigned int permutation = 0;
821 r_glsl_permutation = NULL;
822 // TODO: implement geometry-shader based shadow volumes someday
823 if (r_shadow_rtlight)
826 shaderfilename = "glsl/default.glsl";
827 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
828 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
829 permutation |= SHADERPERMUTATION_CUBEFILTER;
830 if (diffusescale > 0)
831 permutation |= SHADERPERMUTATION_DIFFUSE;
832 if (specularscale > 0)
833 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
834 if (r_refdef.fogenabled)
835 permutation |= SHADERPERMUTATION_FOG;
836 if (rsurface_texture->colormapping)
837 permutation |= SHADERPERMUTATION_COLORMAPPING;
838 if (r_glsl_offsetmapping.integer)
840 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
841 if (r_glsl_offsetmapping_reliefmapping.integer)
842 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
845 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
847 // bright unshaded geometry
848 shaderfilename = "glsl/default.glsl";
849 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
850 if (rsurface_texture->currentskinframe->glow)
851 permutation |= SHADERPERMUTATION_GLOW;
852 if (r_refdef.fogenabled)
853 permutation |= SHADERPERMUTATION_FOG;
854 if (rsurface_texture->colormapping)
855 permutation |= SHADERPERMUTATION_COLORMAPPING;
856 if (r_glsl_offsetmapping.integer)
858 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
859 if (r_glsl_offsetmapping_reliefmapping.integer)
860 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
863 else if (modellighting)
865 // directional model lighting
866 shaderfilename = "glsl/default.glsl";
867 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
868 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
869 if (rsurface_texture->currentskinframe->glow)
870 permutation |= SHADERPERMUTATION_GLOW;
871 if (specularscale > 0)
872 permutation |= SHADERPERMUTATION_SPECULAR;
873 if (r_refdef.fogenabled)
874 permutation |= SHADERPERMUTATION_FOG;
875 if (rsurface_texture->colormapping)
876 permutation |= SHADERPERMUTATION_COLORMAPPING;
877 if (r_glsl_offsetmapping.integer)
879 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
880 if (r_glsl_offsetmapping_reliefmapping.integer)
881 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
887 shaderfilename = "glsl/default.glsl";
888 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
889 if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
891 // deluxemapping (light direction texture)
892 if (rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
893 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
895 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
896 if (specularscale > 0)
897 permutation |= SHADERPERMUTATION_SPECULAR;
899 else if (r_glsl_deluxemapping.integer >= 2)
901 // fake deluxemapping (uniform light direction in tangentspace)
902 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
903 if (specularscale > 0)
904 permutation |= SHADERPERMUTATION_SPECULAR;
908 // ordinary lightmapping
911 if (rsurface_texture->currentskinframe->glow)
912 permutation |= SHADERPERMUTATION_GLOW;
913 if (r_refdef.fogenabled)
914 permutation |= SHADERPERMUTATION_FOG;
915 if (rsurface_texture->colormapping)
916 permutation |= SHADERPERMUTATION_COLORMAPPING;
917 if (r_glsl_offsetmapping.integer)
919 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
920 if (r_glsl_offsetmapping_reliefmapping.integer)
921 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
924 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
926 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
927 R_GLSL_CompilePermutation(shaderfilename, permutation);
928 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
930 // remove features until we find a valid permutation
932 for (i = SHADERPERMUTATION_MASK;;i>>=1)
935 return 0; // utterly failed
936 // reduce i more quickly whenever it would not remove any bits
940 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
941 R_GLSL_CompilePermutation(shaderfilename, permutation);
942 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
947 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
949 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
950 R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
951 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
953 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
954 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
955 if (permutation & SHADERPERMUTATION_DIFFUSE)
957 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
958 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
959 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
960 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
964 // ambient only is simpler
965 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
966 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
967 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
968 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
971 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
973 if (r_glsl_permutation->loc_AmbientColor >= 0)
974 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
975 if (r_glsl_permutation->loc_DiffuseColor >= 0)
976 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
977 if (r_glsl_permutation->loc_SpecularColor >= 0)
978 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
979 if (r_glsl_permutation->loc_LightDir >= 0)
980 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
984 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
985 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
986 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
988 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
989 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
990 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
991 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
992 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
993 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
994 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
995 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
996 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
997 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
998 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
999 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1000 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1001 if (r_glsl_permutation->loc_FogColor >= 0)
1003 // additive passes are only darkened by fog, not tinted
1004 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
1005 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1007 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1009 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
1010 if (r_glsl_permutation->loc_Color_Pants >= 0)
1012 if (rsurface_texture->currentskinframe->pants)
1013 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
1015 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1017 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1019 if (rsurface_texture->currentskinframe->shirt)
1020 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
1022 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1024 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1025 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
1026 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1031 void R_SwitchSurfaceShader(int permutation)
1033 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1035 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1037 qglUseProgramObjectARB(r_glsl_permutation->program);
1042 #define SKINFRAME_HASH 1024
1046 int loadsequence; // incremented each level change
1047 memexpandablearray_t array;
1048 skinframe_t *hash[SKINFRAME_HASH];
1052 void R_SkinFrame_PrepareForPurge(void)
1054 r_skinframe.loadsequence++;
1055 // wrap it without hitting zero
1056 if (r_skinframe.loadsequence >= 200)
1057 r_skinframe.loadsequence = 1;
1060 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1064 // mark the skinframe as used for the purging code
1065 skinframe->loadsequence = r_skinframe.loadsequence;
1068 void R_SkinFrame_Purge(void)
1072 for (i = 0;i < SKINFRAME_HASH;i++)
1074 for (s = r_skinframe.hash[i];s;s = s->next)
1076 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1078 if (s->base == r_texture_notexture) s->base = NULL;
1079 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1080 if (s->merged == s->base) s->merged = NULL;
1081 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1082 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1083 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1084 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1085 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1086 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1087 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1088 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1089 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1090 s->loadsequence = 0;
1096 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1100 char basename[MAX_QPATH];
1102 Image_StripImageExtension(name, basename, sizeof(basename));
1104 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1105 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1106 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1112 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1113 memset(item, 0, sizeof(*item));
1114 strlcpy(item->basename, basename, sizeof(item->basename));
1115 item->textureflags = textureflags;
1116 item->comparewidth = comparewidth;
1117 item->compareheight = compareheight;
1118 item->comparecrc = comparecrc;
1119 item->next = r_skinframe.hash[hashindex];
1120 r_skinframe.hash[hashindex] = item;
1122 R_SkinFrame_MarkUsed(item);
1126 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1128 // FIXME: it should be possible to disable loading various layers using
1129 // cvars, to prevent wasted loading time and memory usage if the user does
1131 qboolean loadnormalmap = true;
1132 qboolean loadgloss = true;
1133 qboolean loadpantsandshirt = true;
1134 qboolean loadglow = true;
1136 unsigned char *pixels;
1137 unsigned char *bumppixels;
1138 unsigned char *basepixels = NULL;
1139 int basepixels_width;
1140 int basepixels_height;
1141 skinframe_t *skinframe;
1143 if (cls.state == ca_dedicated)
1146 // return an existing skinframe if already loaded
1147 // if loading of the first image fails, don't make a new skinframe as it
1148 // would cause all future lookups of this to be missing
1149 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1150 if (skinframe && skinframe->base)
1153 basepixels = loadimagepixels(name, complain, 0, 0);
1154 if (basepixels == NULL)
1157 // we've got some pixels to store, so really allocate this new texture now
1159 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1160 skinframe->stain = NULL;
1161 skinframe->merged = NULL;
1162 skinframe->base = r_texture_notexture;
1163 skinframe->pants = NULL;
1164 skinframe->shirt = NULL;
1165 skinframe->nmap = r_texture_blanknormalmap;
1166 skinframe->gloss = NULL;
1167 skinframe->glow = NULL;
1168 skinframe->fog = NULL;
1170 basepixels_width = image_width;
1171 basepixels_height = image_height;
1172 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1174 if (textureflags & TEXF_ALPHA)
1176 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1177 if (basepixels[j] < 255)
1179 if (j < basepixels_width * basepixels_height * 4)
1181 // has transparent pixels
1182 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1183 for (j = 0;j < image_width * image_height * 4;j += 4)
1188 pixels[j+3] = basepixels[j+3];
1190 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1195 // _norm is the name used by tenebrae and has been adopted as standard
1198 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1200 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1204 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1206 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1207 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1208 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1210 Mem_Free(bumppixels);
1212 else if (r_shadow_bumpscale_basetexture.value > 0)
1214 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1215 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1216 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1220 // _luma is supported for tenebrae compatibility
1221 // (I think it's a very stupid name, but oh well)
1222 // _glow is the preferred name
1223 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1224 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1225 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1226 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1229 Mem_Free(basepixels);
1234 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1239 for (i = 0;i < width*height;i++)
1240 if (((unsigned char *)&palette[in[i]])[3] > 0)
1242 if (i == width*height)
1245 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1248 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1251 unsigned char *temp1, *temp2;
1252 skinframe_t *skinframe;
1254 if (cls.state == ca_dedicated)
1257 // if already loaded just return it, otherwise make a new skinframe
1258 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1259 if (skinframe && skinframe->base)
1262 skinframe->stain = NULL;
1263 skinframe->merged = NULL;
1264 skinframe->base = r_texture_notexture;
1265 skinframe->pants = NULL;
1266 skinframe->shirt = NULL;
1267 skinframe->nmap = r_texture_blanknormalmap;
1268 skinframe->gloss = NULL;
1269 skinframe->glow = NULL;
1270 skinframe->fog = NULL;
1272 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1276 if (bitsperpixel == 32)
1278 if (r_shadow_bumpscale_basetexture.value > 0)
1280 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1281 temp2 = temp1 + width * height * 4;
1282 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1283 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1286 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1287 if (textureflags & TEXF_ALPHA)
1289 for (i = 3;i < width * height * 4;i += 4)
1290 if (skindata[i] < 255)
1292 if (i < width * height * 4)
1294 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1295 memcpy(fogpixels, skindata, width * height * 4);
1296 for (i = 0;i < width * height * 4;i += 4)
1297 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1298 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1299 Mem_Free(fogpixels);
1303 else if (bitsperpixel == 8)
1305 if (r_shadow_bumpscale_basetexture.value > 0)
1307 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1308 temp2 = temp1 + width * height * 4;
1309 if (bitsperpixel == 32)
1310 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1313 // use either a custom palette or the quake palette
1314 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1315 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1317 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1320 // use either a custom palette, or the quake palette
1321 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1322 if (!palette && loadglowtexture)
1323 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1324 if (!palette && loadpantsandshirt)
1326 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1327 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1329 if (skinframe->pants || skinframe->shirt)
1330 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1331 if (textureflags & TEXF_ALPHA)
1333 // if not using a custom alphapalette, use the quake one
1335 alphapalette = palette_alpha;
1336 for (i = 0;i < width * height;i++)
1337 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1339 if (i < width * height)
1340 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1347 skinframe_t *R_SkinFrame_LoadMissing(void)
1349 skinframe_t *skinframe;
1351 if (cls.state == ca_dedicated)
1354 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1355 skinframe->stain = NULL;
1356 skinframe->merged = NULL;
1357 skinframe->base = r_texture_notexture;
1358 skinframe->pants = NULL;
1359 skinframe->shirt = NULL;
1360 skinframe->nmap = r_texture_blanknormalmap;
1361 skinframe->gloss = NULL;
1362 skinframe->glow = NULL;
1363 skinframe->fog = NULL;
1368 void gl_main_start(void)
1373 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1374 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1376 alpha = 1 - exp(r / ((double)x*(double)x));
1377 if (x == FOGMASKTABLEWIDTH - 1)
1379 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1382 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1383 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1385 // set up r_skinframe loading system for textures
1386 memset(&r_skinframe, 0, sizeof(r_skinframe));
1387 r_skinframe.loadsequence = 1;
1388 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1390 r_main_texturepool = R_AllocTexturePool();
1391 R_BuildBlankTextures();
1393 if (gl_texturecubemap)
1396 R_BuildNormalizationCube();
1398 R_BuildFogTexture();
1399 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1400 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1401 memset(&r_svbsp, 0, sizeof (r_svbsp));
1404 void gl_main_shutdown(void)
1406 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1407 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1409 // clear out the r_skinframe state
1410 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1411 memset(&r_skinframe, 0, sizeof(r_skinframe));
1414 Mem_Free(r_svbsp.nodes);
1415 memset(&r_svbsp, 0, sizeof (r_svbsp));
1416 R_FreeTexturePool(&r_main_texturepool);
1417 r_texture_blanknormalmap = NULL;
1418 r_texture_white = NULL;
1419 r_texture_black = NULL;
1420 r_texture_whitecube = NULL;
1421 r_texture_normalizationcube = NULL;
1422 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1426 extern void CL_ParseEntityLump(char *entitystring);
1427 void gl_main_newmap(void)
1429 // FIXME: move this code to client
1431 char *entities, entname[MAX_QPATH];
1434 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1435 l = (int)strlen(entname) - 4;
1436 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1438 memcpy(entname + l, ".ent", 5);
1439 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1441 CL_ParseEntityLump(entities);
1446 if (cl.worldmodel->brush.entities)
1447 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1451 void GL_Main_Init(void)
1453 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1455 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1456 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1457 if (gamemode == GAME_NEHAHRA)
1459 Cvar_RegisterVariable (&gl_fogenable);
1460 Cvar_RegisterVariable (&gl_fogdensity);
1461 Cvar_RegisterVariable (&gl_fogred);
1462 Cvar_RegisterVariable (&gl_foggreen);
1463 Cvar_RegisterVariable (&gl_fogblue);
1464 Cvar_RegisterVariable (&gl_fogstart);
1465 Cvar_RegisterVariable (&gl_fogend);
1467 Cvar_RegisterVariable(&r_depthfirst);
1468 Cvar_RegisterVariable(&r_nearclip);
1469 Cvar_RegisterVariable(&r_showbboxes);
1470 Cvar_RegisterVariable(&r_showsurfaces);
1471 Cvar_RegisterVariable(&r_showtris);
1472 Cvar_RegisterVariable(&r_shownormals);
1473 Cvar_RegisterVariable(&r_showlighting);
1474 Cvar_RegisterVariable(&r_showshadowvolumes);
1475 Cvar_RegisterVariable(&r_showcollisionbrushes);
1476 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1477 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1478 Cvar_RegisterVariable(&r_showdisabledepthtest);
1479 Cvar_RegisterVariable(&r_drawportals);
1480 Cvar_RegisterVariable(&r_drawentities);
1481 Cvar_RegisterVariable(&r_cullentities_trace);
1482 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1483 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1484 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1485 Cvar_RegisterVariable(&r_drawviewmodel);
1486 Cvar_RegisterVariable(&r_speeds);
1487 Cvar_RegisterVariable(&r_fullbrights);
1488 Cvar_RegisterVariable(&r_wateralpha);
1489 Cvar_RegisterVariable(&r_dynamic);
1490 Cvar_RegisterVariable(&r_fullbright);
1491 Cvar_RegisterVariable(&r_shadows);
1492 Cvar_RegisterVariable(&r_shadows_throwdistance);
1493 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1494 Cvar_RegisterVariable(&r_textureunits);
1495 Cvar_RegisterVariable(&r_glsl);
1496 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1497 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1498 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1499 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1500 Cvar_RegisterVariable(&r_lerpsprites);
1501 Cvar_RegisterVariable(&r_lerpmodels);
1502 Cvar_RegisterVariable(&r_waterscroll);
1503 Cvar_RegisterVariable(&r_bloom);
1504 Cvar_RegisterVariable(&r_bloom_colorscale);
1505 Cvar_RegisterVariable(&r_bloom_brighten);
1506 Cvar_RegisterVariable(&r_bloom_blur);
1507 Cvar_RegisterVariable(&r_bloom_resolution);
1508 Cvar_RegisterVariable(&r_bloom_colorexponent);
1509 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1510 Cvar_RegisterVariable(&r_hdr);
1511 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1512 Cvar_RegisterVariable(&r_hdr_glowintensity);
1513 Cvar_RegisterVariable(&r_hdr_range);
1514 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1515 Cvar_RegisterVariable(&developer_texturelogging);
1516 Cvar_RegisterVariable(&gl_lightmaps);
1517 Cvar_RegisterVariable(&r_test);
1518 Cvar_RegisterVariable(&r_batchmode);
1519 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1520 Cvar_SetValue("r_fullbrights", 0);
1521 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1524 extern void R_Textures_Init(void);
1525 extern void GL_Draw_Init(void);
1526 extern void GL_Main_Init(void);
1527 extern void R_Shadow_Init(void);
1528 extern void R_Sky_Init(void);
1529 extern void GL_Surf_Init(void);
1530 extern void R_Light_Init(void);
1531 extern void R_Particles_Init(void);
1532 extern void R_Explosion_Init(void);
1533 extern void gl_backend_init(void);
1534 extern void Sbar_Init(void);
1535 extern void R_LightningBeams_Init(void);
1536 extern void Mod_RenderInit(void);
1538 void Render_Init(void)
1551 R_LightningBeams_Init();
1560 extern char *ENGINE_EXTENSIONS;
1563 VID_CheckExtensions();
1565 // LordHavoc: report supported extensions
1566 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1568 // clear to black (loading plaque will be seen over this)
1570 qglClearColor(0,0,0,1);CHECKGLERROR
1571 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1574 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1578 for (i = 0;i < 4;i++)
1580 p = r_view.frustum + i;
1585 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1589 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1593 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1597 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1601 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1605 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1609 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1613 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1621 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1625 for (i = 0;i < numplanes;i++)
1632 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1636 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1640 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1644 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1648 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1652 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1656 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1660 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1668 //==================================================================================
1670 static void R_UpdateEntityLighting(entity_render_t *ent)
1672 vec3_t tempdiffusenormal;
1674 // fetch the lighting from the worldmodel data
1675 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1676 VectorClear(ent->modellight_diffuse);
1677 VectorClear(tempdiffusenormal);
1678 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1681 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1682 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1685 VectorSet(ent->modellight_ambient, 1, 1, 1);
1687 // move the light direction into modelspace coordinates for lighting code
1688 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1689 if(VectorLength2(ent->modellight_lightdir) > 0)
1691 VectorNormalize(ent->modellight_lightdir);
1695 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1698 // scale ambient and directional light contributions according to rendering variables
1699 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1700 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1701 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1702 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1703 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1704 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1707 static void R_View_UpdateEntityVisible (void)
1710 entity_render_t *ent;
1712 if (!r_drawentities.integer)
1715 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1716 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1718 // worldmodel can check visibility
1719 for (i = 0;i < r_refdef.numentities;i++)
1721 ent = r_refdef.entities[i];
1722 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1724 if(r_cullentities_trace.integer)
1726 for (i = 0;i < r_refdef.numentities;i++)
1728 ent = r_refdef.entities[i];
1729 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1731 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1732 ent->last_trace_visibility = realtime;
1733 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1734 r_viewcache.entityvisible[i] = 0;
1741 // no worldmodel or it can't check visibility
1742 for (i = 0;i < r_refdef.numentities;i++)
1744 ent = r_refdef.entities[i];
1745 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1749 // update entity lighting (even on hidden entities for r_shadows)
1750 for (i = 0;i < r_refdef.numentities;i++)
1751 R_UpdateEntityLighting(r_refdef.entities[i]);
1754 // only used if skyrendermasked, and normally returns false
1755 int R_DrawBrushModelsSky (void)
1758 entity_render_t *ent;
1760 if (!r_drawentities.integer)
1764 for (i = 0;i < r_refdef.numentities;i++)
1766 if (!r_viewcache.entityvisible[i])
1768 ent = r_refdef.entities[i];
1769 if (!ent->model || !ent->model->DrawSky)
1771 ent->model->DrawSky(ent);
1777 void R_DrawNoModel(entity_render_t *ent);
1778 void R_DrawModels(void)
1781 entity_render_t *ent;
1783 if (!r_drawentities.integer)
1786 for (i = 0;i < r_refdef.numentities;i++)
1788 if (!r_viewcache.entityvisible[i])
1790 ent = r_refdef.entities[i];
1791 r_refdef.stats.entities++;
1792 if (ent->model && ent->model->Draw != NULL)
1793 ent->model->Draw(ent);
1799 void R_DrawModelsDepth(void)
1802 entity_render_t *ent;
1804 if (!r_drawentities.integer)
1807 for (i = 0;i < r_refdef.numentities;i++)
1809 if (!r_viewcache.entityvisible[i])
1811 ent = r_refdef.entities[i];
1812 r_refdef.stats.entities++;
1813 if (ent->model && ent->model->DrawDepth != NULL)
1814 ent->model->DrawDepth(ent);
1818 static void R_View_SetFrustum(void)
1820 double slopex, slopey;
1822 // break apart the view matrix into vectors for various purposes
1823 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1824 VectorNegate(r_view.left, r_view.right);
1827 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1828 r_view.frustum[0].normal[1] = 0 - 0;
1829 r_view.frustum[0].normal[2] = -1 - 0;
1830 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1831 r_view.frustum[1].normal[1] = 0 + 0;
1832 r_view.frustum[1].normal[2] = -1 + 0;
1833 r_view.frustum[2].normal[0] = 0 - 0;
1834 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1835 r_view.frustum[2].normal[2] = -1 - 0;
1836 r_view.frustum[3].normal[0] = 0 + 0;
1837 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1838 r_view.frustum[3].normal[2] = -1 + 0;
1842 zNear = r_refdef.nearclip;
1843 nudge = 1.0 - 1.0 / (1<<23);
1844 r_view.frustum[4].normal[0] = 0 - 0;
1845 r_view.frustum[4].normal[1] = 0 - 0;
1846 r_view.frustum[4].normal[2] = -1 - -nudge;
1847 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1848 r_view.frustum[5].normal[0] = 0 + 0;
1849 r_view.frustum[5].normal[1] = 0 + 0;
1850 r_view.frustum[5].normal[2] = -1 + -nudge;
1851 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1857 r_view.frustum[0].normal[0] = m[3] - m[0];
1858 r_view.frustum[0].normal[1] = m[7] - m[4];
1859 r_view.frustum[0].normal[2] = m[11] - m[8];
1860 r_view.frustum[0].dist = m[15] - m[12];
1862 r_view.frustum[1].normal[0] = m[3] + m[0];
1863 r_view.frustum[1].normal[1] = m[7] + m[4];
1864 r_view.frustum[1].normal[2] = m[11] + m[8];
1865 r_view.frustum[1].dist = m[15] + m[12];
1867 r_view.frustum[2].normal[0] = m[3] - m[1];
1868 r_view.frustum[2].normal[1] = m[7] - m[5];
1869 r_view.frustum[2].normal[2] = m[11] - m[9];
1870 r_view.frustum[2].dist = m[15] - m[13];
1872 r_view.frustum[3].normal[0] = m[3] + m[1];
1873 r_view.frustum[3].normal[1] = m[7] + m[5];
1874 r_view.frustum[3].normal[2] = m[11] + m[9];
1875 r_view.frustum[3].dist = m[15] + m[13];
1877 r_view.frustum[4].normal[0] = m[3] - m[2];
1878 r_view.frustum[4].normal[1] = m[7] - m[6];
1879 r_view.frustum[4].normal[2] = m[11] - m[10];
1880 r_view.frustum[4].dist = m[15] - m[14];
1882 r_view.frustum[5].normal[0] = m[3] + m[2];
1883 r_view.frustum[5].normal[1] = m[7] + m[6];
1884 r_view.frustum[5].normal[2] = m[11] + m[10];
1885 r_view.frustum[5].dist = m[15] + m[14];
1890 slopex = 1.0 / r_view.frustum_x;
1891 slopey = 1.0 / r_view.frustum_y;
1892 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1893 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1894 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1895 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1896 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1897 VectorNormalize(r_view.frustum[0].normal);
1898 VectorNormalize(r_view.frustum[1].normal);
1899 VectorNormalize(r_view.frustum[2].normal);
1900 VectorNormalize(r_view.frustum[3].normal);
1901 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1902 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1903 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1904 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1905 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1906 PlaneClassify(&r_view.frustum[0]);
1907 PlaneClassify(&r_view.frustum[1]);
1908 PlaneClassify(&r_view.frustum[2]);
1909 PlaneClassify(&r_view.frustum[3]);
1910 PlaneClassify(&r_view.frustum[4]);
1912 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1913 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1914 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1915 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1916 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1918 // LordHavoc: note to all quake engine coders, Quake had a special case
1919 // for 90 degrees which assumed a square view (wrong), so I removed it,
1920 // Quake2 has it disabled as well.
1922 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1923 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1924 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1925 //PlaneClassify(&frustum[0]);
1927 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1928 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1929 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1930 //PlaneClassify(&frustum[1]);
1932 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1933 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1934 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1935 //PlaneClassify(&frustum[2]);
1937 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1938 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1939 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1940 //PlaneClassify(&frustum[3]);
1943 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1944 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1945 //PlaneClassify(&frustum[4]);
1948 void R_View_Update(void)
1950 R_View_SetFrustum();
1951 R_View_WorldVisibility();
1952 R_View_UpdateEntityVisible();
1955 void R_SetupView(const matrix4x4_t *matrix)
1957 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1958 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1960 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1962 GL_SetupView_Orientation_FromEntity(matrix);
1965 void R_ResetViewRendering2D(void)
1967 if (gl_support_fragment_shader)
1969 qglUseProgramObjectARB(0);CHECKGLERROR
1974 // GL is weird because it's bottom to top, r_view.y is top to bottom
1975 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1976 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1977 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1978 GL_Color(1, 1, 1, 1);
1979 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1980 GL_BlendFunc(GL_ONE, GL_ZERO);
1981 GL_AlphaTest(false);
1982 GL_ScissorTest(false);
1983 GL_DepthMask(false);
1984 GL_DepthRange(0, 1);
1985 GL_DepthTest(false);
1986 R_Mesh_Matrix(&identitymatrix);
1987 R_Mesh_ResetTextureState();
1988 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1989 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1990 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1991 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1992 qglStencilMask(~0);CHECKGLERROR
1993 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1994 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1995 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
1998 void R_ResetViewRendering3D(void)
2000 if (gl_support_fragment_shader)
2002 qglUseProgramObjectARB(0);CHECKGLERROR
2007 // GL is weird because it's bottom to top, r_view.y is top to bottom
2008 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2009 R_SetupView(&r_view.matrix);
2010 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2011 GL_Color(1, 1, 1, 1);
2012 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2013 GL_BlendFunc(GL_ONE, GL_ZERO);
2014 GL_AlphaTest(false);
2015 GL_ScissorTest(true);
2017 GL_DepthRange(0, 1);
2019 R_Mesh_Matrix(&identitymatrix);
2020 R_Mesh_ResetTextureState();
2021 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2022 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2023 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2024 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2025 qglStencilMask(~0);CHECKGLERROR
2026 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2027 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2028 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2032 R_Bloom_SetupShader(
2034 "// written by Forest 'LordHavoc' Hale\n"
2036 "// common definitions between vertex shader and fragment shader:\n"
2038 "#ifdef __GLSL_CG_DATA_TYPES\n"
2039 "#define myhalf half\n"
2040 "#define myhvec2 hvec2\n"
2041 "#define myhvec3 hvec3\n"
2042 "#define myhvec4 hvec4\n"
2044 "#define myhalf float\n"
2045 "#define myhvec2 vec2\n"
2046 "#define myhvec3 vec3\n"
2047 "#define myhvec4 vec4\n"
2050 "varying vec2 ScreenTexCoord;\n"
2051 "varying vec2 BloomTexCoord;\n"
2056 "// vertex shader specific:\n"
2057 "#ifdef VERTEX_SHADER\n"
2061 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2062 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2063 " // transform vertex to camera space, using ftransform to match non-VS\n"
2065 " gl_Position = ftransform();\n"
2068 "#endif // VERTEX_SHADER\n"
2073 "// fragment shader specific:\n"
2074 "#ifdef FRAGMENT_SHADER\n"
2079 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2080 " for (x = -BLUR_X;x <= BLUR_X;x++)
2081 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2082 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2083 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2084 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2086 " gl_FragColor = vec4(color);\n"
2089 "#endif // FRAGMENT_SHADER\n"
2092 void R_RenderScene(void);
2094 void R_Bloom_StartFrame(void)
2096 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2098 // set bloomwidth and bloomheight to the bloom resolution that will be
2099 // used (often less than the screen resolution for faster rendering)
2100 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2101 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2102 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2104 // calculate desired texture sizes
2105 if (gl_support_arb_texture_non_power_of_two)
2107 screentexturewidth = r_view.width;
2108 screentextureheight = r_view.height;
2109 bloomtexturewidth = r_bloomstate.bloomwidth;
2110 bloomtextureheight = r_bloomstate.bloomheight;
2114 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2115 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2116 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2117 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2122 screentexturewidth = screentextureheight = 0;
2124 else if (r_bloom.integer)
2129 screentexturewidth = screentextureheight = 0;
2130 bloomtexturewidth = bloomtextureheight = 0;
2133 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2135 // can't use bloom if the parameters are too weird
2136 // can't use bloom if the card does not support the texture size
2137 if (r_bloomstate.texture_screen)
2138 R_FreeTexture(r_bloomstate.texture_screen);
2139 if (r_bloomstate.texture_bloom)
2140 R_FreeTexture(r_bloomstate.texture_bloom);
2141 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2145 r_bloomstate.enabled = true;
2146 r_bloomstate.hdr = r_hdr.integer != 0;
2148 // allocate textures as needed
2149 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2151 if (r_bloomstate.texture_screen)
2152 R_FreeTexture(r_bloomstate.texture_screen);
2153 r_bloomstate.texture_screen = NULL;
2154 r_bloomstate.screentexturewidth = screentexturewidth;
2155 r_bloomstate.screentextureheight = screentextureheight;
2156 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2157 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2159 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2161 if (r_bloomstate.texture_bloom)
2162 R_FreeTexture(r_bloomstate.texture_bloom);
2163 r_bloomstate.texture_bloom = NULL;
2164 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2165 r_bloomstate.bloomtextureheight = bloomtextureheight;
2166 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2167 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2170 // set up a texcoord array for the full resolution screen image
2171 // (we have to keep this around to copy back during final render)
2172 r_bloomstate.screentexcoord2f[0] = 0;
2173 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2174 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2175 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2176 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2177 r_bloomstate.screentexcoord2f[5] = 0;
2178 r_bloomstate.screentexcoord2f[6] = 0;
2179 r_bloomstate.screentexcoord2f[7] = 0;
2181 // set up a texcoord array for the reduced resolution bloom image
2182 // (which will be additive blended over the screen image)
2183 r_bloomstate.bloomtexcoord2f[0] = 0;
2184 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2185 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2186 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2187 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2188 r_bloomstate.bloomtexcoord2f[5] = 0;
2189 r_bloomstate.bloomtexcoord2f[6] = 0;
2190 r_bloomstate.bloomtexcoord2f[7] = 0;
2193 void R_Bloom_CopyScreenTexture(float colorscale)
2195 r_refdef.stats.bloom++;
2197 R_ResetViewRendering2D();
2198 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2199 R_Mesh_ColorPointer(NULL, 0, 0);
2200 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2201 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2203 // copy view into the screen texture
2204 GL_ActiveTexture(0);
2206 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2207 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2209 // now scale it down to the bloom texture size
2211 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2212 GL_BlendFunc(GL_ONE, GL_ZERO);
2213 GL_Color(colorscale, colorscale, colorscale, 1);
2214 // TODO: optimize with multitexture or GLSL
2215 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2216 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2218 // we now have a bloom image in the framebuffer
2219 // copy it into the bloom image texture for later processing
2220 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2221 GL_ActiveTexture(0);
2223 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2224 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2227 void R_Bloom_CopyHDRTexture(void)
2229 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2230 GL_ActiveTexture(0);
2232 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2233 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2236 void R_Bloom_MakeTexture(void)
2239 float xoffset, yoffset, r, brighten;
2241 r_refdef.stats.bloom++;
2243 R_ResetViewRendering2D();
2244 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2245 R_Mesh_ColorPointer(NULL, 0, 0);
2247 // we have a bloom image in the framebuffer
2249 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2251 for (x = 1;x < r_bloom_colorexponent.value;)
2254 r = bound(0, r_bloom_colorexponent.value / x, 1);
2255 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2256 GL_Color(r, r, r, 1);
2257 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2258 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2259 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2260 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2262 // copy the vertically blurred bloom view to a texture
2263 GL_ActiveTexture(0);
2265 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2266 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2269 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2270 brighten = r_bloom_brighten.value;
2272 brighten *= r_hdr_range.value;
2273 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2274 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2276 for (dir = 0;dir < 2;dir++)
2278 // blend on at multiple vertical offsets to achieve a vertical blur
2279 // TODO: do offset blends using GLSL
2280 GL_BlendFunc(GL_ONE, GL_ZERO);
2281 for (x = -range;x <= range;x++)
2283 if (!dir){xoffset = 0;yoffset = x;}
2284 else {xoffset = x;yoffset = 0;}
2285 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2286 yoffset /= (float)r_bloomstate.bloomtextureheight;
2287 // compute a texcoord array with the specified x and y offset
2288 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2289 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2290 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2291 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2292 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2293 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2294 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2295 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2296 // this r value looks like a 'dot' particle, fading sharply to
2297 // black at the edges
2298 // (probably not realistic but looks good enough)
2299 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2300 //r = (dir ? 1.0f : brighten)/(range*2+1);
2301 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2302 GL_Color(r, r, r, 1);
2303 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2304 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2305 GL_BlendFunc(GL_ONE, GL_ONE);
2308 // copy the vertically blurred bloom view to a texture
2309 GL_ActiveTexture(0);
2311 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2312 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2315 // apply subtract last
2316 // (just like it would be in a GLSL shader)
2317 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2319 GL_BlendFunc(GL_ONE, GL_ZERO);
2320 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2321 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2322 GL_Color(1, 1, 1, 1);
2323 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2324 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2326 GL_BlendFunc(GL_ONE, GL_ONE);
2327 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2328 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2329 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2330 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2331 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2332 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2333 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2335 // copy the darkened bloom view to a texture
2336 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2337 GL_ActiveTexture(0);
2339 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2340 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2344 void R_HDR_RenderBloomTexture(void)
2346 int oldwidth, oldheight;
2348 oldwidth = r_view.width;
2349 oldheight = r_view.height;
2350 r_view.width = r_bloomstate.bloomwidth;
2351 r_view.height = r_bloomstate.bloomheight;
2353 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2354 // TODO: add exposure compensation features
2355 // TODO: add fp16 framebuffer support
2357 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2359 r_view.colorscale /= r_hdr_range.value;
2362 R_ResetViewRendering2D();
2364 R_Bloom_CopyHDRTexture();
2365 R_Bloom_MakeTexture();
2367 R_ResetViewRendering3D();
2370 if (r_timereport_active)
2371 R_TimeReport("clear");
2374 // restore the view settings
2375 r_view.width = oldwidth;
2376 r_view.height = oldheight;
2379 static void R_BlendView(void)
2381 if (r_bloomstate.enabled && r_bloomstate.hdr)
2383 // render high dynamic range bloom effect
2384 // the bloom texture was made earlier this render, so we just need to
2385 // blend it onto the screen...
2386 R_ResetViewRendering2D();
2387 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2388 R_Mesh_ColorPointer(NULL, 0, 0);
2389 GL_Color(1, 1, 1, 1);
2390 GL_BlendFunc(GL_ONE, GL_ONE);
2391 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2392 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2393 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2394 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2396 else if (r_bloomstate.enabled)
2398 // render simple bloom effect
2399 // copy the screen and shrink it and darken it for the bloom process
2400 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2401 // make the bloom texture
2402 R_Bloom_MakeTexture();
2403 // put the original screen image back in place and blend the bloom
2405 R_ResetViewRendering2D();
2406 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2407 R_Mesh_ColorPointer(NULL, 0, 0);
2408 GL_Color(1, 1, 1, 1);
2409 GL_BlendFunc(GL_ONE, GL_ZERO);
2410 // do both in one pass if possible
2411 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2412 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2413 if (r_textureunits.integer >= 2 && gl_combine.integer)
2415 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2416 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2417 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2421 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2422 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2423 // now blend on the bloom texture
2424 GL_BlendFunc(GL_ONE, GL_ONE);
2425 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2426 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2428 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2429 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2431 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2433 // apply a color tint to the whole view
2434 R_ResetViewRendering2D();
2435 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2436 R_Mesh_ColorPointer(NULL, 0, 0);
2437 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2438 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2439 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2443 void R_RenderScene(void);
2445 matrix4x4_t r_waterscrollmatrix;
2447 void R_UpdateVariables(void)
2451 r_refdef.farclip = 4096;
2452 if (r_refdef.worldmodel)
2453 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2454 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2456 r_refdef.polygonfactor = 0;
2457 r_refdef.polygonoffset = 0;
2458 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
2459 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
2461 r_refdef.rtworld = r_shadow_realtime_world.integer;
2462 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2463 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2464 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
2465 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2466 if (r_showsurfaces.integer)
2468 r_refdef.rtworld = false;
2469 r_refdef.rtworldshadows = false;
2470 r_refdef.rtdlight = false;
2471 r_refdef.rtdlightshadows = false;
2472 r_refdef.lightmapintensity = 0;
2475 if (gamemode == GAME_NEHAHRA)
2477 if (gl_fogenable.integer)
2479 r_refdef.oldgl_fogenable = true;
2480 r_refdef.fog_density = gl_fogdensity.value;
2481 r_refdef.fog_red = gl_fogred.value;
2482 r_refdef.fog_green = gl_foggreen.value;
2483 r_refdef.fog_blue = gl_fogblue.value;
2485 else if (r_refdef.oldgl_fogenable)
2487 r_refdef.oldgl_fogenable = false;
2488 r_refdef.fog_density = 0;
2489 r_refdef.fog_red = 0;
2490 r_refdef.fog_green = 0;
2491 r_refdef.fog_blue = 0;
2494 if (r_refdef.fog_density)
2496 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2497 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2498 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2500 if (r_refdef.fog_density)
2502 r_refdef.fogenabled = true;
2503 // this is the point where the fog reaches 0.9986 alpha, which we
2504 // consider a good enough cutoff point for the texture
2505 // (0.9986 * 256 == 255.6)
2506 r_refdef.fogrange = 400 / r_refdef.fog_density;
2507 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2508 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2509 // fog color was already set
2512 r_refdef.fogenabled = false;
2520 void R_RenderView(void)
2522 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2523 return; //Host_Error ("R_RenderView: NULL worldmodel");
2525 R_Shadow_UpdateWorldLightSelection();
2528 if (r_timereport_active)
2529 R_TimeReport("setup");
2532 if (r_timereport_active)
2533 R_TimeReport("visibility");
2535 R_ResetViewRendering3D();
2538 if (r_timereport_active)
2539 R_TimeReport("clear");
2541 R_Bloom_StartFrame();
2543 // this produces a bloom texture to be used in R_BlendView() later
2545 R_HDR_RenderBloomTexture();
2547 r_view.colorscale = r_hdr_scenebrightness.value;
2551 if (r_timereport_active)
2552 R_TimeReport("blendview");
2554 GL_Scissor(0, 0, vid.width, vid.height);
2555 GL_ScissorTest(false);
2559 extern void R_DrawLightningBeams (void);
2560 extern void VM_CL_AddPolygonsToMeshQueue (void);
2561 extern void R_DrawPortals (void);
2562 extern cvar_t cl_locs_show;
2563 static void R_DrawLocs(void);
2564 static void R_DrawEntityBBoxes(void);
2565 void R_RenderScene(void)
2567 // don't let sound skip if going slow
2568 if (r_refdef.extraupdate)
2571 R_ResetViewRendering3D();
2573 R_MeshQueue_BeginScene();
2577 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2579 if (cl.csqc_vidvars.drawworld)
2581 // don't let sound skip if going slow
2582 if (r_refdef.extraupdate)
2585 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2587 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2588 if (r_timereport_active)
2589 R_TimeReport("worldsky");
2592 if (R_DrawBrushModelsSky() && r_timereport_active)
2593 R_TimeReport("bmodelsky");
2596 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2598 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2599 if (r_timereport_active)
2600 R_TimeReport("worlddepth");
2602 if (r_depthfirst.integer >= 2)
2604 R_DrawModelsDepth();
2605 if (r_timereport_active)
2606 R_TimeReport("modeldepth");
2609 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2611 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2612 if (r_timereport_active)
2613 R_TimeReport("world");
2616 // don't let sound skip if going slow
2617 if (r_refdef.extraupdate)
2621 if (r_timereport_active)
2622 R_TimeReport("models");
2624 // don't let sound skip if going slow
2625 if (r_refdef.extraupdate)
2628 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2630 R_DrawModelShadows();
2632 R_ResetViewRendering3D();
2634 // don't let sound skip if going slow
2635 if (r_refdef.extraupdate)
2639 R_ShadowVolumeLighting(false);
2640 if (r_timereport_active)
2641 R_TimeReport("rtlights");
2643 // don't let sound skip if going slow
2644 if (r_refdef.extraupdate)
2647 if (cl.csqc_vidvars.drawworld)
2649 R_DrawLightningBeams();
2650 if (r_timereport_active)
2651 R_TimeReport("lightning");
2654 if (r_timereport_active)
2655 R_TimeReport("particles");
2658 if (r_timereport_active)
2659 R_TimeReport("explosions");
2662 if (gl_support_fragment_shader)
2664 qglUseProgramObjectARB(0);CHECKGLERROR
2666 VM_CL_AddPolygonsToMeshQueue();
2668 if (cl_locs_show.integer)
2671 if (r_timereport_active)
2672 R_TimeReport("showlocs");
2675 if (r_drawportals.integer)
2678 if (r_timereport_active)
2679 R_TimeReport("portals");
2682 if (r_showbboxes.value > 0)
2684 R_DrawEntityBBoxes();
2685 if (r_timereport_active)
2686 R_TimeReport("bboxes");
2689 if (gl_support_fragment_shader)
2691 qglUseProgramObjectARB(0);CHECKGLERROR
2693 R_MeshQueue_RenderTransparent();
2694 if (r_timereport_active)
2695 R_TimeReport("drawtrans");
2697 if (gl_support_fragment_shader)
2699 qglUseProgramObjectARB(0);CHECKGLERROR
2702 if (cl.csqc_vidvars.drawworld)
2705 if (r_timereport_active)
2706 R_TimeReport("coronas");
2709 // don't let sound skip if going slow
2710 if (r_refdef.extraupdate)
2713 R_ResetViewRendering2D();
2716 static const int bboxelements[36] =
2726 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2729 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2730 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2731 GL_DepthMask(false);
2732 GL_DepthRange(0, 1);
2733 R_Mesh_Matrix(&identitymatrix);
2734 R_Mesh_ResetTextureState();
2736 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2737 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2738 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2739 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2740 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2741 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2742 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2743 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2744 R_FillColors(color4f, 8, cr, cg, cb, ca);
2745 if (r_refdef.fogenabled)
2747 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2749 f1 = FogPoint_World(v);
2751 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2752 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2753 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2756 R_Mesh_VertexPointer(vertex3f, 0, 0);
2757 R_Mesh_ColorPointer(color4f, 0, 0);
2758 R_Mesh_ResetTextureState();
2759 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2762 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2766 prvm_edict_t *edict;
2767 // this function draws bounding boxes of server entities
2771 for (i = 0;i < numsurfaces;i++)
2773 edict = PRVM_EDICT_NUM(surfacelist[i]);
2774 switch ((int)edict->fields.server->solid)
2776 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2777 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2778 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2779 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2780 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2781 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2783 color[3] *= r_showbboxes.value;
2784 color[3] = bound(0, color[3], 1);
2785 GL_DepthTest(!r_showdisabledepthtest.integer);
2786 GL_CullFace(GL_BACK);
2787 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2792 static void R_DrawEntityBBoxes(void)
2795 prvm_edict_t *edict;
2797 // this function draws bounding boxes of server entities
2801 for (i = 0;i < prog->num_edicts;i++)
2803 edict = PRVM_EDICT_NUM(i);
2804 if (edict->priv.server->free)
2806 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2807 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2812 int nomodelelements[24] =
2824 float nomodelvertex3f[6*3] =
2834 float nomodelcolor4f[6*4] =
2836 0.0f, 0.0f, 0.5f, 1.0f,
2837 0.0f, 0.0f, 0.5f, 1.0f,
2838 0.0f, 0.5f, 0.0f, 1.0f,
2839 0.0f, 0.5f, 0.0f, 1.0f,
2840 0.5f, 0.0f, 0.0f, 1.0f,
2841 0.5f, 0.0f, 0.0f, 1.0f
2844 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2849 // this is only called once per entity so numsurfaces is always 1, and
2850 // surfacelist is always {0}, so this code does not handle batches
2851 R_Mesh_Matrix(&ent->matrix);
2853 if (ent->flags & EF_ADDITIVE)
2855 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2856 GL_DepthMask(false);
2858 else if (ent->alpha < 1)
2860 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2861 GL_DepthMask(false);
2865 GL_BlendFunc(GL_ONE, GL_ZERO);
2868 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2869 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2870 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2871 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2872 if (r_refdef.fogenabled)
2875 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2876 R_Mesh_ColorPointer(color4f, 0, 0);
2877 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2878 f1 = FogPoint_World(org);
2880 for (i = 0, c = color4f;i < 6;i++, c += 4)
2882 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2883 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2884 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2888 else if (ent->alpha != 1)
2890 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2891 R_Mesh_ColorPointer(color4f, 0, 0);
2892 for (i = 0, c = color4f;i < 6;i++, c += 4)
2896 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2897 R_Mesh_ResetTextureState();
2898 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2901 void R_DrawNoModel(entity_render_t *ent)
2904 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2905 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2906 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2908 // R_DrawNoModelCallback(ent, 0);
2911 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2913 vec3_t right1, right2, diff, normal;
2915 VectorSubtract (org2, org1, normal);
2917 // calculate 'right' vector for start
2918 VectorSubtract (r_view.origin, org1, diff);
2919 CrossProduct (normal, diff, right1);
2920 VectorNormalize (right1);
2922 // calculate 'right' vector for end
2923 VectorSubtract (r_view.origin, org2, diff);
2924 CrossProduct (normal, diff, right2);
2925 VectorNormalize (right2);
2927 vert[ 0] = org1[0] + width * right1[0];
2928 vert[ 1] = org1[1] + width * right1[1];
2929 vert[ 2] = org1[2] + width * right1[2];
2930 vert[ 3] = org1[0] - width * right1[0];
2931 vert[ 4] = org1[1] - width * right1[1];
2932 vert[ 5] = org1[2] - width * right1[2];
2933 vert[ 6] = org2[0] - width * right2[0];
2934 vert[ 7] = org2[1] - width * right2[1];
2935 vert[ 8] = org2[2] - width * right2[2];
2936 vert[ 9] = org2[0] + width * right2[0];
2937 vert[10] = org2[1] + width * right2[1];
2938 vert[11] = org2[2] + width * right2[2];
2941 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2943 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2948 if (r_refdef.fogenabled)
2949 fog = FogPoint_World(origin);
2951 R_Mesh_Matrix(&identitymatrix);
2952 GL_BlendFunc(blendfunc1, blendfunc2);
2953 GL_DepthMask(false);
2954 GL_DepthRange(0, depthshort ? 0.0625 : 1);
2955 GL_DepthTest(!depthdisable);
2957 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2958 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2959 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2960 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2961 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2962 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2963 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2964 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2965 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2966 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2967 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2968 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2970 R_Mesh_VertexPointer(vertex3f, 0, 0);
2971 R_Mesh_ColorPointer(NULL, 0, 0);
2972 R_Mesh_ResetTextureState();
2973 R_Mesh_TexBind(0, R_GetTexture(texture));
2974 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2975 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2976 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
2977 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2979 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2981 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2982 GL_BlendFunc(blendfunc1, GL_ONE);
2984 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2985 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2989 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2994 VectorSet(v, x, y, z);
2995 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2996 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2998 if (i == mesh->numvertices)
3000 if (mesh->numvertices < mesh->maxvertices)
3002 VectorCopy(v, vertex3f);
3003 mesh->numvertices++;
3005 return mesh->numvertices;
3011 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3015 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3016 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3017 e = mesh->element3i + mesh->numtriangles * 3;
3018 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3020 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3021 if (mesh->numtriangles < mesh->maxtriangles)
3026 mesh->numtriangles++;
3028 element[1] = element[2];
3032 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3036 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3037 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3038 e = mesh->element3i + mesh->numtriangles * 3;
3039 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3041 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3042 if (mesh->numtriangles < mesh->maxtriangles)
3047 mesh->numtriangles++;
3049 element[1] = element[2];
3053 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3054 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3056 int planenum, planenum2;
3059 mplane_t *plane, *plane2;
3061 double temppoints[2][256*3];
3062 // figure out how large a bounding box we need to properly compute this brush
3064 for (w = 0;w < numplanes;w++)
3065 maxdist = max(maxdist, planes[w].dist);
3066 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3067 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3068 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3072 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3073 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3075 if (planenum2 == planenum)
3077 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);
3080 if (tempnumpoints < 3)
3082 // generate elements forming a triangle fan for this polygon
3083 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3087 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3090 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3091 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3092 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3093 GL_LockArrays(0, brush->numpoints);
3094 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3095 GL_LockArrays(0, 0);
3098 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3101 if (!surface->num_collisiontriangles)
3103 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3104 i = (int)(((size_t)surface) / sizeof(msurface_t));
3105 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3106 GL_LockArrays(0, surface->num_collisionvertices);
3107 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3108 GL_LockArrays(0, 0);
3111 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)
3113 texturelayer_t *layer;
3114 layer = t->currentlayers + t->currentnumlayers++;
3116 layer->depthmask = depthmask;
3117 layer->blendfunc1 = blendfunc1;
3118 layer->blendfunc2 = blendfunc2;
3119 layer->texture = texture;
3120 layer->texmatrix = *matrix;
3121 layer->color[0] = r * r_view.colorscale;
3122 layer->color[1] = g * r_view.colorscale;
3123 layer->color[2] = b * r_view.colorscale;
3124 layer->color[3] = a;
3127 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3130 model_t *model = ent->model;
3132 // switch to an alternate material if this is a q1bsp animated material
3134 texture_t *texture = t;
3135 int s = ent->skinnum;
3136 if ((unsigned int)s >= (unsigned int)model->numskins)
3138 if (model->skinscenes)
3140 if (model->skinscenes[s].framecount > 1)
3141 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3143 s = model->skinscenes[s].firstframe;
3146 t = t + s * model->num_surfaces;
3149 // use an alternate animation if the entity's frame is not 0,
3150 // and only if the texture has an alternate animation
3151 if (ent->frame != 0 && t->anim_total[1])
3152 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3154 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3156 texture->currentframe = t;
3159 // update currentskinframe to be a qw skin or animation frame
3160 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3162 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3164 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3165 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3166 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3168 t->currentskinframe = r_qwskincache_skinframe[i];
3169 if (t->currentskinframe == NULL)
3170 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3172 else if (t->numskinframes >= 2)
3173 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3174 if (t->backgroundnumskinframes >= 2)
3175 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3177 t->currentmaterialflags = t->basematerialflags;
3178 t->currentalpha = ent->alpha;
3179 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3180 t->currentalpha *= r_wateralpha.value;
3181 if (!(ent->flags & RENDER_LIGHT))
3182 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3183 if (ent->effects & EF_ADDITIVE)
3184 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3185 else if (t->currentalpha < 1)
3186 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3187 if (ent->effects & EF_DOUBLESIDED)
3188 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3189 if (ent->effects & EF_NODEPTHTEST)
3190 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3191 if (ent->flags & RENDER_VIEWMODEL)
3192 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3193 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3194 t->currenttexmatrix = r_waterscrollmatrix;
3196 t->currenttexmatrix = identitymatrix;
3197 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3198 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3200 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3201 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3202 t->glosstexture = r_texture_white;
3203 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3204 t->backgroundglosstexture = r_texture_white;
3205 t->specularpower = r_shadow_glossexponent.value;
3206 // TODO: store reference values for these in the texture?
3207 t->specularscale = 0;
3208 if (r_shadow_gloss.integer > 0)
3210 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3212 if (r_shadow_glossintensity.value > 0)
3214 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3215 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3216 t->specularscale = r_shadow_glossintensity.value;
3219 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3220 t->specularscale = r_shadow_gloss2intensity.value;
3223 t->currentnumlayers = 0;
3224 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3226 if (gl_lightmaps.integer)
3227 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
3228 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3230 int blendfunc1, blendfunc2, depthmask;
3231 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3233 blendfunc1 = GL_SRC_ALPHA;
3234 blendfunc2 = GL_ONE;
3236 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3238 blendfunc1 = GL_SRC_ALPHA;
3239 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3241 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3243 blendfunc1 = t->customblendfunc[0];
3244 blendfunc2 = t->customblendfunc[1];
3248 blendfunc1 = GL_ONE;
3249 blendfunc2 = GL_ZERO;
3251 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3252 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3254 rtexture_t *currentbasetexture;
3256 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3257 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3258 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3259 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3261 // fullbright is not affected by r_refdef.lightmapintensity
3262 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3263 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3264 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3265 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3266 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3272 // q3bsp has no lightmap updates, so the lightstylevalue that
3273 // would normally be baked into the lightmap must be
3274 // applied to the color
3275 if (ent->model->type == mod_brushq3)
3276 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3277 colorscale *= r_refdef.lightmapintensity;
3278 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3279 if (r_ambient.value >= (1.0f/64.0f))
3280 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3281 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3283 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3284 if (r_ambient.value >= (1.0f/64.0f))
3285 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3287 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3289 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3290 if (r_ambient.value >= (1.0f/64.0f))
3291 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3294 if (t->currentskinframe->glow != NULL)
3295 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
3296 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3298 // if this is opaque use alpha blend which will darken the earlier
3301 // if this is an alpha blended material, all the earlier passes
3302 // were darkened by fog already, so we only need to add the fog
3303 // color ontop through the fog mask texture
3305 // if this is an additive blended material, all the earlier passes
3306 // were darkened by fog already, and we should not add fog color
3307 // (because the background was not darkened, there is no fog color
3308 // that was lost behind it).
3309 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3316 void R_UpdateAllTextureInfo(entity_render_t *ent)
3320 for (i = 0;i < ent->model->num_texturesperskin;i++)
3321 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3324 int rsurface_array_size = 0;
3325 float *rsurface_array_modelvertex3f = NULL;
3326 float *rsurface_array_modelsvector3f = NULL;
3327 float *rsurface_array_modeltvector3f = NULL;
3328 float *rsurface_array_modelnormal3f = NULL;
3329 float *rsurface_array_deformedvertex3f = NULL;
3330 float *rsurface_array_deformedsvector3f = NULL;
3331 float *rsurface_array_deformedtvector3f = NULL;
3332 float *rsurface_array_deformednormal3f = NULL;
3333 float *rsurface_array_color4f = NULL;
3334 float *rsurface_array_texcoord3f = NULL;
3336 void R_Mesh_ResizeArrays(int newvertices)
3339 if (rsurface_array_size >= newvertices)
3341 if (rsurface_array_modelvertex3f)
3342 Mem_Free(rsurface_array_modelvertex3f);
3343 rsurface_array_size = (newvertices + 1023) & ~1023;
3344 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
3345 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
3346 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
3347 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
3348 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
3349 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
3350 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
3351 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
3352 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
3353 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
3354 rsurface_array_color4f = base + rsurface_array_size * 27;
3357 float *rsurface_modelvertex3f;
3358 int rsurface_modelvertex3f_bufferobject;
3359 size_t rsurface_modelvertex3f_bufferoffset;
3360 float *rsurface_modelsvector3f;
3361 int rsurface_modelsvector3f_bufferobject;
3362 size_t rsurface_modelsvector3f_bufferoffset;
3363 float *rsurface_modeltvector3f;
3364 int rsurface_modeltvector3f_bufferobject;
3365 size_t rsurface_modeltvector3f_bufferoffset;
3366 float *rsurface_modelnormal3f;
3367 int rsurface_modelnormal3f_bufferobject;
3368 size_t rsurface_modelnormal3f_bufferoffset;
3369 float *rsurface_vertex3f;
3370 int rsurface_vertex3f_bufferobject;
3371 size_t rsurface_vertex3f_bufferoffset;
3372 float *rsurface_svector3f;
3373 int rsurface_svector3f_bufferobject;
3374 size_t rsurface_svector3f_bufferoffset;
3375 float *rsurface_tvector3f;
3376 int rsurface_tvector3f_bufferobject;
3377 size_t rsurface_tvector3f_bufferoffset;
3378 float *rsurface_normal3f;
3379 int rsurface_normal3f_bufferobject;
3380 size_t rsurface_normal3f_bufferoffset;
3381 float *rsurface_lightmapcolor4f;
3382 int rsurface_lightmapcolor4f_bufferobject;
3383 size_t rsurface_lightmapcolor4f_bufferoffset;
3384 vec3_t rsurface_modelorg;
3385 qboolean rsurface_generatedvertex;
3386 const entity_render_t *rsurface_entity;
3387 const model_t *rsurface_model;
3388 texture_t *rsurface_texture;
3389 rtexture_t *rsurface_lightmaptexture;
3390 rtexture_t *rsurface_deluxemaptexture;
3391 rsurfmode_t rsurface_mode;
3392 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
3394 void RSurf_CleanUp(void)
3397 if (rsurface_mode == RSURFMODE_GLSL)
3399 qglUseProgramObjectARB(0);CHECKGLERROR
3401 GL_AlphaTest(false);
3402 rsurface_mode = RSURFMODE_NONE;
3403 rsurface_lightmaptexture = NULL;
3404 rsurface_deluxemaptexture = NULL;
3405 rsurface_texture = NULL;
3408 void RSurf_ActiveWorldEntity(void)
3411 rsurface_entity = r_refdef.worldentity;
3412 rsurface_model = r_refdef.worldmodel;
3413 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
3414 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
3415 R_Mesh_Matrix(&identitymatrix);
3416 VectorCopy(r_view.origin, rsurface_modelorg);
3417 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
3418 rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
3419 rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
3420 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
3421 rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3422 rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
3423 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
3424 rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3425 rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
3426 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
3427 rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
3428 rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
3429 rsurface_generatedvertex = false;
3430 rsurface_vertex3f = rsurface_modelvertex3f;
3431 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3432 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3433 rsurface_svector3f = rsurface_modelsvector3f;
3434 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3435 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3436 rsurface_tvector3f = rsurface_modeltvector3f;
3437 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3438 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3439 rsurface_normal3f = rsurface_modelnormal3f;
3440 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3441 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3444 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3447 rsurface_entity = ent;
3448 rsurface_model = ent->model;
3449 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
3450 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
3451 R_Mesh_Matrix(&ent->matrix);
3452 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
3453 if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
3457 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3458 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3459 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3460 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3461 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
3463 else if (wantnormals)
3465 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3466 rsurface_modelsvector3f = NULL;
3467 rsurface_modeltvector3f = NULL;
3468 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3469 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
3473 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
3474 rsurface_modelsvector3f = NULL;
3475 rsurface_modeltvector3f = NULL;
3476 rsurface_modelnormal3f = NULL;
3477 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
3479 rsurface_modelvertex3f_bufferobject = 0;
3480 rsurface_modelvertex3f_bufferoffset = 0;
3481 rsurface_modelsvector3f_bufferobject = 0;
3482 rsurface_modelsvector3f_bufferoffset = 0;
3483 rsurface_modeltvector3f_bufferobject = 0;
3484 rsurface_modeltvector3f_bufferoffset = 0;
3485 rsurface_modelnormal3f_bufferobject = 0;
3486 rsurface_modelnormal3f_bufferoffset = 0;
3487 rsurface_generatedvertex = true;
3491 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
3492 rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
3493 rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
3494 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
3495 rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3496 rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
3497 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
3498 rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
3499 rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
3500 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
3501 rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
3502 rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
3503 rsurface_generatedvertex = false;
3505 rsurface_vertex3f = rsurface_modelvertex3f;
3506 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3507 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3508 rsurface_svector3f = rsurface_modelsvector3f;
3509 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3510 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3511 rsurface_tvector3f = rsurface_modeltvector3f;
3512 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3513 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3514 rsurface_normal3f = rsurface_modelnormal3f;
3515 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3516 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3519 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3521 // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself
3522 if (rsurface_generatedvertex)
3524 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3525 generatetangents = true;
3526 if (generatetangents)
3527 generatenormals = true;
3528 if (generatenormals && !rsurface_modelnormal3f)
3530 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
3531 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
3532 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
3533 Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3535 if (generatetangents && !rsurface_modelsvector3f)
3537 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
3538 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
3539 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
3540 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
3541 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
3542 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
3543 Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
3546 // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
3547 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
3549 int texturesurfaceindex;
3550 float center[3], forward[3], right[3], up[3], v[4][3];
3551 matrix4x4_t matrix1, imatrix1;
3552 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
3553 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
3554 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
3555 // make deformed versions of only the model vertices used by the specified surfaces
3556 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3559 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3560 // a single autosprite surface can contain multiple sprites...
3561 for (j = 0;j < surface->num_vertices - 3;j += 4)
3563 VectorClear(center);
3564 for (i = 0;i < 4;i++)
3565 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3566 VectorScale(center, 0.25f, center);
3567 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
3569 forward[0] = rsurface_modelorg[0] - center[0];
3570 forward[1] = rsurface_modelorg[1] - center[1];
3572 VectorNormalize(forward);
3573 right[0] = forward[1];
3574 right[1] = -forward[0];
3576 VectorSet(up, 0, 0, 1);
3578 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
3579 Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
3580 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
3581 for (i = 0;i < 4;i++)
3582 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
3583 for (i = 0;i < 4;i++)
3584 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3586 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
3587 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
3589 rsurface_vertex3f = rsurface_array_deformedvertex3f;
3590 rsurface_vertex3f_bufferobject = 0;
3591 rsurface_vertex3f_bufferoffset = 0;
3592 rsurface_svector3f = rsurface_array_deformedsvector3f;
3593 rsurface_svector3f_bufferobject = 0;
3594 rsurface_svector3f_bufferoffset = 0;
3595 rsurface_tvector3f = rsurface_array_deformedtvector3f;
3596 rsurface_tvector3f_bufferobject = 0;
3597 rsurface_tvector3f_bufferoffset = 0;
3598 rsurface_normal3f = rsurface_array_deformednormal3f;
3599 rsurface_normal3f_bufferobject = 0;
3600 rsurface_normal3f_bufferoffset = 0;
3604 rsurface_vertex3f = rsurface_modelvertex3f;
3605 rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
3606 rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
3607 rsurface_svector3f = rsurface_modelsvector3f;
3608 rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
3609 rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
3610 rsurface_tvector3f = rsurface_modeltvector3f;
3611 rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
3612 rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
3613 rsurface_normal3f = rsurface_modelnormal3f;
3614 rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
3615 rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
3617 R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
3620 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
3623 const msurface_t *surface = texturesurfacelist[0];
3624 const msurface_t *surface2;
3629 // TODO: lock all array ranges before render, rather than on each surface
3630 if (texturenumsurfaces == 1)
3632 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3633 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3635 else if (r_batchmode.integer == 2)
3637 #define MAXBATCHTRIANGLES 4096
3638 int batchtriangles = 0;
3639 int batchelements[MAXBATCHTRIANGLES*3];
3640 for (i = 0;i < texturenumsurfaces;i = j)
3642 surface = texturesurfacelist[i];
3644 if (surface->num_triangles > MAXBATCHTRIANGLES)
3646 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3649 memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
3650 batchtriangles = surface->num_triangles;
3651 firstvertex = surface->num_firstvertex;
3652 endvertex = surface->num_firstvertex + surface->num_vertices;
3653 for (;j < texturenumsurfaces;j++)
3655 surface2 = texturesurfacelist[j];
3656 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
3658 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
3659 batchtriangles += surface2->num_triangles;
3660 firstvertex = min(firstvertex, surface2->num_firstvertex);
3661 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
3663 surface2 = texturesurfacelist[j-1];
3664 numvertices = endvertex - firstvertex;
3665 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
3668 else if (r_batchmode.integer == 1)
3670 for (i = 0;i < texturenumsurfaces;i = j)
3672 surface = texturesurfacelist[i];
3673 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
3674 if (texturesurfacelist[j] != surface2)
3676 surface2 = texturesurfacelist[j-1];
3677 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
3678 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
3679 GL_LockArrays(surface->num_firstvertex, numvertices);
3680 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3685 for (i = 0;i < texturenumsurfaces;i++)
3687 surface = texturesurfacelist[i];
3688 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3689 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3694 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3697 int texturesurfaceindex;
3698 if (r_showsurfaces.integer == 2)
3700 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3702 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3703 for (j = 0;j < surface->num_triangles;j++)
3705 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
3706 GL_Color(f, f, f, 1);
3707 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
3713 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3715 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3716 int k = (int)(((size_t)surface) / sizeof(msurface_t));
3717 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
3718 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
3719 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
3724 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
3726 int texturesurfaceindex;
3730 if (rsurface_lightmapcolor4f)
3732 // generate color arrays for the surfaces in this list
3733 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3735 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3736 for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
3738 f = FogPoint_Model(v);
3748 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3750 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3751 for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
3753 f = FogPoint_Model(v);
3761 rsurface_lightmapcolor4f = rsurface_array_color4f;
3762 rsurface_lightmapcolor4f_bufferobject = 0;
3763 rsurface_lightmapcolor4f_bufferoffset = 0;
3766 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
3768 int texturesurfaceindex;
3771 if (!rsurface_lightmapcolor4f)
3773 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3775 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3776 for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
3784 rsurface_lightmapcolor4f = rsurface_array_color4f;
3785 rsurface_lightmapcolor4f_bufferobject = 0;
3786 rsurface_lightmapcolor4f_bufferoffset = 0;
3789 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3792 rsurface_lightmapcolor4f = NULL;
3793 rsurface_lightmapcolor4f_bufferobject = 0;
3794 rsurface_lightmapcolor4f_bufferoffset = 0;
3795 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3796 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3797 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3798 GL_Color(r, g, b, a);
3799 R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
3800 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3803 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3805 // TODO: optimize applyfog && applycolor case
3806 // just apply fog if necessary, and tint the fog color array if necessary
3807 rsurface_lightmapcolor4f = NULL;
3808 rsurface_lightmapcolor4f_bufferobject = 0;
3809 rsurface_lightmapcolor4f_bufferoffset = 0;
3810 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3811 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3812 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3813 GL_Color(r, g, b, a);
3814 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3817 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3819 int texturesurfaceindex;
3823 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
3825 // generate color arrays for the surfaces in this list
3826 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3828 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3829 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
3831 if (surface->lightmapinfo->samples)
3833 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
3834 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
3835 VectorScale(lm, scale, c);
3836 if (surface->lightmapinfo->styles[1] != 255)
3838 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
3840 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
3841 VectorMA(c, scale, lm, c);
3842 if (surface->lightmapinfo->styles[2] != 255)
3845 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
3846 VectorMA(c, scale, lm, c);
3847 if (surface->lightmapinfo->styles[3] != 255)
3850 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
3851 VectorMA(c, scale, lm, c);
3861 rsurface_lightmapcolor4f = rsurface_array_color4f;
3862 rsurface_lightmapcolor4f_bufferobject = 0;
3863 rsurface_lightmapcolor4f_bufferoffset = 0;
3867 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
3868 rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
3869 rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
3871 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3872 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3873 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3874 GL_Color(r, g, b, a);
3875 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3878 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
3880 int texturesurfaceindex;
3884 vec3_t ambientcolor;
3885 vec3_t diffusecolor;
3889 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
3890 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
3891 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
3892 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
3893 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
3894 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
3895 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
3896 if (VectorLength2(diffusecolor) > 0)
3898 // generate color arrays for the surfaces in this list
3899 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3901 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3902 int numverts = surface->num_vertices;
3903 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
3904 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
3905 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
3906 // q3-style directional shading
3907 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
3909 if ((f = DotProduct(c2, lightdir)) > 0)
3910 VectorMA(ambientcolor, f, diffusecolor, c);
3912 VectorCopy(ambientcolor, c);
3921 rsurface_lightmapcolor4f = rsurface_array_color4f;
3922 rsurface_lightmapcolor4f_bufferobject = 0;
3923 rsurface_lightmapcolor4f_bufferoffset = 0;
3927 r = ambientcolor[0];
3928 g = ambientcolor[1];
3929 b = ambientcolor[2];
3930 rsurface_lightmapcolor4f = NULL;
3931 rsurface_lightmapcolor4f_bufferobject = 0;
3932 rsurface_lightmapcolor4f_bufferoffset = 0;
3934 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
3935 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
3936 R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
3937 GL_Color(r, g, b, a);
3938 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3941 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
3943 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
3944 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3945 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3946 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
3948 rsurface_mode = RSURFMODE_SHOWSURFACES;
3950 GL_BlendFunc(GL_ONE, GL_ZERO);
3951 R_Mesh_ColorPointer(NULL, 0, 0);
3952 R_Mesh_ResetTextureState();
3954 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3955 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3958 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
3960 // transparent sky would be ridiculous
3961 if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3963 if (rsurface_mode != RSURFMODE_SKY)
3965 if (rsurface_mode == RSURFMODE_GLSL)
3967 qglUseProgramObjectARB(0);CHECKGLERROR
3969 rsurface_mode = RSURFMODE_SKY;
3973 skyrendernow = false;
3975 // restore entity matrix
3976 R_Mesh_Matrix(&rsurface_entity->matrix);
3978 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
3979 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3980 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3982 // LordHavoc: HalfLife maps have freaky skypolys so don't use
3983 // skymasking on them, and Quake3 never did sky masking (unlike
3984 // software Quake and software Quake2), so disable the sky masking
3985 // in Quake3 maps as it causes problems with q3map2 sky tricks,
3986 // and skymasking also looks very bad when noclipping outside the
3987 // level, so don't use it then either.
3988 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
3990 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
3991 R_Mesh_ColorPointer(NULL, 0, 0);
3992 R_Mesh_ResetTextureState();
3993 if (skyrendermasked)
3995 // depth-only (masking)
3996 GL_ColorMask(0,0,0,0);
3997 // just to make sure that braindead drivers don't draw
3998 // anything despite that colormask...
3999 GL_BlendFunc(GL_ZERO, GL_ONE);
4004 GL_BlendFunc(GL_ONE, GL_ZERO);
4006 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4007 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4008 if (skyrendermasked)
4009 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4013 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4015 if (rsurface_mode != RSURFMODE_GLSL)
4017 rsurface_mode = RSURFMODE_GLSL;
4018 R_Mesh_ResetTextureState();
4021 R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
4022 if (!r_glsl_permutation)
4025 if (rsurface_lightmode == 2)
4026 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4028 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4029 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
4030 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
4031 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
4032 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
4033 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
4035 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4037 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4038 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4039 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4040 R_Mesh_ColorPointer(NULL, 0, 0);
4042 else if (rsurface_lightmaptexture)
4044 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
4045 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4046 R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
4047 R_Mesh_ColorPointer(NULL, 0, 0);
4051 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4052 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4053 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4054 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
4057 if (rsurface_lightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4059 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
4060 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4061 R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
4063 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4064 if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4069 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4071 // OpenGL 1.3 path - anything not completely ancient
4072 int texturesurfaceindex;
4073 qboolean applycolor;
4077 const texturelayer_t *layer;
4078 if (rsurface_mode != RSURFMODE_MULTIPASS)
4079 rsurface_mode = RSURFMODE_MULTIPASS;
4080 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4081 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
4084 int layertexrgbscale;
4085 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4087 if (layerindex == 0)
4091 GL_AlphaTest(false);
4092 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4095 GL_DepthMask(layer->depthmask);
4096 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4097 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4099 layertexrgbscale = 4;
4100 VectorScale(layer->color, 0.25f, layercolor);
4102 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4104 layertexrgbscale = 2;
4105 VectorScale(layer->color, 0.5f, layercolor);
4109 layertexrgbscale = 1;
4110 VectorScale(layer->color, 1.0f, layercolor);
4112 layercolor[3] = layer->color[3];
4113 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4114 R_Mesh_ColorPointer(NULL, 0, 0);
4115 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4116 switch (layer->type)
4118 case TEXTURELAYERTYPE_LITTEXTURE:
4119 memset(&m, 0, sizeof(m));
4120 m.tex[0] = R_GetTexture(r_texture_white);
4121 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
4122 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4123 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
4124 m.tex[1] = R_GetTexture(layer->texture);
4125 m.texmatrix[1] = layer->texmatrix;
4126 m.texrgbscale[1] = layertexrgbscale;
4127 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
4128 m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
4129 m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4130 R_Mesh_TextureState(&m);
4131 if (rsurface_lightmode == 2)
4132 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4133 else if (rsurface_lightmaptexture)
4134 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4136 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4138 case TEXTURELAYERTYPE_TEXTURE:
4139 memset(&m, 0, sizeof(m));
4140 m.tex[0] = R_GetTexture(layer->texture);
4141 m.texmatrix[0] = layer->texmatrix;
4142 m.texrgbscale[0] = layertexrgbscale;
4143 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4144 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4145 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4146 R_Mesh_TextureState(&m);
4147 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4149 case TEXTURELAYERTYPE_FOG:
4150 memset(&m, 0, sizeof(m));
4151 m.texrgbscale[0] = layertexrgbscale;
4154 m.tex[0] = R_GetTexture(layer->texture);
4155 m.texmatrix[0] = layer->texmatrix;
4156 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4157 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4158 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4160 R_Mesh_TextureState(&m);
4161 // generate a color array for the fog pass
4162 R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
4163 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4167 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4168 for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
4170 f = 1 - FogPoint_Model(v);
4171 c[0] = layercolor[0];
4172 c[1] = layercolor[1];
4173 c[2] = layercolor[2];
4174 c[3] = f * layercolor[3];
4177 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4180 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4182 GL_LockArrays(0, 0);
4185 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4187 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4188 GL_AlphaTest(false);
4192 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4194 // OpenGL 1.1 - crusty old voodoo path
4195 int texturesurfaceindex;
4199 const texturelayer_t *layer;
4200 if (rsurface_mode != RSURFMODE_MULTIPASS)
4201 rsurface_mode = RSURFMODE_MULTIPASS;
4202 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4203 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
4205 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4207 if (layerindex == 0)
4211 GL_AlphaTest(false);
4212 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4215 GL_DepthMask(layer->depthmask);
4216 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4217 R_Mesh_ColorPointer(NULL, 0, 0);
4218 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4219 switch (layer->type)
4221 case TEXTURELAYERTYPE_LITTEXTURE:
4222 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4224 // two-pass lit texture with 2x rgbscale
4225 // first the lightmap pass
4226 memset(&m, 0, sizeof(m));
4227 m.tex[0] = R_GetTexture(r_texture_white);
4228 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
4229 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4230 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
4231 R_Mesh_TextureState(&m);
4232 if (rsurface_lightmode == 2)
4233 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4234 else if (rsurface_lightmaptexture)
4235 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4237 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4238 GL_LockArrays(0, 0);
4239 // then apply the texture to it
4240 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4241 memset(&m, 0, sizeof(m));
4242 m.tex[0] = R_GetTexture(layer->texture);
4243 m.texmatrix[0] = layer->texmatrix;
4244 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4245 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4246 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4247 R_Mesh_TextureState(&m);
4248 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
4252 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4253 memset(&m, 0, sizeof(m));
4254 m.tex[0] = R_GetTexture(layer->texture);
4255 m.texmatrix[0] = layer->texmatrix;
4256 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4257 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4258 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4259 R_Mesh_TextureState(&m);
4260 if (rsurface_lightmode == 2)
4261 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4263 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4266 case TEXTURELAYERTYPE_TEXTURE:
4267 // singletexture unlit texture with transparency support
4268 memset(&m, 0, sizeof(m));
4269 m.tex[0] = R_GetTexture(layer->texture);
4270 m.texmatrix[0] = layer->texmatrix;
4271 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4272 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4273 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4274 R_Mesh_TextureState(&m);
4275 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
4277 case TEXTURELAYERTYPE_FOG:
4278 // singletexture fogging
4279 R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
4282 memset(&m, 0, sizeof(m));
4283 m.tex[0] = R_GetTexture(layer->texture);
4284 m.texmatrix[0] = layer->texmatrix;
4285 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
4286 m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
4287 m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
4288 R_Mesh_TextureState(&m);
4291 R_Mesh_ResetTextureState();
4292 // generate a color array for the fog pass
4293 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4297 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4298 for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
4300 f = 1 - FogPoint_Model(v);
4301 c[0] = layer->color[0];
4302 c[1] = layer->color[1];
4303 c[2] = layer->color[2];
4304 c[3] = f * layer->color[3];
4307 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4310 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4312 GL_LockArrays(0, 0);
4315 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4317 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4318 GL_AlphaTest(false);
4322 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4324 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4326 r_shadow_rtlight = NULL;
4330 if ((rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4332 if (rsurface_mode != RSURFMODE_MULTIPASS)
4333 rsurface_mode = RSURFMODE_MULTIPASS;
4334 if (r_depthfirst.integer == 3)
4336 int i = (int)(texturesurfacelist[0] - rsurface_model->data_surfaces);
4337 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4341 GL_ColorMask(0,0,0,0);
4344 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4345 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4347 GL_BlendFunc(GL_ONE, GL_ZERO);
4349 GL_AlphaTest(false);
4350 R_Mesh_ColorPointer(NULL, 0, 0);
4351 R_Mesh_ResetTextureState();
4352 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4353 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4354 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4355 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4357 else if (r_depthfirst.integer == 3)
4359 else if (r_showsurfaces.integer)
4361 if (rsurface_mode != RSURFMODE_MULTIPASS)
4362 rsurface_mode = RSURFMODE_MULTIPASS;
4363 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4365 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4366 GL_BlendFunc(GL_ONE, GL_ZERO);
4367 GL_DepthMask(writedepth);
4369 GL_AlphaTest(false);
4370 R_Mesh_ColorPointer(NULL, 0, 0);
4371 R_Mesh_ResetTextureState();
4372 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4373 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4374 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4376 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
4378 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4379 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4381 else if (rsurface_texture->currentnumlayers)
4383 // write depth for anything we skipped on the depth-only pass earlier
4384 if (!writedepth && (rsurface_texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4386 GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4387 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4388 GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4389 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
4390 GL_DepthMask(writedepth && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
4391 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
4392 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4393 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
4394 rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
4395 if (r_glsl.integer && gl_support_fragment_shader)
4396 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
4397 else if (gl_combine.integer && r_textureunits.integer >= 2)
4398 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
4400 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
4401 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4404 GL_LockArrays(0, 0);
4407 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4410 int texturenumsurfaces, endsurface;
4412 msurface_t *surface;
4413 msurface_t *texturesurfacelist[1024];
4415 // if the model is static it doesn't matter what value we give for
4416 // wantnormals and wanttangents, so this logic uses only rules applicable
4417 // to a model, knowing that they are meaningless otherwise
4418 if (ent == r_refdef.worldentity)
4419 RSurf_ActiveWorldEntity();
4420 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4421 RSurf_ActiveModelEntity(ent, false, false);
4423 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4425 for (i = 0;i < numsurfaces;i = j)
4428 surface = rsurface_model->data_surfaces + surfacelist[i];
4429 texture = surface->texture;
4430 R_UpdateTextureInfo(ent, texture);
4431 rsurface_texture = texture->currentframe;
4432 rsurface_lightmaptexture = surface->lightmaptexture;
4433 rsurface_deluxemaptexture = surface->deluxemaptexture;
4434 // scan ahead until we find a different texture
4435 endsurface = min(i + 1024, numsurfaces);
4436 texturenumsurfaces = 0;
4437 texturesurfacelist[texturenumsurfaces++] = surface;
4438 for (;j < endsurface;j++)
4440 surface = rsurface_model->data_surfaces + surfacelist[j];
4441 if (texture != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
4443 texturesurfacelist[texturenumsurfaces++] = surface;
4445 // render the range of surfaces
4446 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
4452 void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
4455 vec3_t tempcenter, center;
4457 // break the surface list down into batches by texture and use of lightmapping
4458 for (i = 0;i < numsurfaces;i = j)
4461 // texture is the base texture pointer, rsurface_texture is the
4462 // current frame/skin the texture is directing us to use (for example
4463 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
4464 // use skin 1 instead)
4465 texture = surfacelist[i]->texture;
4466 rsurface_texture = texture->currentframe;
4467 rsurface_lightmaptexture = surfacelist[i]->lightmaptexture;
4468 rsurface_deluxemaptexture = surfacelist[i]->deluxemaptexture;
4469 if (!(rsurface_texture->currentmaterialflags & flagsmask))
4471 // if this texture is not the kind we want, skip ahead to the next one
4472 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
4476 if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
4478 // transparent surfaces get pushed off into the transparent queue
4479 const msurface_t *surface = surfacelist[i];
4482 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
4483 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
4484 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
4485 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
4486 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
4490 // simply scan ahead until we find a different texture or lightmap state
4491 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_lightmaptexture == surfacelist[j]->lightmaptexture;j++)
4493 // render the range of surfaces
4494 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
4499 float locboxvertex3f[6*4*3] =
4501 1,0,1, 1,0,0, 1,1,0, 1,1,1,
4502 0,1,1, 0,1,0, 0,0,0, 0,0,1,
4503 1,1,1, 1,1,0, 0,1,0, 0,1,1,
4504 0,0,1, 0,0,0, 1,0,0, 1,0,1,
4505 0,0,1, 1,0,1, 1,1,1, 0,1,1,
4506 1,0,0, 0,0,0, 0,1,0, 1,1,0
4509 int locboxelement3i[6*2*3] =
4519 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4522 cl_locnode_t *loc = (cl_locnode_t *)ent;
4524 float vertex3f[6*4*3];
4526 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4527 GL_DepthMask(false);
4528 GL_DepthRange(0, 1);
4530 GL_CullFace(GL_NONE);
4531 R_Mesh_Matrix(&identitymatrix);
4533 R_Mesh_VertexPointer(vertex3f, 0, 0);
4534 R_Mesh_ColorPointer(NULL, 0, 0);
4535 R_Mesh_ResetTextureState();
4538 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
4539 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
4540 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
4541 surfacelist[0] < 0 ? 0.5f : 0.125f);
4543 if (VectorCompare(loc->mins, loc->maxs))
4545 VectorSet(size, 2, 2, 2);
4546 VectorMA(loc->mins, -0.5f, size, mins);
4550 VectorCopy(loc->mins, mins);
4551 VectorSubtract(loc->maxs, loc->mins, size);
4554 for (i = 0;i < 6*4*3;)
4555 for (j = 0;j < 3;j++, i++)
4556 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
4558 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
4561 void R_DrawLocs(void)
4564 cl_locnode_t *loc, *nearestloc;
4566 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
4567 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
4569 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
4570 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
4574 void R_DrawCollisionBrushes(entity_render_t *ent)
4578 msurface_t *surface;
4579 model_t *model = ent->model;
4580 if (!model->brush.num_brushes)
4583 R_Mesh_ColorPointer(NULL, 0, 0);
4584 R_Mesh_ResetTextureState();
4585 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4586 GL_DepthMask(false);
4587 GL_DepthRange(0, 1);
4588 GL_DepthTest(!r_showdisabledepthtest.integer);
4589 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
4590 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
4591 if (brush->colbrushf && brush->colbrushf->numtriangles)
4592 R_DrawCollisionBrush(brush->colbrushf);
4593 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
4594 if (surface->num_collisiontriangles)
4595 R_DrawCollisionSurface(ent, surface);
4596 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
4599 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
4602 const int *elements;
4603 msurface_t *surface;
4604 model_t *model = ent->model;
4607 GL_DepthRange(0, 1);
4608 GL_DepthTest(!r_showdisabledepthtest.integer);
4610 GL_BlendFunc(GL_ONE, GL_ZERO);
4611 R_Mesh_ColorPointer(NULL, 0, 0);
4612 R_Mesh_ResetTextureState();
4613 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
4615 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
4617 rsurface_texture = surface->texture->currentframe;
4618 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
4620 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
4623 if (!rsurface_texture->currentlayers->depthmask)
4624 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
4625 else if (ent == r_refdef.worldentity)
4626 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
4628 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
4629 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
4632 for (k = 0;k < surface->num_triangles;k++, elements += 3)
4634 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface_vertex3f[elements[n]*3+0], rsurface_vertex3f[elements[n]*3+1], rsurface_vertex3f[elements[n]*3+2])
4635 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
4636 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
4637 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
4644 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
4646 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4648 VectorCopy(rsurface_vertex3f + l * 3, v);
4649 qglVertex3f(v[0], v[1], v[2]);
4650 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
4651 qglVertex3f(v[0], v[1], v[2]);
4655 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
4657 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4659 VectorCopy(rsurface_vertex3f + l * 3, v);
4660 qglVertex3f(v[0], v[1], v[2]);
4661 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
4662 qglVertex3f(v[0], v[1], v[2]);
4666 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
4668 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
4670 VectorCopy(rsurface_vertex3f + l * 3, v);
4671 qglVertex3f(v[0], v[1], v[2]);
4672 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
4673 qglVertex3f(v[0], v[1], v[2]);
4680 rsurface_texture = NULL;
4683 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
4684 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
4686 int i, j, endj, f, flagsmask;
4687 int counttriangles = 0;
4688 msurface_t *surface, **surfacechain;
4690 model_t *model = r_refdef.worldmodel;
4691 const int maxsurfacelist = 1024;
4692 int numsurfacelist = 0;
4693 msurface_t *surfacelist[1024];
4697 RSurf_ActiveWorldEntity();
4699 // update light styles
4700 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
4702 for (i = 0;i < model->brushq1.light_styles;i++)
4704 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4706 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4707 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4708 for (;(surface = *surfacechain);surfacechain++)
4709 surface->cached_dlight = true;
4714 R_UpdateAllTextureInfo(r_refdef.worldentity);
4715 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4718 rsurface_lightmaptexture = NULL;
4719 rsurface_deluxemaptexture = NULL;
4720 rsurface_texture = NULL;
4722 j = model->firstmodelsurface;
4723 endj = j + model->nummodelsurfaces;
4726 // quickly skip over non-visible surfaces
4727 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
4729 // quickly iterate over visible surfaces
4730 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
4732 // process this surface
4733 surface = model->data_surfaces + j;
4734 // if this surface fits the criteria, add it to the list
4735 if (surface->num_triangles)
4737 // if lightmap parameters changed, rebuild lightmap texture
4738 if (surface->cached_dlight)
4739 R_BuildLightMap(r_refdef.worldentity, surface);
4740 // add face to draw list
4741 surfacelist[numsurfacelist++] = surface;
4742 counttriangles += surface->num_triangles;
4743 if (numsurfacelist >= maxsurfacelist)
4745 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4752 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4753 r_refdef.stats.entities_triangles += counttriangles;
4756 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
4757 R_DrawCollisionBrushes(r_refdef.worldentity);
4759 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
4760 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
4763 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
4765 int i, f, flagsmask;
4766 int counttriangles = 0;
4767 msurface_t *surface, *endsurface, **surfacechain;
4769 model_t *model = ent->model;
4770 const int maxsurfacelist = 1024;
4771 int numsurfacelist = 0;
4772 msurface_t *surfacelist[1024];
4776 // if the model is static it doesn't matter what value we give for
4777 // wantnormals and wanttangents, so this logic uses only rules applicable
4778 // to a model, knowing that they are meaningless otherwise
4779 if (ent == r_refdef.worldentity)
4780 RSurf_ActiveWorldEntity();
4781 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4782 RSurf_ActiveModelEntity(ent, false, false);
4784 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
4786 // update light styles
4787 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
4789 for (i = 0;i < model->brushq1.light_styles;i++)
4791 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
4793 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
4794 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
4795 for (;(surface = *surfacechain);surfacechain++)
4796 surface->cached_dlight = true;
4801 R_UpdateAllTextureInfo(ent);
4802 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
4805 rsurface_lightmaptexture = NULL;
4806 rsurface_deluxemaptexture = NULL;
4807 rsurface_texture = NULL;
4809 surface = model->data_surfaces + model->firstmodelsurface;
4810 endsurface = surface + model->nummodelsurfaces;
4811 for (;surface < endsurface;surface++)
4813 // if this surface fits the criteria, add it to the list
4814 if (surface->num_triangles)
4816 // if lightmap parameters changed, rebuild lightmap texture
4817 if (surface->cached_dlight)
4818 R_BuildLightMap(ent, surface);
4819 // add face to draw list
4820 surfacelist[numsurfacelist++] = surface;
4821 counttriangles += surface->num_triangles;
4822 if (numsurfacelist >= maxsurfacelist)
4824 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4830 R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
4831 r_refdef.stats.entities_triangles += counttriangles;
4834 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
4835 R_DrawCollisionBrushes(ent);
4837 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
4838 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);