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_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
75 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)"};
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 cvar_t r_glsl_water = {CVAR_SAVE, "r_glsl_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
82 cvar_t r_glsl_water_clippingplanebias = {CVAR_SAVE, "r_glsl_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
83 cvar_t r_glsl_water_resolutionmultiplier = {CVAR_SAVE, "r_glsl_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
84 cvar_t r_glsl_water_refractdistort = {CVAR_SAVE, "r_glsl_water_refractdistort", "0.01", "how much water refractions shimmer"};
85 cvar_t r_glsl_water_reflectdistort = {CVAR_SAVE, "r_glsl_water_reflectdistort", "0.01", "how much water reflections shimmer"};
86 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)"};
87 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
89 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
90 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
91 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
93 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
94 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
95 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
96 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
97 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
98 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
99 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
101 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
102 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
103 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
104 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)"};
106 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"};
108 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"};
110 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
112 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
113 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
115 extern qboolean v_flipped_state;
117 typedef struct r_glsl_bloomshader_s
120 int loc_Texture_Bloom;
122 r_glsl_bloomshader_t;
124 static struct r_bloomstate_s
129 int bloomwidth, bloomheight;
131 int screentexturewidth, screentextureheight;
132 rtexture_t *texture_screen;
134 int bloomtexturewidth, bloomtextureheight;
135 rtexture_t *texture_bloom;
137 r_glsl_bloomshader_t *shader;
139 // arrays for rendering the screen passes
140 float screentexcoord2f[8];
141 float bloomtexcoord2f[8];
142 float offsettexcoord2f[8];
146 typedef struct r_waterstate_waterplane_s
148 rtexture_t *texture_refraction;
149 rtexture_t *texture_reflection;
151 int materialflags; // combined flags of all water surfaces on this plane
152 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
155 r_waterstate_waterplane_t;
157 #define MAX_WATERPLANES 16
159 static struct r_waterstate_s
163 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
165 int waterwidth, waterheight;
166 int texturewidth, textureheight;
168 int maxwaterplanes; // same as MAX_WATERPLANES
170 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
172 float screenscale[2];
173 float screencenter[2];
177 // shadow volume bsp struct with automatically growing nodes buffer
180 rtexture_t *r_texture_blanknormalmap;
181 rtexture_t *r_texture_white;
182 rtexture_t *r_texture_grey128;
183 rtexture_t *r_texture_black;
184 rtexture_t *r_texture_notexture;
185 rtexture_t *r_texture_whitecube;
186 rtexture_t *r_texture_normalizationcube;
187 rtexture_t *r_texture_fogattenuation;
188 //rtexture_t *r_texture_fogintensity;
190 // information about each possible shader permutation
191 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
192 // currently selected permutation
193 r_glsl_permutation_t *r_glsl_permutation;
195 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
196 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
198 // vertex coordinates for a quad that covers the screen exactly
199 const static float r_screenvertex3f[12] =
207 extern void R_DrawModelShadows(void);
209 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
212 for (i = 0;i < verts;i++)
223 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
226 for (i = 0;i < verts;i++)
236 // FIXME: move this to client?
239 if (gamemode == GAME_NEHAHRA)
241 Cvar_Set("gl_fogenable", "0");
242 Cvar_Set("gl_fogdensity", "0.2");
243 Cvar_Set("gl_fogred", "0.3");
244 Cvar_Set("gl_foggreen", "0.3");
245 Cvar_Set("gl_fogblue", "0.3");
247 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
250 float FogPoint_World(const vec3_t p)
252 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
253 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
256 float FogPoint_Model(const vec3_t p)
258 int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
259 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
262 static void R_BuildBlankTextures(void)
264 unsigned char data[4];
265 data[0] = 128; // normal X
266 data[1] = 128; // normal Y
267 data[2] = 255; // normal Z
268 data[3] = 128; // height
269 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
274 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
279 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
284 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
287 static void R_BuildNoTexture(void)
290 unsigned char pix[16][16][4];
291 // this makes a light grey/dark grey checkerboard texture
292 for (y = 0;y < 16;y++)
294 for (x = 0;x < 16;x++)
296 if ((y < 8) ^ (x < 8))
312 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
315 static void R_BuildWhiteCube(void)
317 unsigned char data[6*1*1*4];
318 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
319 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
320 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
321 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
322 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
323 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
324 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
327 static void R_BuildNormalizationCube(void)
331 vec_t s, t, intensity;
333 unsigned char data[6][NORMSIZE][NORMSIZE][4];
334 for (side = 0;side < 6;side++)
336 for (y = 0;y < NORMSIZE;y++)
338 for (x = 0;x < NORMSIZE;x++)
340 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
341 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
376 intensity = 127.0f / sqrt(DotProduct(v, v));
377 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
378 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
379 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
380 data[side][y][x][3] = 255;
384 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
387 static void R_BuildFogTexture(void)
391 unsigned char data1[FOGWIDTH][4];
392 //unsigned char data2[FOGWIDTH][4];
393 for (x = 0;x < FOGWIDTH;x++)
395 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
400 //data2[x][0] = 255 - b;
401 //data2[x][1] = 255 - b;
402 //data2[x][2] = 255 - b;
405 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
406 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
409 static const char *builtinshaderstring =
410 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
411 "// written by Forest 'LordHavoc' Hale\n"
413 "// common definitions between vertex shader and fragment shader:\n"
415 "#ifdef __GLSL_CG_DATA_TYPES\n"
416 "# define myhalf half\n"
417 "# define myhvec2 hvec2\n"
418 "# define myhvec3 hvec3\n"
419 "# define myhvec4 hvec4\n"
421 "# define myhalf float\n"
422 "# define myhvec2 vec2\n"
423 "# define myhvec3 vec3\n"
424 "# define myhvec4 vec4\n"
427 "varying vec2 TexCoord;\n"
428 "varying vec2 TexCoordLightmap;\n"
430 "//#ifdef MODE_LIGHTSOURCE\n"
431 "varying vec3 CubeVector;\n"
434 "//#ifdef MODE_LIGHTSOURCE\n"
435 "varying vec3 LightVector;\n"
437 "//# ifdef MODE_LIGHTDIRECTION\n"
438 "//varying vec3 LightVector;\n"
442 "varying vec3 EyeVector;\n"
444 "varying vec3 EyeVectorModelSpace;\n"
447 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
448 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
449 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
451 "//#ifdef USEWATER\n"
452 "varying vec4 ModelViewProjectionPosition;\n"
454 "//# ifdef USEREFLECTION\n"
455 "//varying vec4 ModelViewProjectionPosition;\n"
463 "// vertex shader specific:\n"
464 "#ifdef VERTEX_SHADER\n"
466 "uniform vec3 LightPosition;\n"
467 "uniform vec3 EyePosition;\n"
468 "uniform vec3 LightDir;\n"
470 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
474 " gl_FrontColor = gl_Color;\n"
475 " // copy the surface texcoord\n"
476 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
477 "#ifndef MODE_LIGHTSOURCE\n"
478 "# ifndef MODE_LIGHTDIRECTION\n"
479 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
483 "#ifdef MODE_LIGHTSOURCE\n"
484 " // transform vertex position into light attenuation/cubemap space\n"
485 " // (-1 to +1 across the light box)\n"
486 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
488 " // transform unnormalized light direction into tangent space\n"
489 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
490 " // normalize it per pixel)\n"
491 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
492 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
493 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
494 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
497 "#ifdef MODE_LIGHTDIRECTION\n"
498 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
499 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
500 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
503 " // transform unnormalized eye direction into tangent space\n"
505 " vec3 EyeVectorModelSpace;\n"
507 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
508 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
509 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
510 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
512 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
513 " VectorS = gl_MultiTexCoord1.xyz;\n"
514 " VectorT = gl_MultiTexCoord2.xyz;\n"
515 " VectorR = gl_MultiTexCoord3.xyz;\n"
518 "//#if defined(USEWATER) || defined(USEREFLECTION)\n"
519 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
520 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
521 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
524 "// transform vertex to camera space, using ftransform to match non-VS\n"
526 " gl_Position = ftransform();\n"
529 " ModelViewProjectionPosition = gl_Position;\n"
531 "# ifdef USEREFLECTION\n"
532 " ModelViewProjectionPosition = gl_Position;\n"
537 "#endif // VERTEX_SHADER\n"
542 "// fragment shader specific:\n"
543 "#ifdef FRAGMENT_SHADER\n"
545 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
546 "uniform sampler2D Texture_Normal;\n"
547 "uniform sampler2D Texture_Color;\n"
548 "uniform sampler2D Texture_Gloss;\n"
549 "uniform samplerCube Texture_Cube;\n"
550 "uniform sampler2D Texture_Attenuation;\n"
551 "uniform sampler2D Texture_FogMask;\n"
552 "uniform sampler2D Texture_Pants;\n"
553 "uniform sampler2D Texture_Shirt;\n"
554 "uniform sampler2D Texture_Lightmap;\n"
555 "uniform sampler2D Texture_Deluxemap;\n"
556 "uniform sampler2D Texture_Glow;\n"
557 "uniform sampler2D Texture_Reflection;\n"
558 "uniform sampler2D Texture_Refraction;\n"
560 "uniform myhvec3 LightColor;\n"
561 "uniform myhvec3 AmbientColor;\n"
562 "uniform myhvec3 DiffuseColor;\n"
563 "uniform myhvec3 SpecularColor;\n"
564 "uniform myhvec3 Color_Pants;\n"
565 "uniform myhvec3 Color_Shirt;\n"
566 "uniform myhvec3 FogColor;\n"
568 "//#ifdef USEWATER\n"
569 "uniform vec4 DistortScaleRefractReflect;\n"
570 "uniform vec4 ScreenScaleRefractReflect;\n"
571 "uniform vec4 ScreenCenterRefractReflect;\n"
572 "uniform myhvec3 RefractColor;\n"
573 "uniform myhvec3 ReflectColor;\n"
574 "uniform myhalf ReflectFactor;\n"
575 "uniform myhalf ReflectOffset;\n"
577 "//# ifdef USEREFLECTION\n"
578 "//uniform vec4 DistortScaleRefractReflect;\n"
579 "//uniform vec4 ScreenScaleRefractReflect;\n"
580 "//uniform vec4 ScreenCenterRefractReflect;\n"
581 "//uniform myhvec3 ReflectColor;\n"
585 "uniform myhalf GlowScale;\n"
586 "uniform myhalf SceneBrightness;\n"
587 "#ifdef USECONTRASTBOOST\n"
588 "uniform myhalf ContrastBoostCoeff;\n"
591 "uniform float OffsetMapping_Scale;\n"
592 "uniform float OffsetMapping_Bias;\n"
593 "uniform float FogRangeRecip;\n"
595 "uniform myhalf AmbientScale;\n"
596 "uniform myhalf DiffuseScale;\n"
597 "uniform myhalf SpecularScale;\n"
598 "uniform myhalf SpecularPower;\n"
600 "#ifdef USEOFFSETMAPPING\n"
601 "vec2 OffsetMapping(vec2 TexCoord)\n"
603 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
604 " // 14 sample relief mapping: linear search and then binary search\n"
605 " // this basically steps forward a small amount repeatedly until it finds\n"
606 " // itself inside solid, then jitters forward and back using decreasing\n"
607 " // amounts to find the impact\n"
608 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
609 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
610 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
611 " vec3 RT = vec3(TexCoord, 1);\n"
612 " OffsetVector *= 0.1;\n"
613 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
614 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
615 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
616 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
617 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
618 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
619 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
620 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
621 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
622 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
623 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
624 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
625 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
626 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
629 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
630 " // this basically moves forward the full distance, and then backs up based\n"
631 " // on height of samples\n"
632 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
633 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
634 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
635 " TexCoord += OffsetVector;\n"
636 " OffsetVector *= 0.333;\n"
637 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
638 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
639 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
640 " return TexCoord;\n"
647 "#ifdef USEOFFSETMAPPING\n"
648 " // apply offsetmapping\n"
649 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
650 "#define TexCoord TexCoordOffset\n"
653 " // combine the diffuse textures (base, pants, shirt)\n"
654 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
655 "#ifdef USECOLORMAPPING\n"
656 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
662 "#ifdef MODE_LIGHTSOURCE\n"
665 " // calculate surface normal, light normal, and specular normal\n"
666 " // compute color intensity for the two textures (colormap and glossmap)\n"
667 " // scale by light color and attenuation as efficiently as possible\n"
668 " // (do as much scalar math as possible rather than vector math)\n"
669 "# ifdef USESPECULAR\n"
670 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
671 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
672 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
674 " // calculate directional shading\n"
675 " 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"
677 "# ifdef USEDIFFUSE\n"
678 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
679 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
681 " // calculate directional shading\n"
682 " 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"
684 " // calculate directionless shading\n"
685 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
689 "# ifdef USECUBEFILTER\n"
690 " // apply light cubemap filter\n"
691 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
692 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
694 " color *= myhvec4(gl_Color);\n"
695 "#endif // MODE_LIGHTSOURCE\n"
700 "#ifdef MODE_LIGHTDIRECTION\n"
701 " // directional model lighting\n"
703 " // get the surface normal and light normal\n"
704 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
705 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
707 " // calculate directional shading\n"
708 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
709 "# ifdef USESPECULAR\n"
710 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
711 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
713 " color *= myhvec4(gl_Color);\n"
714 "#endif // MODE_LIGHTDIRECTION\n"
719 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
720 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
722 " // get the surface normal and light normal\n"
723 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
725 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
726 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
727 " // calculate directional shading\n"
728 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
729 "# ifdef USESPECULAR\n"
730 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
731 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
734 " // apply lightmap color\n"
735 " color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
736 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
741 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
742 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
744 " // get the surface normal and light normal\n"
745 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
747 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
748 " // calculate directional shading\n"
749 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
750 "# ifdef USESPECULAR\n"
751 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
752 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
755 " // apply lightmap color\n"
756 " color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
757 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
762 "#ifdef MODE_LIGHTMAP\n"
763 " // apply lightmap color\n"
764 " color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
765 "#endif // MODE_LIGHTMAP\n"
774 "#ifdef MODE_LIGHTSOURCE\n"
776 " color.rgb *= color.a;\n"
780 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
781 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
782 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
783 " myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0)) * ReflectFactor + ReflectOffset;\n"
784 " color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n"
786 "# ifdef USEREFLECTION\n"
787 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
788 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
789 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
790 " color.rgb += myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor;\n"
796 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
801 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
804 "#ifdef USECONTRASTBOOST\n"
805 " color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
807 " color.rgb *= SceneBrightness;\n"
810 " gl_FragColor = vec4(color);\n"
813 "#endif // FRAGMENT_SHADER\n"
816 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
817 const char *permutationinfo[][2] =
819 {"#define MODE_LIGHTMAP\n", " lightmap"},
820 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
821 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
822 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
823 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
824 {"#define USEWATER\n", " water"},
825 {"#define USEREFLECTION\n", " reflection"},
826 {"#define USEGLOW\n", " glow"},
827 {"#define USEFOG\n", " fog"},
828 {"#define USECOLORMAPPING\n", " colormapping"},
829 {"#define USEDIFFUSE\n", " diffuse"},
830 {"#define USECONTRASTBOOST\n", " contrastboost"},
831 {"#define USESPECULAR\n", " specular"},
832 {"#define USECUBEFILTER\n", " cubefilter"},
833 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
834 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
838 void R_GLSL_CompilePermutation(const char *filename, int permutation)
841 qboolean shaderfound;
842 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
843 int vertstrings_count;
844 int geomstrings_count;
845 int fragstrings_count;
847 const char *vertstrings_list[32+1];
848 const char *geomstrings_list[32+1];
849 const char *fragstrings_list[32+1];
850 char permutationname[256];
855 vertstrings_list[0] = "#define VERTEX_SHADER\n";
856 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
857 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
858 vertstrings_count = 1;
859 geomstrings_count = 1;
860 fragstrings_count = 1;
861 permutationname[0] = 0;
862 for (i = 0;permutationinfo[i][0];i++)
864 if (permutation & (1<<i))
866 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
867 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
868 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
869 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
873 // keep line numbers correct
874 vertstrings_list[vertstrings_count++] = "\n";
875 geomstrings_list[geomstrings_count++] = "\n";
876 fragstrings_list[fragstrings_count++] = "\n";
879 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
883 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
884 vertstrings_list[vertstrings_count++] = shaderstring;
885 geomstrings_list[geomstrings_count++] = shaderstring;
886 fragstrings_list[fragstrings_count++] = shaderstring;
889 else if (!strcmp(filename, "glsl/default.glsl"))
891 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
892 vertstrings_list[vertstrings_count++] = builtinshaderstring;
893 geomstrings_list[geomstrings_count++] = builtinshaderstring;
894 fragstrings_list[fragstrings_count++] = builtinshaderstring;
897 // clear any lists that are not needed by this shader
898 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
899 vertstrings_count = 0;
900 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
901 geomstrings_count = 0;
902 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
903 fragstrings_count = 0;
904 // compile the shader program
905 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
906 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
910 qglUseProgramObjectARB(p->program);CHECKGLERROR
911 // look up all the uniform variable names we care about, so we don't
912 // have to look them up every time we set them
913 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
914 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
915 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
916 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
917 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
918 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
919 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
920 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
921 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
922 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
923 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
924 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
925 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
926 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
927 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
928 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
929 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
930 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
931 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
932 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
933 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
934 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
935 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
936 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
937 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
938 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
939 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
940 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
941 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
942 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
943 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
944 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
945 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
946 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
947 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
948 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
949 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
950 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
951 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
952 // initialize the samplers to refer to the texture units we use
953 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
954 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
955 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
956 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
957 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
958 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
959 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
960 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
961 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
962 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
963 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
964 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
965 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
967 qglUseProgramObjectARB(0);CHECKGLERROR
970 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, filename);
972 Mem_Free(shaderstring);
975 void R_GLSL_Restart_f(void)
978 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
979 if (r_glsl_permutations[i].program)
980 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
981 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
984 void R_GLSL_DumpShader_f(void)
988 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
991 Con_Printf("failed to write to glsl/default.glsl\n");
995 FS_Print(file, "// The engine may define the following macros:\n");
996 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
997 for (i = 0;permutationinfo[i][0];i++)
998 FS_Printf(file, "// %s", permutationinfo[i][0]);
999 FS_Print(file, "\n");
1000 FS_Print(file, builtinshaderstring);
1003 Con_Printf("glsl/default.glsl written\n");
1006 extern rtexture_t *r_shadow_attenuationgradienttexture;
1007 extern rtexture_t *r_shadow_attenuation2dtexture;
1008 extern rtexture_t *r_shadow_attenuation3dtexture;
1009 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
1011 // select a permutation of the lighting shader appropriate to this
1012 // combination of texture, entity, light source, and fogging, only use the
1013 // minimum features necessary to avoid wasting rendering time in the
1014 // fragment shader on features that are not being used
1015 const char *shaderfilename = NULL;
1016 unsigned int permutation = 0;
1018 r_glsl_permutation = NULL;
1019 // TODO: implement geometry-shader based shadow volumes someday
1020 if (rsurface.rtlight)
1023 shaderfilename = "glsl/default.glsl";
1024 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1025 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1026 permutation |= SHADERPERMUTATION_CUBEFILTER;
1027 if (diffusescale > 0)
1028 permutation |= SHADERPERMUTATION_DIFFUSE;
1029 if (specularscale > 0)
1030 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1031 if (r_refdef.fogenabled)
1032 permutation |= SHADERPERMUTATION_FOG;
1033 if (rsurface.texture->colormapping)
1034 permutation |= SHADERPERMUTATION_COLORMAPPING;
1035 if (r_glsl_offsetmapping.integer)
1037 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1038 if (r_glsl_offsetmapping_reliefmapping.integer)
1039 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1041 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1042 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1043 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1044 permutation |= SHADERPERMUTATION_WATER;
1045 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1046 permutation |= SHADERPERMUTATION_REFLECTION;
1048 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1050 // bright unshaded geometry
1051 shaderfilename = "glsl/default.glsl";
1052 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1053 permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
1054 if (rsurface.texture->currentskinframe->glow)
1055 permutation |= SHADERPERMUTATION_GLOW;
1056 if (r_refdef.fogenabled)
1057 permutation |= SHADERPERMUTATION_FOG;
1058 if (rsurface.texture->colormapping)
1059 permutation |= SHADERPERMUTATION_COLORMAPPING;
1060 if (r_glsl_offsetmapping.integer)
1062 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1063 if (r_glsl_offsetmapping_reliefmapping.integer)
1064 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1066 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1067 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1068 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1069 permutation |= SHADERPERMUTATION_WATER;
1070 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1071 permutation |= SHADERPERMUTATION_REFLECTION;
1073 else if (modellighting)
1075 // directional model lighting
1076 shaderfilename = "glsl/default.glsl";
1077 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1078 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
1079 if (rsurface.texture->currentskinframe->glow)
1080 permutation |= SHADERPERMUTATION_GLOW;
1081 if (specularscale > 0)
1082 permutation |= SHADERPERMUTATION_SPECULAR;
1083 if (r_refdef.fogenabled)
1084 permutation |= SHADERPERMUTATION_FOG;
1085 if (rsurface.texture->colormapping)
1086 permutation |= SHADERPERMUTATION_COLORMAPPING;
1087 if (r_glsl_offsetmapping.integer)
1089 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1090 if (r_glsl_offsetmapping_reliefmapping.integer)
1091 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1093 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1094 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1095 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1096 permutation |= SHADERPERMUTATION_WATER;
1097 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1098 permutation |= SHADERPERMUTATION_REFLECTION;
1103 shaderfilename = "glsl/default.glsl";
1104 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
1105 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
1107 // deluxemapping (light direction texture)
1108 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
1109 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
1111 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1112 if (specularscale > 0)
1113 permutation |= SHADERPERMUTATION_SPECULAR;
1115 else if (r_glsl_deluxemapping.integer >= 2)
1117 // fake deluxemapping (uniform light direction in tangentspace)
1118 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1119 if (specularscale > 0)
1120 permutation |= SHADERPERMUTATION_SPECULAR;
1124 // ordinary lightmapping
1125 permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
1127 if (rsurface.texture->currentskinframe->glow)
1128 permutation |= SHADERPERMUTATION_GLOW;
1129 if (r_refdef.fogenabled)
1130 permutation |= SHADERPERMUTATION_FOG;
1131 if (rsurface.texture->colormapping)
1132 permutation |= SHADERPERMUTATION_COLORMAPPING;
1133 if (r_glsl_offsetmapping.integer)
1135 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1136 if (r_glsl_offsetmapping_reliefmapping.integer)
1137 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1139 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1140 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1141 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1142 permutation |= SHADERPERMUTATION_WATER;
1143 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1144 permutation |= SHADERPERMUTATION_REFLECTION;
1146 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
1148 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
1149 R_GLSL_CompilePermutation(shaderfilename, permutation);
1150 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
1152 // remove features until we find a valid permutation
1154 for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
1158 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1159 Cvar_SetValueQuick(&r_glsl, 0);
1160 return 0; // no bit left to clear
1162 // reduce i more quickly whenever it would not remove any bits
1163 if (!(permutation & i))
1166 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
1167 R_GLSL_CompilePermutation(shaderfilename, permutation);
1168 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
1173 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1175 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1176 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
1177 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
1179 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1180 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1181 if (permutation & SHADERPERMUTATION_DIFFUSE)
1183 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
1184 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1185 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1186 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1190 // ambient only is simpler
1191 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
1192 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1193 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1194 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1197 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
1199 if (r_glsl_permutation->loc_AmbientColor >= 0)
1200 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
1201 if (r_glsl_permutation->loc_DiffuseColor >= 0)
1202 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
1203 if (r_glsl_permutation->loc_SpecularColor >= 0)
1204 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1205 if (r_glsl_permutation->loc_LightDir >= 0)
1206 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1210 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1211 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1212 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1214 nmap = rsurface.texture->currentskinframe->nmap;
1215 if (gl_lightmaps.integer)
1216 nmap = r_texture_blanknormalmap;
1217 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(nmap));
1218 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1219 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1220 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1221 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1222 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1223 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1224 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1225 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1226 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1227 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1228 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
1229 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
1230 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1231 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1233 // The formula used is actually:
1234 // color.rgb *= SceneBrightness;
1235 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1236 // I simplify that to
1237 // color.rgb *= [[SceneBrightness * ContrastBoost]];
1238 // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1240 // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1241 // and do [[calculations]] here in the engine
1242 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1243 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1246 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1247 if (r_glsl_permutation->loc_FogColor >= 0)
1249 // additive passes are only darkened by fog, not tinted
1250 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1251 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1253 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1255 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1256 if (r_glsl_permutation->loc_Color_Pants >= 0)
1258 if (rsurface.texture->currentskinframe->pants)
1259 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1261 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1263 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1265 if (rsurface.texture->currentskinframe->shirt)
1266 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1268 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1270 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1271 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1272 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1273 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_glsl_water_refractdistort.value * rsurface.texture->refractfactor, r_glsl_water_refractdistort.value * rsurface.texture->refractfactor, r_glsl_water_reflectdistort.value, r_glsl_water_reflectdistort.value);
1274 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1275 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1276 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform3fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor);
1277 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor);
1278 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1279 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1284 void R_SwitchSurfaceShader(int permutation)
1286 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1288 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1290 qglUseProgramObjectARB(r_glsl_permutation->program);
1295 #define SKINFRAME_HASH 1024
1299 int loadsequence; // incremented each level change
1300 memexpandablearray_t array;
1301 skinframe_t *hash[SKINFRAME_HASH];
1305 void R_SkinFrame_PrepareForPurge(void)
1307 r_skinframe.loadsequence++;
1308 // wrap it without hitting zero
1309 if (r_skinframe.loadsequence >= 200)
1310 r_skinframe.loadsequence = 1;
1313 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1317 // mark the skinframe as used for the purging code
1318 skinframe->loadsequence = r_skinframe.loadsequence;
1321 void R_SkinFrame_Purge(void)
1325 for (i = 0;i < SKINFRAME_HASH;i++)
1327 for (s = r_skinframe.hash[i];s;s = s->next)
1329 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1331 if (s->base == r_texture_notexture) s->base = NULL;
1332 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1333 if (s->merged == s->base) s->merged = NULL;
1334 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1335 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1336 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1337 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1338 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1339 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1340 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1341 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1342 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1343 s->loadsequence = 0;
1349 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1353 char basename[MAX_QPATH];
1355 Image_StripImageExtension(name, basename, sizeof(basename));
1357 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1358 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1359 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1365 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1366 memset(item, 0, sizeof(*item));
1367 strlcpy(item->basename, basename, sizeof(item->basename));
1368 item->textureflags = textureflags;
1369 item->comparewidth = comparewidth;
1370 item->compareheight = compareheight;
1371 item->comparecrc = comparecrc;
1372 item->next = r_skinframe.hash[hashindex];
1373 r_skinframe.hash[hashindex] = item;
1375 R_SkinFrame_MarkUsed(item);
1379 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1381 // FIXME: it should be possible to disable loading various layers using
1382 // cvars, to prevent wasted loading time and memory usage if the user does
1384 qboolean loadnormalmap = true;
1385 qboolean loadgloss = true;
1386 qboolean loadpantsandshirt = true;
1387 qboolean loadglow = true;
1389 unsigned char *pixels;
1390 unsigned char *bumppixels;
1391 unsigned char *basepixels = NULL;
1392 int basepixels_width;
1393 int basepixels_height;
1394 skinframe_t *skinframe;
1396 if (cls.state == ca_dedicated)
1399 // return an existing skinframe if already loaded
1400 // if loading of the first image fails, don't make a new skinframe as it
1401 // would cause all future lookups of this to be missing
1402 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1403 if (skinframe && skinframe->base)
1406 basepixels = loadimagepixels(name, complain, 0, 0);
1407 if (basepixels == NULL)
1410 // we've got some pixels to store, so really allocate this new texture now
1412 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1413 skinframe->stain = NULL;
1414 skinframe->merged = NULL;
1415 skinframe->base = r_texture_notexture;
1416 skinframe->pants = NULL;
1417 skinframe->shirt = NULL;
1418 skinframe->nmap = r_texture_blanknormalmap;
1419 skinframe->gloss = NULL;
1420 skinframe->glow = NULL;
1421 skinframe->fog = NULL;
1423 basepixels_width = image_width;
1424 basepixels_height = image_height;
1425 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1427 if (textureflags & TEXF_ALPHA)
1429 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1430 if (basepixels[j] < 255)
1432 if (j < basepixels_width * basepixels_height * 4)
1434 // has transparent pixels
1435 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1436 for (j = 0;j < image_width * image_height * 4;j += 4)
1441 pixels[j+3] = basepixels[j+3];
1443 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1448 // _norm is the name used by tenebrae and has been adopted as standard
1451 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1453 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1457 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1459 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1460 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1461 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1463 Mem_Free(bumppixels);
1465 else if (r_shadow_bumpscale_basetexture.value > 0)
1467 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1468 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1469 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1473 // _luma is supported for tenebrae compatibility
1474 // (I think it's a very stupid name, but oh well)
1475 // _glow is the preferred name
1476 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 & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1477 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 & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1478 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 & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1479 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 & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1482 Mem_Free(basepixels);
1487 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)
1492 for (i = 0;i < width*height;i++)
1493 if (((unsigned char *)&palette[in[i]])[3] > 0)
1495 if (i == width*height)
1498 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1501 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)
1504 unsigned char *temp1, *temp2;
1505 skinframe_t *skinframe;
1507 if (cls.state == ca_dedicated)
1510 // if already loaded just return it, otherwise make a new skinframe
1511 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1512 if (skinframe && skinframe->base)
1515 skinframe->stain = NULL;
1516 skinframe->merged = NULL;
1517 skinframe->base = r_texture_notexture;
1518 skinframe->pants = NULL;
1519 skinframe->shirt = NULL;
1520 skinframe->nmap = r_texture_blanknormalmap;
1521 skinframe->gloss = NULL;
1522 skinframe->glow = NULL;
1523 skinframe->fog = NULL;
1525 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1529 if (bitsperpixel == 32)
1531 if (r_shadow_bumpscale_basetexture.value > 0)
1533 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1534 temp2 = temp1 + width * height * 4;
1535 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1536 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1539 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1540 if (textureflags & TEXF_ALPHA)
1542 for (i = 3;i < width * height * 4;i += 4)
1543 if (skindata[i] < 255)
1545 if (i < width * height * 4)
1547 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1548 memcpy(fogpixels, skindata, width * height * 4);
1549 for (i = 0;i < width * height * 4;i += 4)
1550 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1551 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1552 Mem_Free(fogpixels);
1556 else if (bitsperpixel == 8)
1558 if (r_shadow_bumpscale_basetexture.value > 0)
1560 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1561 temp2 = temp1 + width * height * 4;
1562 if (bitsperpixel == 32)
1563 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1566 // use either a custom palette or the quake palette
1567 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1568 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1570 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL);
1573 // use either a custom palette, or the quake palette
1574 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all
1575 if (!palette && loadglowtexture)
1576 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow
1577 if (!palette && loadpantsandshirt)
1579 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants
1580 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt
1582 if (skinframe->pants || skinframe->shirt)
1583 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors
1584 if (textureflags & TEXF_ALPHA)
1586 // if not using a custom alphapalette, use the quake one
1588 alphapalette = palette_alpha;
1589 for (i = 0;i < width * height;i++)
1590 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1592 if (i < width * height)
1593 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
1600 skinframe_t *R_SkinFrame_LoadMissing(void)
1602 skinframe_t *skinframe;
1604 if (cls.state == ca_dedicated)
1607 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1608 skinframe->stain = NULL;
1609 skinframe->merged = NULL;
1610 skinframe->base = r_texture_notexture;
1611 skinframe->pants = NULL;
1612 skinframe->shirt = NULL;
1613 skinframe->nmap = r_texture_blanknormalmap;
1614 skinframe->gloss = NULL;
1615 skinframe->glow = NULL;
1616 skinframe->fog = NULL;
1621 void gl_main_start(void)
1626 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1627 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1629 alpha = 1 - exp(r / ((double)x*(double)x));
1630 if (x == FOGMASKTABLEWIDTH - 1)
1632 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1635 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1636 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1638 // set up r_skinframe loading system for textures
1639 memset(&r_skinframe, 0, sizeof(r_skinframe));
1640 r_skinframe.loadsequence = 1;
1641 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1643 r_main_texturepool = R_AllocTexturePool();
1644 R_BuildBlankTextures();
1646 if (gl_texturecubemap)
1649 R_BuildNormalizationCube();
1651 R_BuildFogTexture();
1652 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1653 memset(&r_waterstate, 0, sizeof(r_waterstate));
1654 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1655 memset(&r_svbsp, 0, sizeof (r_svbsp));
1658 void gl_main_shutdown(void)
1660 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1661 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1663 // clear out the r_skinframe state
1664 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1665 memset(&r_skinframe, 0, sizeof(r_skinframe));
1668 Mem_Free(r_svbsp.nodes);
1669 memset(&r_svbsp, 0, sizeof (r_svbsp));
1670 R_FreeTexturePool(&r_main_texturepool);
1671 r_texture_blanknormalmap = NULL;
1672 r_texture_white = NULL;
1673 r_texture_grey128 = NULL;
1674 r_texture_black = NULL;
1675 r_texture_whitecube = NULL;
1676 r_texture_normalizationcube = NULL;
1677 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1678 memset(&r_waterstate, 0, sizeof(r_waterstate));
1682 extern void CL_ParseEntityLump(char *entitystring);
1683 void gl_main_newmap(void)
1685 // FIXME: move this code to client
1687 char *entities, entname[MAX_QPATH];
1690 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1691 l = (int)strlen(entname) - 4;
1692 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1694 memcpy(entname + l, ".ent", 5);
1695 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1697 CL_ParseEntityLump(entities);
1702 if (cl.worldmodel->brush.entities)
1703 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1707 void GL_Main_Init(void)
1709 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1711 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1712 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
1713 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1714 if (gamemode == GAME_NEHAHRA)
1716 Cvar_RegisterVariable (&gl_fogenable);
1717 Cvar_RegisterVariable (&gl_fogdensity);
1718 Cvar_RegisterVariable (&gl_fogred);
1719 Cvar_RegisterVariable (&gl_foggreen);
1720 Cvar_RegisterVariable (&gl_fogblue);
1721 Cvar_RegisterVariable (&gl_fogstart);
1722 Cvar_RegisterVariable (&gl_fogend);
1724 Cvar_RegisterVariable(&r_depthfirst);
1725 Cvar_RegisterVariable(&r_nearclip);
1726 Cvar_RegisterVariable(&r_showbboxes);
1727 Cvar_RegisterVariable(&r_showsurfaces);
1728 Cvar_RegisterVariable(&r_showtris);
1729 Cvar_RegisterVariable(&r_shownormals);
1730 Cvar_RegisterVariable(&r_showlighting);
1731 Cvar_RegisterVariable(&r_showshadowvolumes);
1732 Cvar_RegisterVariable(&r_showcollisionbrushes);
1733 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1734 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1735 Cvar_RegisterVariable(&r_showdisabledepthtest);
1736 Cvar_RegisterVariable(&r_drawportals);
1737 Cvar_RegisterVariable(&r_drawentities);
1738 Cvar_RegisterVariable(&r_cullentities_trace);
1739 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1740 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1741 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1742 Cvar_RegisterVariable(&r_drawviewmodel);
1743 Cvar_RegisterVariable(&r_speeds);
1744 Cvar_RegisterVariable(&r_fullbrights);
1745 Cvar_RegisterVariable(&r_wateralpha);
1746 Cvar_RegisterVariable(&r_dynamic);
1747 Cvar_RegisterVariable(&r_fullbright);
1748 Cvar_RegisterVariable(&r_shadows);
1749 Cvar_RegisterVariable(&r_shadows_throwdistance);
1750 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1751 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1752 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1753 Cvar_RegisterVariable(&r_textureunits);
1754 Cvar_RegisterVariable(&r_glsl);
1755 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1756 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1757 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1758 Cvar_RegisterVariable(&r_glsl_water);
1759 Cvar_RegisterVariable(&r_glsl_water_resolutionmultiplier);
1760 Cvar_RegisterVariable(&r_glsl_water_clippingplanebias);
1761 Cvar_RegisterVariable(&r_glsl_water_refractdistort);
1762 Cvar_RegisterVariable(&r_glsl_water_reflectdistort);
1763 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1764 Cvar_RegisterVariable(&r_lerpsprites);
1765 Cvar_RegisterVariable(&r_lerpmodels);
1766 Cvar_RegisterVariable(&r_waterscroll);
1767 Cvar_RegisterVariable(&r_bloom);
1768 Cvar_RegisterVariable(&r_bloom_colorscale);
1769 Cvar_RegisterVariable(&r_bloom_brighten);
1770 Cvar_RegisterVariable(&r_bloom_blur);
1771 Cvar_RegisterVariable(&r_bloom_resolution);
1772 Cvar_RegisterVariable(&r_bloom_colorexponent);
1773 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1774 Cvar_RegisterVariable(&r_hdr);
1775 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1776 Cvar_RegisterVariable(&r_glsl_contrastboost);
1777 Cvar_RegisterVariable(&r_hdr_glowintensity);
1778 Cvar_RegisterVariable(&r_hdr_range);
1779 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1780 Cvar_RegisterVariable(&developer_texturelogging);
1781 Cvar_RegisterVariable(&gl_lightmaps);
1782 Cvar_RegisterVariable(&r_test);
1783 Cvar_RegisterVariable(&r_batchmode);
1784 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1785 Cvar_SetValue("r_fullbrights", 0);
1786 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1789 extern void R_Textures_Init(void);
1790 extern void GL_Draw_Init(void);
1791 extern void GL_Main_Init(void);
1792 extern void R_Shadow_Init(void);
1793 extern void R_Sky_Init(void);
1794 extern void GL_Surf_Init(void);
1795 extern void R_Light_Init(void);
1796 extern void R_Particles_Init(void);
1797 extern void R_Explosion_Init(void);
1798 extern void gl_backend_init(void);
1799 extern void Sbar_Init(void);
1800 extern void R_LightningBeams_Init(void);
1801 extern void Mod_RenderInit(void);
1803 void Render_Init(void)
1816 R_LightningBeams_Init();
1825 extern char *ENGINE_EXTENSIONS;
1828 VID_CheckExtensions();
1830 // LordHavoc: report supported extensions
1831 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1833 // clear to black (loading plaque will be seen over this)
1835 qglClearColor(0,0,0,1);CHECKGLERROR
1836 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1839 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1843 for (i = 0;i < r_view.numfrustumplanes;i++)
1845 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
1848 p = r_view.frustum + i;
1853 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1857 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1861 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1865 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1869 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1873 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1877 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1881 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1889 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1893 for (i = 0;i < numplanes;i++)
1900 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1904 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1908 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1912 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1916 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1920 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1924 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1928 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1936 //==================================================================================
1938 static void R_UpdateEntityLighting(entity_render_t *ent)
1940 vec3_t tempdiffusenormal;
1942 // fetch the lighting from the worldmodel data
1943 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));
1944 VectorClear(ent->modellight_diffuse);
1945 VectorClear(tempdiffusenormal);
1946 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1949 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1950 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1953 VectorSet(ent->modellight_ambient, 1, 1, 1);
1955 // move the light direction into modelspace coordinates for lighting code
1956 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1957 if(VectorLength2(ent->modellight_lightdir) > 0)
1959 VectorNormalize(ent->modellight_lightdir);
1963 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1966 // scale ambient and directional light contributions according to rendering variables
1967 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1968 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1969 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1970 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1971 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1972 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1975 static void R_View_UpdateEntityVisible (void)
1978 entity_render_t *ent;
1980 if (!r_drawentities.integer)
1983 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
1984 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1986 // worldmodel can check visibility
1987 for (i = 0;i < r_refdef.numentities;i++)
1989 ent = r_refdef.entities[i];
1990 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));
1992 if(r_cullentities_trace.integer)
1994 for (i = 0;i < r_refdef.numentities;i++)
1996 ent = r_refdef.entities[i];
1997 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1999 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
2000 ent->last_trace_visibility = realtime;
2001 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2002 r_viewcache.entityvisible[i] = 0;
2009 // no worldmodel or it can't check visibility
2010 for (i = 0;i < r_refdef.numentities;i++)
2012 ent = r_refdef.entities[i];
2013 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
2017 // update entity lighting (even on hidden entities for r_shadows)
2018 for (i = 0;i < r_refdef.numentities;i++)
2019 R_UpdateEntityLighting(r_refdef.entities[i]);
2022 // only used if skyrendermasked, and normally returns false
2023 int R_DrawBrushModelsSky (void)
2026 entity_render_t *ent;
2028 if (!r_drawentities.integer)
2032 for (i = 0;i < r_refdef.numentities;i++)
2034 if (!r_viewcache.entityvisible[i])
2036 ent = r_refdef.entities[i];
2037 if (!ent->model || !ent->model->DrawSky)
2039 ent->model->DrawSky(ent);
2045 static void R_DrawNoModel(entity_render_t *ent);
2046 static void R_DrawModels(void)
2049 entity_render_t *ent;
2051 if (!r_drawentities.integer)
2054 for (i = 0;i < r_refdef.numentities;i++)
2056 if (!r_viewcache.entityvisible[i])
2058 ent = r_refdef.entities[i];
2059 r_refdef.stats.entities++;
2060 if (ent->model && ent->model->Draw != NULL)
2061 ent->model->Draw(ent);
2067 static void R_DrawModelsDepth(void)
2070 entity_render_t *ent;
2072 if (!r_drawentities.integer)
2075 for (i = 0;i < r_refdef.numentities;i++)
2077 if (!r_viewcache.entityvisible[i])
2079 ent = r_refdef.entities[i];
2080 r_refdef.stats.entities++;
2081 if (ent->model && ent->model->DrawDepth != NULL)
2082 ent->model->DrawDepth(ent);
2086 static void R_DrawModelsDebug(void)
2089 entity_render_t *ent;
2091 if (!r_drawentities.integer)
2094 for (i = 0;i < r_refdef.numentities;i++)
2096 if (!r_viewcache.entityvisible[i])
2098 ent = r_refdef.entities[i];
2099 r_refdef.stats.entities++;
2100 if (ent->model && ent->model->DrawDebug != NULL)
2101 ent->model->DrawDebug(ent);
2105 static void R_DrawModelsAddWaterPlanes(void)
2108 entity_render_t *ent;
2110 if (!r_drawentities.integer)
2113 for (i = 0;i < r_refdef.numentities;i++)
2115 if (!r_viewcache.entityvisible[i])
2117 ent = r_refdef.entities[i];
2118 r_refdef.stats.entities++;
2119 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2120 ent->model->DrawAddWaterPlanes(ent);
2124 static void R_View_SetFrustum(void)
2127 double slopex, slopey;
2129 // break apart the view matrix into vectors for various purposes
2130 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
2131 VectorNegate(r_view.left, r_view.right);
2134 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
2135 r_view.frustum[0].normal[1] = 0 - 0;
2136 r_view.frustum[0].normal[2] = -1 - 0;
2137 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
2138 r_view.frustum[1].normal[1] = 0 + 0;
2139 r_view.frustum[1].normal[2] = -1 + 0;
2140 r_view.frustum[2].normal[0] = 0 - 0;
2141 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
2142 r_view.frustum[2].normal[2] = -1 - 0;
2143 r_view.frustum[3].normal[0] = 0 + 0;
2144 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
2145 r_view.frustum[3].normal[2] = -1 + 0;
2149 zNear = r_refdef.nearclip;
2150 nudge = 1.0 - 1.0 / (1<<23);
2151 r_view.frustum[4].normal[0] = 0 - 0;
2152 r_view.frustum[4].normal[1] = 0 - 0;
2153 r_view.frustum[4].normal[2] = -1 - -nudge;
2154 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
2155 r_view.frustum[5].normal[0] = 0 + 0;
2156 r_view.frustum[5].normal[1] = 0 + 0;
2157 r_view.frustum[5].normal[2] = -1 + -nudge;
2158 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
2164 r_view.frustum[0].normal[0] = m[3] - m[0];
2165 r_view.frustum[0].normal[1] = m[7] - m[4];
2166 r_view.frustum[0].normal[2] = m[11] - m[8];
2167 r_view.frustum[0].dist = m[15] - m[12];
2169 r_view.frustum[1].normal[0] = m[3] + m[0];
2170 r_view.frustum[1].normal[1] = m[7] + m[4];
2171 r_view.frustum[1].normal[2] = m[11] + m[8];
2172 r_view.frustum[1].dist = m[15] + m[12];
2174 r_view.frustum[2].normal[0] = m[3] - m[1];
2175 r_view.frustum[2].normal[1] = m[7] - m[5];
2176 r_view.frustum[2].normal[2] = m[11] - m[9];
2177 r_view.frustum[2].dist = m[15] - m[13];
2179 r_view.frustum[3].normal[0] = m[3] + m[1];
2180 r_view.frustum[3].normal[1] = m[7] + m[5];
2181 r_view.frustum[3].normal[2] = m[11] + m[9];
2182 r_view.frustum[3].dist = m[15] + m[13];
2184 r_view.frustum[4].normal[0] = m[3] - m[2];
2185 r_view.frustum[4].normal[1] = m[7] - m[6];
2186 r_view.frustum[4].normal[2] = m[11] - m[10];
2187 r_view.frustum[4].dist = m[15] - m[14];
2189 r_view.frustum[5].normal[0] = m[3] + m[2];
2190 r_view.frustum[5].normal[1] = m[7] + m[6];
2191 r_view.frustum[5].normal[2] = m[11] + m[10];
2192 r_view.frustum[5].dist = m[15] + m[14];
2197 if (r_view.useperspective)
2199 slopex = 1.0 / r_view.frustum_x;
2200 slopey = 1.0 / r_view.frustum_y;
2201 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
2202 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
2203 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
2204 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
2205 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2207 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2208 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
2209 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
2210 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
2211 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
2213 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
2214 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
2215 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
2216 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
2217 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2221 VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
2222 VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal);
2223 VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
2224 VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal);
2225 VectorCopy(r_view.forward, r_view.frustum[4].normal);
2226 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
2227 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
2228 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
2229 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
2230 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
2232 r_view.numfrustumplanes = 5;
2234 if (r_view.useclipplane)
2236 r_view.numfrustumplanes = 6;
2237 r_view.frustum[5] = r_view.clipplane;
2240 for (i = 0;i < r_view.numfrustumplanes;i++)
2241 PlaneClassify(r_view.frustum + i);
2243 // LordHavoc: note to all quake engine coders, Quake had a special case
2244 // for 90 degrees which assumed a square view (wrong), so I removed it,
2245 // Quake2 has it disabled as well.
2247 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2248 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
2249 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
2250 //PlaneClassify(&frustum[0]);
2252 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2253 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
2254 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
2255 //PlaneClassify(&frustum[1]);
2257 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2258 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
2259 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
2260 //PlaneClassify(&frustum[2]);
2262 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2263 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
2264 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
2265 //PlaneClassify(&frustum[3]);
2268 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
2269 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
2270 //PlaneClassify(&frustum[4]);
2273 void R_View_Update(void)
2275 R_View_SetFrustum();
2276 R_View_WorldVisibility(r_view.useclipplane);
2277 R_View_UpdateEntityVisible();
2280 void R_SetupView(void)
2282 if (!r_view.useperspective)
2283 GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2284 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2285 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2287 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2289 GL_SetupView_Orientation_FromEntity(&r_view.matrix);
2291 if (r_view.useclipplane)
2293 // LordHavoc: couldn't figure out how to make this approach the
2294 vec_t dist = r_view.clipplane.dist - r_glsl_water_clippingplanebias.value;
2295 vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
2296 if (viewdist < r_view.clipplane.dist + r_glsl_water_clippingplanebias.value)
2297 dist = r_view.clipplane.dist;
2298 GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
2302 void R_ResetViewRendering2D(void)
2304 if (gl_support_fragment_shader)
2306 qglUseProgramObjectARB(0);CHECKGLERROR
2311 // GL is weird because it's bottom to top, r_view.y is top to bottom
2312 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2313 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2314 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2315 GL_Color(1, 1, 1, 1);
2316 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2317 GL_BlendFunc(GL_ONE, GL_ZERO);
2318 GL_AlphaTest(false);
2319 GL_ScissorTest(false);
2320 GL_DepthMask(false);
2321 GL_DepthRange(0, 1);
2322 GL_DepthTest(false);
2323 R_Mesh_Matrix(&identitymatrix);
2324 R_Mesh_ResetTextureState();
2325 GL_PolygonOffset(0, 0);
2326 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2327 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2328 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2329 qglStencilMask(~0);CHECKGLERROR
2330 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2331 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2332 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2335 void R_ResetViewRendering3D(void)
2337 if (gl_support_fragment_shader)
2339 qglUseProgramObjectARB(0);CHECKGLERROR
2344 // GL is weird because it's bottom to top, r_view.y is top to bottom
2345 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2347 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2348 GL_Color(1, 1, 1, 1);
2349 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2350 GL_BlendFunc(GL_ONE, GL_ZERO);
2351 GL_AlphaTest(false);
2352 GL_ScissorTest(true);
2354 GL_DepthRange(0, 1);
2356 R_Mesh_Matrix(&identitymatrix);
2357 R_Mesh_ResetTextureState();
2358 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2359 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2360 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2361 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2362 qglStencilMask(~0);CHECKGLERROR
2363 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2364 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2365 GL_CullFace(r_view.cullface_back);
2369 R_Bloom_SetupShader(
2371 "// written by Forest 'LordHavoc' Hale\n"
2373 "// common definitions between vertex shader and fragment shader:\n"
2375 "#ifdef __GLSL_CG_DATA_TYPES\n"
2376 "#define myhalf half\n"
2377 "#define myhvec2 hvec2\n"
2378 "#define myhvec3 hvec3\n"
2379 "#define myhvec4 hvec4\n"
2381 "#define myhalf float\n"
2382 "#define myhvec2 vec2\n"
2383 "#define myhvec3 vec3\n"
2384 "#define myhvec4 vec4\n"
2387 "varying vec2 ScreenTexCoord;\n"
2388 "varying vec2 BloomTexCoord;\n"
2393 "// vertex shader specific:\n"
2394 "#ifdef VERTEX_SHADER\n"
2398 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2399 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2400 " // transform vertex to camera space, using ftransform to match non-VS\n"
2402 " gl_Position = ftransform();\n"
2405 "#endif // VERTEX_SHADER\n"
2410 "// fragment shader specific:\n"
2411 "#ifdef FRAGMENT_SHADER\n"
2416 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2417 " for (x = -BLUR_X;x <= BLUR_X;x++)
2418 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2419 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2420 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2421 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2423 " gl_FragColor = vec4(color);\n"
2426 "#endif // FRAGMENT_SHADER\n"
2429 void R_RenderScene(qboolean addwaterplanes);
2431 static void R_Water_StartFrame(void)
2434 int waterwidth, waterheight, texturewidth, textureheight;
2435 r_waterstate_waterplane_t *p;
2437 // set waterwidth and waterheight to the water resolution that will be
2438 // used (often less than the screen resolution for faster rendering)
2439 waterwidth = (int)bound(1, r_view.width * r_glsl_water_resolutionmultiplier.value, r_view.width);
2440 waterheight = (int)bound(1, r_view.height * r_glsl_water_resolutionmultiplier.value, r_view.height);
2442 // calculate desired texture sizes
2443 // can't use water if the card does not support the texture size
2444 if (!r_glsl_water.integer || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2445 texturewidth = textureheight = waterwidth = waterheight = 0;
2446 else if (gl_support_arb_texture_non_power_of_two)
2448 texturewidth = waterwidth;
2449 textureheight = waterheight;
2453 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2454 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2457 // allocate textures as needed
2458 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2460 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2461 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2463 if (p->texture_refraction)
2464 R_FreeTexture(p->texture_refraction);
2465 p->texture_refraction = NULL;
2466 if (p->texture_reflection)
2467 R_FreeTexture(p->texture_reflection);
2468 p->texture_reflection = NULL;
2470 memset(&r_waterstate, 0, sizeof(r_waterstate));
2471 r_waterstate.waterwidth = waterwidth;
2472 r_waterstate.waterheight = waterheight;
2473 r_waterstate.texturewidth = texturewidth;
2474 r_waterstate.textureheight = textureheight;
2477 if (r_waterstate.waterwidth)
2479 r_waterstate.enabled = true;
2481 // set up variables that will be used in shader setup
2482 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2483 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2484 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2485 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2488 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2489 r_waterstate.numwaterplanes = 0;
2492 static void R_Water_AddWaterPlane(msurface_t *surface)
2494 int triangleindex, planeindex;
2500 r_waterstate_waterplane_t *p;
2501 // just use the first triangle with a valid normal for any decisions
2502 VectorClear(normal);
2503 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2505 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2506 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2507 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2508 TriangleNormal(vert[0], vert[1], vert[2], normal);
2509 if (VectorLength2(normal) >= 0.001)
2512 // now find the center of this surface
2513 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++)
2515 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2516 VectorAdd(center, vert[0], center);
2518 f = 1.0 / surface->num_triangles*3;
2519 VectorScale(center, f, center);
2521 // find a matching plane if there is one
2522 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2523 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2525 if (planeindex >= r_waterstate.maxwaterplanes)
2526 return; // nothing we can do, out of planes
2528 // if this triangle does not fit any known plane rendered this frame, add one
2529 if (planeindex >= r_waterstate.numwaterplanes)
2531 // store the new plane
2532 r_waterstate.numwaterplanes++;
2533 VectorCopy(normal, p->plane.normal);
2534 VectorNormalize(p->plane.normal);
2535 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2536 PlaneClassify(&p->plane);
2537 // flip the plane if it does not face the viewer
2538 if (PlaneDiff(r_view.origin, &p->plane) < 0)
2540 VectorNegate(p->plane.normal, p->plane.normal);
2541 p->plane.dist *= -1;
2542 PlaneClassify(&p->plane);
2544 // clear materialflags and pvs
2545 p->materialflags = 0;
2546 p->pvsvalid = false;
2548 // merge this surface's materialflags into the waterplane
2549 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2550 // merge this surface's PVS into the waterplane
2551 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
2553 r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2558 static void R_Water_ProcessPlanes(void)
2560 r_view_t originalview;
2562 r_waterstate_waterplane_t *p;
2564 // make sure enough textures are allocated
2565 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2567 if (p->materialflags & MATERIALFLAG_WATERSHADER)
2569 if (!p->texture_refraction)
2570 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2571 if (!p->texture_refraction)
2575 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2577 if (!p->texture_reflection)
2578 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2579 if (!p->texture_reflection)
2585 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2587 originalview = r_view;
2588 r_view.showdebug = false;
2589 r_view.width = r_waterstate.waterwidth;
2590 r_view.height = r_waterstate.waterheight;
2591 r_view.useclipplane = true;
2592 r_waterstate.renderingscene = true;
2594 // render the normal view scene and copy into texture
2595 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
2596 if (p->materialflags & MATERIALFLAG_WATERSHADER)
2598 r_view.clipplane = p->plane;
2599 VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
2600 r_view.clipplane.dist = -r_view.clipplane.dist;
2601 PlaneClassify(&r_view.clipplane);
2603 R_RenderScene(false);
2605 // copy view into the screen texture
2606 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2607 GL_ActiveTexture(0);
2609 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
2612 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2614 // render reflected scene and copy into texture
2615 Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2616 r_view.clipplane = p->plane;
2617 // reverse the cullface settings for this render
2618 r_view.cullface_front = GL_FRONT;
2619 r_view.cullface_back = GL_BACK;
2620 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
2622 r_view.usecustompvs = true;
2624 memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2626 memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
2629 R_ResetViewRendering3D();
2632 R_RenderScene(false);
2634 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2635 GL_ActiveTexture(0);
2637 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
2639 R_ResetViewRendering3D();
2643 r_view = originalview;
2644 r_waterstate.renderingscene = false;
2648 r_view = originalview;
2649 r_waterstate.renderingscene = false;
2650 Cvar_SetValueQuick(&r_glsl_water, 0);
2651 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_glsl_water.\n");
2655 void R_Bloom_StartFrame(void)
2657 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2659 // set bloomwidth and bloomheight to the bloom resolution that will be
2660 // used (often less than the screen resolution for faster rendering)
2661 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2662 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2663 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2665 // calculate desired texture sizes
2666 if (gl_support_arb_texture_non_power_of_two)
2668 screentexturewidth = r_view.width;
2669 screentextureheight = r_view.height;
2670 bloomtexturewidth = r_bloomstate.bloomwidth;
2671 bloomtextureheight = r_bloomstate.bloomheight;
2675 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2676 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2677 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2678 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2683 screentexturewidth = screentextureheight = 0;
2685 else if (r_bloom.integer)
2690 screentexturewidth = screentextureheight = 0;
2691 bloomtexturewidth = bloomtextureheight = 0;
2694 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)
2696 // can't use bloom if the parameters are too weird
2697 // can't use bloom if the card does not support the texture size
2698 if (r_bloomstate.texture_screen)
2699 R_FreeTexture(r_bloomstate.texture_screen);
2700 if (r_bloomstate.texture_bloom)
2701 R_FreeTexture(r_bloomstate.texture_bloom);
2702 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2706 r_bloomstate.enabled = true;
2707 r_bloomstate.hdr = r_hdr.integer != 0;
2709 // allocate textures as needed
2710 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2712 if (r_bloomstate.texture_screen)
2713 R_FreeTexture(r_bloomstate.texture_screen);
2714 r_bloomstate.texture_screen = NULL;
2715 r_bloomstate.screentexturewidth = screentexturewidth;
2716 r_bloomstate.screentextureheight = screentextureheight;
2717 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2718 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);
2720 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2722 if (r_bloomstate.texture_bloom)
2723 R_FreeTexture(r_bloomstate.texture_bloom);
2724 r_bloomstate.texture_bloom = NULL;
2725 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2726 r_bloomstate.bloomtextureheight = bloomtextureheight;
2727 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2728 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);
2731 // set up a texcoord array for the full resolution screen image
2732 // (we have to keep this around to copy back during final render)
2733 r_bloomstate.screentexcoord2f[0] = 0;
2734 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2735 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2736 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2737 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2738 r_bloomstate.screentexcoord2f[5] = 0;
2739 r_bloomstate.screentexcoord2f[6] = 0;
2740 r_bloomstate.screentexcoord2f[7] = 0;
2742 // set up a texcoord array for the reduced resolution bloom image
2743 // (which will be additive blended over the screen image)
2744 r_bloomstate.bloomtexcoord2f[0] = 0;
2745 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2746 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2747 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2748 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2749 r_bloomstate.bloomtexcoord2f[5] = 0;
2750 r_bloomstate.bloomtexcoord2f[6] = 0;
2751 r_bloomstate.bloomtexcoord2f[7] = 0;
2754 void R_Bloom_CopyScreenTexture(float colorscale)
2756 r_refdef.stats.bloom++;
2758 R_ResetViewRendering2D();
2759 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2760 R_Mesh_ColorPointer(NULL, 0, 0);
2761 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2762 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2764 // copy view into the screen texture
2765 GL_ActiveTexture(0);
2767 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
2768 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2770 // now scale it down to the bloom texture size
2772 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2773 GL_BlendFunc(GL_ONE, GL_ZERO);
2774 GL_Color(colorscale, colorscale, colorscale, 1);
2775 // TODO: optimize with multitexture or GLSL
2776 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2777 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2779 // we now have a bloom image in the framebuffer
2780 // copy it into the bloom image texture for later processing
2781 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2782 GL_ActiveTexture(0);
2784 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
2785 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2788 void R_Bloom_CopyHDRTexture(void)
2790 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2791 GL_ActiveTexture(0);
2793 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
2794 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2797 void R_Bloom_MakeTexture(void)
2800 float xoffset, yoffset, r, brighten;
2802 r_refdef.stats.bloom++;
2804 R_ResetViewRendering2D();
2805 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2806 R_Mesh_ColorPointer(NULL, 0, 0);
2808 // we have a bloom image in the framebuffer
2810 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2812 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
2815 r = bound(0, r_bloom_colorexponent.value / x, 1);
2816 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2817 GL_Color(r, r, r, 1);
2818 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2819 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2820 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2821 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2823 // copy the vertically blurred bloom view to a texture
2824 GL_ActiveTexture(0);
2826 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
2827 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2830 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2831 brighten = r_bloom_brighten.value;
2833 brighten *= r_hdr_range.value;
2834 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2835 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2837 for (dir = 0;dir < 2;dir++)
2839 // blend on at multiple vertical offsets to achieve a vertical blur
2840 // TODO: do offset blends using GLSL
2841 GL_BlendFunc(GL_ONE, GL_ZERO);
2842 for (x = -range;x <= range;x++)
2844 if (!dir){xoffset = 0;yoffset = x;}
2845 else {xoffset = x;yoffset = 0;}
2846 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2847 yoffset /= (float)r_bloomstate.bloomtextureheight;
2848 // compute a texcoord array with the specified x and y offset
2849 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2850 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2851 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2852 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2853 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2854 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2855 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2856 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2857 // this r value looks like a 'dot' particle, fading sharply to
2858 // black at the edges
2859 // (probably not realistic but looks good enough)
2860 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2861 //r = (dir ? 1.0f : brighten)/(range*2+1);
2862 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2863 GL_Color(r, r, r, 1);
2864 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2865 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2866 GL_BlendFunc(GL_ONE, GL_ONE);
2869 // copy the vertically blurred bloom view to a texture
2870 GL_ActiveTexture(0);
2872 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
2873 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2876 // apply subtract last
2877 // (just like it would be in a GLSL shader)
2878 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2880 GL_BlendFunc(GL_ONE, GL_ZERO);
2881 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2882 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2883 GL_Color(1, 1, 1, 1);
2884 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2885 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2887 GL_BlendFunc(GL_ONE, GL_ONE);
2888 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2889 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2890 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2891 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2892 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2893 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2894 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2896 // copy the darkened bloom view to a texture
2897 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2898 GL_ActiveTexture(0);
2900 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
2901 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2905 void R_HDR_RenderBloomTexture(void)
2907 int oldwidth, oldheight;
2909 oldwidth = r_view.width;
2910 oldheight = r_view.height;
2911 r_view.width = r_bloomstate.bloomwidth;
2912 r_view.height = r_bloomstate.bloomheight;
2914 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2915 // TODO: add exposure compensation features
2916 // TODO: add fp16 framebuffer support
2918 r_view.showdebug = false;
2919 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2921 r_view.colorscale /= r_hdr_range.value;
2922 r_waterstate.numwaterplanes = 0;
2923 R_RenderScene(r_waterstate.enabled);
2924 r_view.showdebug = true;
2926 R_ResetViewRendering2D();
2928 R_Bloom_CopyHDRTexture();
2929 R_Bloom_MakeTexture();
2931 R_ResetViewRendering3D();
2934 if (r_timereport_active)
2935 R_TimeReport("clear");
2938 // restore the view settings
2939 r_view.width = oldwidth;
2940 r_view.height = oldheight;
2943 static void R_BlendView(void)
2945 if (r_bloomstate.enabled && r_bloomstate.hdr)
2947 // render high dynamic range bloom effect
2948 // the bloom texture was made earlier this render, so we just need to
2949 // blend it onto the screen...
2950 R_ResetViewRendering2D();
2951 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2952 R_Mesh_ColorPointer(NULL, 0, 0);
2953 GL_Color(1, 1, 1, 1);
2954 GL_BlendFunc(GL_ONE, GL_ONE);
2955 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2956 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2957 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2958 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2960 else if (r_bloomstate.enabled)
2962 // render simple bloom effect
2963 // copy the screen and shrink it and darken it for the bloom process
2964 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2965 // make the bloom texture
2966 R_Bloom_MakeTexture();
2967 // put the original screen image back in place and blend the bloom
2969 R_ResetViewRendering2D();
2970 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2971 R_Mesh_ColorPointer(NULL, 0, 0);
2972 GL_Color(1, 1, 1, 1);
2973 GL_BlendFunc(GL_ONE, GL_ZERO);
2974 // do both in one pass if possible
2975 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2976 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2977 if (r_textureunits.integer >= 2 && gl_combine.integer)
2979 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2980 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2981 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2985 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2986 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2987 // now blend on the bloom texture
2988 GL_BlendFunc(GL_ONE, GL_ONE);
2989 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2990 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2992 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2993 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2995 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2997 // apply a color tint to the whole view
2998 R_ResetViewRendering2D();
2999 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3000 R_Mesh_ColorPointer(NULL, 0, 0);
3001 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3002 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3003 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3007 void R_RenderScene(qboolean addwaterplanes);
3009 matrix4x4_t r_waterscrollmatrix;
3011 void R_UpdateVariables(void)
3015 r_refdef.farclip = 4096;
3016 if (r_refdef.worldmodel)
3017 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
3018 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3020 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3021 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3022 r_refdef.polygonfactor = 0;
3023 r_refdef.polygonoffset = 0;
3024 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3025 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3027 r_refdef.rtworld = r_shadow_realtime_world.integer;
3028 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3029 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3030 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3031 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3032 if (r_showsurfaces.integer)
3034 r_refdef.rtworld = false;
3035 r_refdef.rtworldshadows = false;
3036 r_refdef.rtdlight = false;
3037 r_refdef.rtdlightshadows = false;
3038 r_refdef.lightmapintensity = 0;
3041 if (gamemode == GAME_NEHAHRA)
3043 if (gl_fogenable.integer)
3045 r_refdef.oldgl_fogenable = true;
3046 r_refdef.fog_density = gl_fogdensity.value;
3047 r_refdef.fog_red = gl_fogred.value;
3048 r_refdef.fog_green = gl_foggreen.value;
3049 r_refdef.fog_blue = gl_fogblue.value;
3051 else if (r_refdef.oldgl_fogenable)
3053 r_refdef.oldgl_fogenable = false;
3054 r_refdef.fog_density = 0;
3055 r_refdef.fog_red = 0;
3056 r_refdef.fog_green = 0;
3057 r_refdef.fog_blue = 0;
3060 if (r_refdef.fog_density)
3062 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
3063 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
3064 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
3066 if (r_refdef.fog_density)
3068 r_refdef.fogenabled = true;
3069 // this is the point where the fog reaches 0.9986 alpha, which we
3070 // consider a good enough cutoff point for the texture
3071 // (0.9986 * 256 == 255.6)
3072 r_refdef.fogrange = 400 / r_refdef.fog_density;
3073 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3074 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3075 // fog color was already set
3078 r_refdef.fogenabled = false;
3086 void R_RenderView(void)
3088 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
3089 return; //Host_Error ("R_RenderView: NULL worldmodel");
3091 R_Shadow_UpdateWorldLightSelection();
3093 R_Bloom_StartFrame();
3094 R_Water_StartFrame();
3097 if (r_timereport_active)
3098 R_TimeReport("setup");
3100 R_ResetViewRendering3D();
3103 if (r_timereport_active)
3104 R_TimeReport("clear");
3106 r_view.showdebug = true;
3108 // this produces a bloom texture to be used in R_BlendView() later
3110 R_HDR_RenderBloomTexture();
3112 r_view.colorscale = r_hdr_scenebrightness.value;
3113 r_waterstate.numwaterplanes = 0;
3114 R_RenderScene(r_waterstate.enabled);
3117 if (r_timereport_active)
3118 R_TimeReport("blendview");
3120 GL_Scissor(0, 0, vid.width, vid.height);
3121 GL_ScissorTest(false);
3125 extern void R_DrawLightningBeams (void);
3126 extern void VM_CL_AddPolygonsToMeshQueue (void);
3127 extern void R_DrawPortals (void);
3128 extern cvar_t cl_locs_show;
3129 static void R_DrawLocs(void);
3130 static void R_DrawEntityBBoxes(void);
3131 void R_RenderScene(qboolean addwaterplanes)
3135 R_ResetViewRendering3D();
3138 if (r_timereport_active)
3139 R_TimeReport("watervisibility");
3141 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
3143 r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
3144 if (r_timereport_active)
3145 R_TimeReport("waterworld");
3148 // don't let sound skip if going slow
3149 if (r_refdef.extraupdate)
3152 R_DrawModelsAddWaterPlanes();
3153 if (r_timereport_active)
3154 R_TimeReport("watermodels");
3156 R_Water_ProcessPlanes();
3157 if (r_timereport_active)
3158 R_TimeReport("waterscenes");
3161 R_ResetViewRendering3D();
3163 // don't let sound skip if going slow
3164 if (r_refdef.extraupdate)
3167 R_MeshQueue_BeginScene();
3172 if (r_timereport_active)
3173 R_TimeReport("visibility");
3175 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);
3177 if (cl.csqc_vidvars.drawworld)
3179 // don't let sound skip if going slow
3180 if (r_refdef.extraupdate)
3183 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
3185 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
3186 if (r_timereport_active)
3187 R_TimeReport("worldsky");
3190 if (R_DrawBrushModelsSky() && r_timereport_active)
3191 R_TimeReport("bmodelsky");
3194 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
3196 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
3197 if (r_timereport_active)
3198 R_TimeReport("worlddepth");
3200 if (r_depthfirst.integer >= 2)
3202 R_DrawModelsDepth();
3203 if (r_timereport_active)
3204 R_TimeReport("modeldepth");
3207 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
3209 r_refdef.worldmodel->Draw(r_refdef.worldentity);
3210 if (r_timereport_active)
3211 R_TimeReport("world");
3214 // don't let sound skip if going slow
3215 if (r_refdef.extraupdate)
3219 if (r_timereport_active)
3220 R_TimeReport("models");
3222 // don't let sound skip if going slow
3223 if (r_refdef.extraupdate)
3226 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3228 R_DrawModelShadows();
3230 R_ResetViewRendering3D();
3232 // don't let sound skip if going slow
3233 if (r_refdef.extraupdate)
3237 R_ShadowVolumeLighting(false);
3238 if (r_timereport_active)
3239 R_TimeReport("rtlights");
3241 // don't let sound skip if going slow
3242 if (r_refdef.extraupdate)
3245 if (cl.csqc_vidvars.drawworld)
3247 R_DrawLightningBeams();
3248 if (r_timereport_active)
3249 R_TimeReport("lightning");
3252 if (r_timereport_active)
3253 R_TimeReport("particles");
3256 if (r_timereport_active)
3257 R_TimeReport("explosions");
3260 if (gl_support_fragment_shader)
3262 qglUseProgramObjectARB(0);CHECKGLERROR
3264 VM_CL_AddPolygonsToMeshQueue();
3266 if (r_view.showdebug)
3268 if (cl_locs_show.integer)
3271 if (r_timereport_active)
3272 R_TimeReport("showlocs");
3275 if (r_drawportals.integer)
3278 if (r_timereport_active)
3279 R_TimeReport("portals");
3282 if (r_showbboxes.value > 0)
3284 R_DrawEntityBBoxes();
3285 if (r_timereport_active)
3286 R_TimeReport("bboxes");
3290 if (gl_support_fragment_shader)
3292 qglUseProgramObjectARB(0);CHECKGLERROR
3294 R_MeshQueue_RenderTransparent();
3295 if (r_timereport_active)
3296 R_TimeReport("drawtrans");
3298 if (gl_support_fragment_shader)
3300 qglUseProgramObjectARB(0);CHECKGLERROR
3303 if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3305 r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
3306 if (r_timereport_active)
3307 R_TimeReport("worlddebug");
3308 R_DrawModelsDebug();
3309 if (r_timereport_active)
3310 R_TimeReport("modeldebug");
3313 if (gl_support_fragment_shader)
3315 qglUseProgramObjectARB(0);CHECKGLERROR
3318 if (cl.csqc_vidvars.drawworld)
3321 if (r_timereport_active)
3322 R_TimeReport("coronas");
3325 // don't let sound skip if going slow
3326 if (r_refdef.extraupdate)
3329 R_ResetViewRendering2D();
3332 static const int bboxelements[36] =
3342 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3345 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3346 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3347 GL_DepthMask(false);
3348 GL_DepthRange(0, 1);
3349 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3350 R_Mesh_Matrix(&identitymatrix);
3351 R_Mesh_ResetTextureState();
3353 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3354 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3355 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3356 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3357 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3358 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3359 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3360 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3361 R_FillColors(color4f, 8, cr, cg, cb, ca);
3362 if (r_refdef.fogenabled)
3364 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3366 f1 = FogPoint_World(v);
3368 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3369 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3370 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3373 R_Mesh_VertexPointer(vertex3f, 0, 0);
3374 R_Mesh_ColorPointer(color4f, 0, 0);
3375 R_Mesh_ResetTextureState();
3376 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3379 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3383 prvm_edict_t *edict;
3384 // this function draws bounding boxes of server entities
3388 for (i = 0;i < numsurfaces;i++)
3390 edict = PRVM_EDICT_NUM(surfacelist[i]);
3391 switch ((int)edict->fields.server->solid)
3393 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3394 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3395 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3396 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3397 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3398 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3400 color[3] *= r_showbboxes.value;
3401 color[3] = bound(0, color[3], 1);
3402 GL_DepthTest(!r_showdisabledepthtest.integer);
3403 GL_CullFace(r_view.cullface_front);
3404 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3409 static void R_DrawEntityBBoxes(void)
3412 prvm_edict_t *edict;
3414 // this function draws bounding boxes of server entities
3418 for (i = 0;i < prog->num_edicts;i++)
3420 edict = PRVM_EDICT_NUM(i);
3421 if (edict->priv.server->free)
3423 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3424 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3429 int nomodelelements[24] =
3441 float nomodelvertex3f[6*3] =
3451 float nomodelcolor4f[6*4] =
3453 0.0f, 0.0f, 0.5f, 1.0f,
3454 0.0f, 0.0f, 0.5f, 1.0f,
3455 0.0f, 0.5f, 0.0f, 1.0f,
3456 0.0f, 0.5f, 0.0f, 1.0f,
3457 0.5f, 0.0f, 0.0f, 1.0f,
3458 0.5f, 0.0f, 0.0f, 1.0f
3461 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3466 // this is only called once per entity so numsurfaces is always 1, and
3467 // surfacelist is always {0}, so this code does not handle batches
3468 R_Mesh_Matrix(&ent->matrix);
3470 if (ent->flags & EF_ADDITIVE)
3472 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3473 GL_DepthMask(false);
3475 else if (ent->alpha < 1)
3477 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3478 GL_DepthMask(false);
3482 GL_BlendFunc(GL_ONE, GL_ZERO);
3485 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3486 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3487 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3488 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
3489 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3490 if (r_refdef.fogenabled)
3493 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3494 R_Mesh_ColorPointer(color4f, 0, 0);
3495 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3496 f1 = FogPoint_World(org);
3498 for (i = 0, c = color4f;i < 6;i++, c += 4)
3500 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3501 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3502 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3506 else if (ent->alpha != 1)
3508 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3509 R_Mesh_ColorPointer(color4f, 0, 0);
3510 for (i = 0, c = color4f;i < 6;i++, c += 4)
3514 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3515 R_Mesh_ResetTextureState();
3516 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3519 void R_DrawNoModel(entity_render_t *ent)
3522 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3523 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3524 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3526 // R_DrawNoModelCallback(ent, 0);
3529 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3531 vec3_t right1, right2, diff, normal;
3533 VectorSubtract (org2, org1, normal);
3535 // calculate 'right' vector for start
3536 VectorSubtract (r_view.origin, org1, diff);
3537 CrossProduct (normal, diff, right1);
3538 VectorNormalize (right1);
3540 // calculate 'right' vector for end
3541 VectorSubtract (r_view.origin, org2, diff);
3542 CrossProduct (normal, diff, right2);
3543 VectorNormalize (right2);
3545 vert[ 0] = org1[0] + width * right1[0];
3546 vert[ 1] = org1[1] + width * right1[1];
3547 vert[ 2] = org1[2] + width * right1[2];
3548 vert[ 3] = org1[0] - width * right1[0];
3549 vert[ 4] = org1[1] - width * right1[1];
3550 vert[ 5] = org1[2] - width * right1[2];
3551 vert[ 6] = org2[0] - width * right2[0];
3552 vert[ 7] = org2[1] - width * right2[1];
3553 vert[ 8] = org2[2] - width * right2[2];
3554 vert[ 9] = org2[0] + width * right2[0];
3555 vert[10] = org2[1] + width * right2[1];
3556 vert[11] = org2[2] + width * right2[2];
3559 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3561 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)
3566 if (r_refdef.fogenabled)
3567 fog = FogPoint_World(origin);
3569 R_Mesh_Matrix(&identitymatrix);
3570 GL_BlendFunc(blendfunc1, blendfunc2);
3576 GL_CullFace(r_view.cullface_front);
3579 GL_CullFace(r_view.cullface_back);
3581 GL_DepthMask(false);
3582 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3583 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3584 GL_DepthTest(!depthdisable);
3586 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3587 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3588 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3589 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3590 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3591 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3592 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3593 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3594 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3595 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3596 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3597 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3599 R_Mesh_VertexPointer(vertex3f, 0, 0);
3600 R_Mesh_ColorPointer(NULL, 0, 0);
3601 R_Mesh_ResetTextureState();
3602 R_Mesh_TexBind(0, R_GetTexture(texture));
3603 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3604 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3605 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3606 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3608 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3610 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3611 GL_BlendFunc(blendfunc1, GL_ONE);
3613 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);
3614 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3618 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3623 VectorSet(v, x, y, z);
3624 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3625 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3627 if (i == mesh->numvertices)
3629 if (mesh->numvertices < mesh->maxvertices)
3631 VectorCopy(v, vertex3f);
3632 mesh->numvertices++;
3634 return mesh->numvertices;
3640 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3644 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3645 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3646 e = mesh->element3i + mesh->numtriangles * 3;
3647 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3649 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3650 if (mesh->numtriangles < mesh->maxtriangles)
3655 mesh->numtriangles++;
3657 element[1] = element[2];
3661 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3665 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3666 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3667 e = mesh->element3i + mesh->numtriangles * 3;
3668 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3670 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3671 if (mesh->numtriangles < mesh->maxtriangles)
3676 mesh->numtriangles++;
3678 element[1] = element[2];
3682 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3683 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3685 int planenum, planenum2;
3688 mplane_t *plane, *plane2;
3690 double temppoints[2][256*3];
3691 // figure out how large a bounding box we need to properly compute this brush
3693 for (w = 0;w < numplanes;w++)
3694 maxdist = max(maxdist, planes[w].dist);
3695 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3696 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3697 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3701 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3702 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3704 if (planenum2 == planenum)
3706 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);
3709 if (tempnumpoints < 3)
3711 // generate elements forming a triangle fan for this polygon
3712 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3716 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)
3718 texturelayer_t *layer;
3719 layer = t->currentlayers + t->currentnumlayers++;
3721 layer->depthmask = depthmask;
3722 layer->blendfunc1 = blendfunc1;
3723 layer->blendfunc2 = blendfunc2;
3724 layer->texture = texture;
3725 layer->texmatrix = *matrix;
3726 layer->color[0] = r * r_view.colorscale;
3727 layer->color[1] = g * r_view.colorscale;
3728 layer->color[2] = b * r_view.colorscale;
3729 layer->color[3] = a;
3732 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3735 index = parms[2] + r_refdef.time * parms[3];
3736 index -= floor(index);
3740 case Q3WAVEFUNC_NONE:
3741 case Q3WAVEFUNC_NOISE:
3742 case Q3WAVEFUNC_COUNT:
3745 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3746 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3747 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3748 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3749 case Q3WAVEFUNC_TRIANGLE:
3751 f = index - floor(index);
3762 return (float)(parms[0] + parms[1] * f);
3765 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3768 model_t *model = ent->model;
3771 q3shaderinfo_layer_tcmod_t *tcmod;
3773 // switch to an alternate material if this is a q1bsp animated material
3775 texture_t *texture = t;
3776 int s = ent->skinnum;
3777 if ((unsigned int)s >= (unsigned int)model->numskins)
3779 if (model->skinscenes)
3781 if (model->skinscenes[s].framecount > 1)
3782 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3784 s = model->skinscenes[s].firstframe;
3787 t = t + s * model->num_surfaces;
3790 // use an alternate animation if the entity's frame is not 0,
3791 // and only if the texture has an alternate animation
3792 if (ent->frame2 != 0 && t->anim_total[1])
3793 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3795 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3797 texture->currentframe = t;
3800 // update currentskinframe to be a qw skin or animation frame
3801 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3803 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3805 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3806 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3807 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
3809 t->currentskinframe = r_qwskincache_skinframe[i];
3810 if (t->currentskinframe == NULL)
3811 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3813 else if (t->numskinframes >= 2)
3814 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3815 if (t->backgroundnumskinframes >= 2)
3816 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3818 t->currentmaterialflags = t->basematerialflags;
3819 t->currentalpha = ent->alpha;
3820 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3822 t->currentalpha *= r_wateralpha.value;
3824 * FIXME what is this supposed to do?
3825 // if rendering refraction/reflection, disable transparency
3826 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
3827 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
3830 if(!r_waterstate.enabled)
3832 t->currentmaterialflags &= ~MATERIALFLAG_WATERSHADER;
3833 t->currentmaterialflags &= ~MATERIALFLAG_REFLECTION;
3835 if (!(ent->flags & RENDER_LIGHT))
3836 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3837 if (ent->effects & EF_ADDITIVE)
3838 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3839 else if (t->currentalpha < 1)
3840 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3841 if (ent->effects & EF_DOUBLESIDED)
3842 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3843 if (ent->effects & EF_NODEPTHTEST)
3844 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3845 if (ent->flags & RENDER_VIEWMODEL)
3846 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3847 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3848 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3849 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
3850 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND);
3852 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
3855 switch(tcmod->tcmod)
3859 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3860 matrix = r_waterscrollmatrix;
3862 matrix = identitymatrix;
3864 case Q3TCMOD_ENTITYTRANSLATE:
3865 // this is used in Q3 to allow the gamecode to control texcoord
3866 // scrolling on the entity, which is not supported in darkplaces yet.
3867 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3869 case Q3TCMOD_ROTATE:
3870 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
3871 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
3872 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
3875 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
3877 case Q3TCMOD_SCROLL:
3878 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
3880 case Q3TCMOD_STRETCH:
3881 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
3882 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3884 case Q3TCMOD_TRANSFORM:
3885 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
3886 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
3887 VectorSet(tcmat + 6, 0 , 0 , 1);
3888 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
3889 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
3891 case Q3TCMOD_TURBULENT:
3892 // this is handled in the RSurf_PrepareVertices function
3893 matrix = identitymatrix;
3896 // either replace or concatenate the transformation
3898 t->currenttexmatrix = matrix;
3901 matrix4x4_t temp = t->currenttexmatrix;
3902 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
3906 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3907 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3908 t->glosstexture = r_texture_black;
3909 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3910 t->backgroundglosstexture = r_texture_black;
3911 t->specularpower = r_shadow_glossexponent.value;
3912 // TODO: store reference values for these in the texture?
3913 t->specularscale = 0;
3914 if (r_shadow_gloss.integer > 0)
3916 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3918 if (r_shadow_glossintensity.value > 0)
3920 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
3921 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
3922 t->specularscale = r_shadow_glossintensity.value;
3925 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3927 t->glosstexture = r_texture_white;
3928 t->backgroundglosstexture = r_texture_white;
3929 t->specularscale = r_shadow_gloss2intensity.value;
3933 // lightmaps mode looks bad with dlights using actual texturing, so turn
3934 // off the colormap and glossmap, but leave the normalmap on as it still
3935 // accurately represents the shading involved
3936 if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
3938 t->basetexture = r_texture_white;
3939 t->specularscale = 0;
3942 t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor;
3943 t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset;
3944 // submodels are biased to avoid z-fighting with world surfaces that they
3945 // may be exactly overlapping (avoids z-fighting artifacts on certain
3946 // doors and things in Quake maps)
3947 if (ent->model->brush.submodel)
3949 t->currentpolygonfactor += r_polygonoffset_submodel_factor.value;
3950 t->currentpolygonoffset += r_polygonoffset_submodel_offset.value;
3953 VectorClear(t->dlightcolor);
3954 t->currentnumlayers = 0;
3955 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3957 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3959 int blendfunc1, blendfunc2, depthmask;
3960 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3962 blendfunc1 = GL_SRC_ALPHA;
3963 blendfunc2 = GL_ONE;
3965 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3967 blendfunc1 = GL_SRC_ALPHA;
3968 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3970 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3972 blendfunc1 = t->customblendfunc[0];
3973 blendfunc2 = t->customblendfunc[1];
3977 blendfunc1 = GL_ONE;
3978 blendfunc2 = GL_ZERO;
3980 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3981 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3983 rtexture_t *currentbasetexture;
3985 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3986 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3987 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3988 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3990 // fullbright is not affected by r_refdef.lightmapintensity
3991 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3992 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3993 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);
3994 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3995 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);
4000 // set the color tint used for lights affecting this surface
4001 VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
4003 // q3bsp has no lightmap updates, so the lightstylevalue that
4004 // would normally be baked into the lightmap must be
4005 // applied to the color
4006 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4007 if (ent->model->type == mod_brushq3)
4008 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
4009 colorscale *= r_refdef.lightmapintensity;
4010 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);
4011 if (r_ambient.value >= (1.0f/64.0f))
4012 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);
4013 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4015 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);
4016 if (r_ambient.value >= (1.0f/64.0f))
4017 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);
4019 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4021 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);
4022 if (r_ambient.value >= (1.0f/64.0f))
4023 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);
4026 if (t->currentskinframe->glow != NULL)
4027 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);
4028 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4030 // if this is opaque use alpha blend which will darken the earlier
4033 // if this is an alpha blended material, all the earlier passes
4034 // were darkened by fog already, so we only need to add the fog
4035 // color ontop through the fog mask texture
4037 // if this is an additive blended material, all the earlier passes
4038 // were darkened by fog already, and we should not add fog color
4039 // (because the background was not darkened, there is no fog color
4040 // that was lost behind it).
4041 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);
4048 void R_UpdateAllTextureInfo(entity_render_t *ent)
4052 for (i = 0;i < ent->model->num_texturesperskin;i++)
4053 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4056 rsurfacestate_t rsurface;
4058 void R_Mesh_ResizeArrays(int newvertices)
4061 if (rsurface.array_size >= newvertices)
4063 if (rsurface.array_modelvertex3f)
4064 Mem_Free(rsurface.array_modelvertex3f);
4065 rsurface.array_size = (newvertices + 1023) & ~1023;
4066 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4067 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4068 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4069 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4070 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4071 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4072 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4073 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4074 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4075 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4076 rsurface.array_color4f = base + rsurface.array_size * 27;
4077 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4080 void RSurf_CleanUp(void)
4083 if (rsurface.mode == RSURFMODE_GLSL)
4085 qglUseProgramObjectARB(0);CHECKGLERROR
4087 GL_AlphaTest(false);
4088 rsurface.mode = RSURFMODE_NONE;
4089 rsurface.uselightmaptexture = false;
4090 rsurface.texture = NULL;
4093 void RSurf_ActiveWorldEntity(void)
4095 model_t *model = r_refdef.worldmodel;
4097 if (rsurface.array_size < model->surfmesh.num_vertices)
4098 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4099 rsurface.matrix = identitymatrix;
4100 rsurface.inversematrix = identitymatrix;
4101 R_Mesh_Matrix(&identitymatrix);
4102 VectorCopy(r_view.origin, rsurface.modelorg);
4103 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4104 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4105 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4106 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4107 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4108 rsurface.frameblend[0].frame = 0;
4109 rsurface.frameblend[0].lerp = 1;
4110 rsurface.frameblend[1].frame = 0;
4111 rsurface.frameblend[1].lerp = 0;
4112 rsurface.frameblend[2].frame = 0;
4113 rsurface.frameblend[2].lerp = 0;
4114 rsurface.frameblend[3].frame = 0;
4115 rsurface.frameblend[3].lerp = 0;
4116 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4117 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4118 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4119 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4120 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4121 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4122 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4123 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4124 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4125 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4126 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4127 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4128 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4129 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4130 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4131 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4132 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4133 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4134 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4135 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4136 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4137 rsurface.modelelement3i = model->surfmesh.data_element3i;
4138 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4139 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4140 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4141 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4142 rsurface.modelsurfaces = model->data_surfaces;
4143 rsurface.generatedvertex = false;
4144 rsurface.vertex3f = rsurface.modelvertex3f;
4145 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4146 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4147 rsurface.svector3f = rsurface.modelsvector3f;
4148 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4149 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4150 rsurface.tvector3f = rsurface.modeltvector3f;
4151 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4152 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4153 rsurface.normal3f = rsurface.modelnormal3f;
4154 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4155 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4156 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4159 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4161 model_t *model = ent->model;
4163 if (rsurface.array_size < model->surfmesh.num_vertices)
4164 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4165 rsurface.matrix = ent->matrix;
4166 rsurface.inversematrix = ent->inversematrix;
4167 R_Mesh_Matrix(&rsurface.matrix);
4168 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
4169 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
4170 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4171 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4172 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4173 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4174 rsurface.frameblend[0] = ent->frameblend[0];
4175 rsurface.frameblend[1] = ent->frameblend[1];
4176 rsurface.frameblend[2] = ent->frameblend[2];
4177 rsurface.frameblend[3] = ent->frameblend[3];
4178 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4182 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4183 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4184 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4185 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4186 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4188 else if (wantnormals)
4190 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4191 rsurface.modelsvector3f = NULL;
4192 rsurface.modeltvector3f = NULL;
4193 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4194 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4198 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4199 rsurface.modelsvector3f = NULL;
4200 rsurface.modeltvector3f = NULL;
4201 rsurface.modelnormal3f = NULL;
4202 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4204 rsurface.modelvertex3f_bufferobject = 0;
4205 rsurface.modelvertex3f_bufferoffset = 0;
4206 rsurface.modelsvector3f_bufferobject = 0;
4207 rsurface.modelsvector3f_bufferoffset = 0;
4208 rsurface.modeltvector3f_bufferobject = 0;
4209 rsurface.modeltvector3f_bufferoffset = 0;
4210 rsurface.modelnormal3f_bufferobject = 0;
4211 rsurface.modelnormal3f_bufferoffset = 0;
4212 rsurface.generatedvertex = true;
4216 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4217 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4218 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4219 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4220 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4221 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4222 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4223 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4224 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4225 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4226 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4227 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4228 rsurface.generatedvertex = false;
4230 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4231 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4232 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4233 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4234 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4235 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4236 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4237 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4238 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4239 rsurface.modelelement3i = model->surfmesh.data_element3i;
4240 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4241 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4242 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4243 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4244 rsurface.modelsurfaces = model->data_surfaces;
4245 rsurface.vertex3f = rsurface.modelvertex3f;
4246 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4247 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4248 rsurface.svector3f = rsurface.modelsvector3f;
4249 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4250 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4251 rsurface.tvector3f = rsurface.modeltvector3f;
4252 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4253 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4254 rsurface.normal3f = rsurface.modelnormal3f;
4255 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4256 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4257 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4260 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4261 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4264 int texturesurfaceindex;
4269 const float *v1, *in_tc;
4271 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4273 q3shaderinfo_deform_t *deform;
4274 // 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
4275 if (rsurface.generatedvertex)
4277 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4278 generatenormals = true;
4279 for (i = 0;i < Q3MAXDEFORMS;i++)
4281 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4283 generatetangents = true;
4284 generatenormals = true;
4286 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4287 generatenormals = true;
4289 if (generatenormals && !rsurface.modelnormal3f)
4291 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4292 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4293 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4294 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4296 if (generatetangents && !rsurface.modelsvector3f)
4298 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4299 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4300 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4301 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4302 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4303 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4304 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4307 rsurface.vertex3f = rsurface.modelvertex3f;
4308 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4309 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4310 rsurface.svector3f = rsurface.modelsvector3f;
4311 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4312 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4313 rsurface.tvector3f = rsurface.modeltvector3f;
4314 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4315 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4316 rsurface.normal3f = rsurface.modelnormal3f;
4317 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4318 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4319 // if vertices are deformed (sprite flares and things in maps, possibly
4320 // water waves, bulges and other deformations), generate them into
4321 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4322 // (may be static model data or generated data for an animated model, or
4323 // the previous deform pass)
4324 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4326 switch (deform->deform)
4329 case Q3DEFORM_PROJECTIONSHADOW:
4330 case Q3DEFORM_TEXT0:
4331 case Q3DEFORM_TEXT1:
4332 case Q3DEFORM_TEXT2:
4333 case Q3DEFORM_TEXT3:
4334 case Q3DEFORM_TEXT4:
4335 case Q3DEFORM_TEXT5:
4336 case Q3DEFORM_TEXT6:
4337 case Q3DEFORM_TEXT7:
4340 case Q3DEFORM_AUTOSPRITE:
4341 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4342 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4343 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4344 VectorNormalize(newforward);
4345 VectorNormalize(newright);
4346 VectorNormalize(newup);
4347 // make deformed versions of only the model vertices used by the specified surfaces
4348 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4350 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4351 // a single autosprite surface can contain multiple sprites...
4352 for (j = 0;j < surface->num_vertices - 3;j += 4)
4354 VectorClear(center);
4355 for (i = 0;i < 4;i++)
4356 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4357 VectorScale(center, 0.25f, center);
4358 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4359 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4360 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4361 for (i = 0;i < 4;i++)
4363 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4364 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4367 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4368 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4370 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4371 rsurface.vertex3f_bufferobject = 0;
4372 rsurface.vertex3f_bufferoffset = 0;
4373 rsurface.svector3f = rsurface.array_deformedsvector3f;
4374 rsurface.svector3f_bufferobject = 0;
4375 rsurface.svector3f_bufferoffset = 0;
4376 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4377 rsurface.tvector3f_bufferobject = 0;
4378 rsurface.tvector3f_bufferoffset = 0;
4379 rsurface.normal3f = rsurface.array_deformednormal3f;
4380 rsurface.normal3f_bufferobject = 0;
4381 rsurface.normal3f_bufferoffset = 0;
4383 case Q3DEFORM_AUTOSPRITE2:
4384 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
4385 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
4386 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
4387 VectorNormalize(newforward);
4388 VectorNormalize(newright);
4389 VectorNormalize(newup);
4390 // make deformed versions of only the model vertices used by the specified surfaces
4391 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4393 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4394 const float *v1, *v2;
4404 memset(shortest, 0, sizeof(shortest));
4405 // a single autosprite surface can contain multiple sprites...
4406 for (j = 0;j < surface->num_vertices - 3;j += 4)
4408 VectorClear(center);
4409 for (i = 0;i < 4;i++)
4410 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4411 VectorScale(center, 0.25f, center);
4412 // find the two shortest edges, then use them to define the
4413 // axis vectors for rotating around the central axis
4414 for (i = 0;i < 6;i++)
4416 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4417 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4419 Debug_PolygonBegin(NULL, 0, false, 0);
4420 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4421 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
4422 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4425 l = VectorDistance2(v1, v2);
4426 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4428 l += (1.0f / 1024.0f);
4429 if (shortest[0].length2 > l || i == 0)
4431 shortest[1] = shortest[0];
4432 shortest[0].length2 = l;
4433 shortest[0].v1 = v1;
4434 shortest[0].v2 = v2;
4436 else if (shortest[1].length2 > l || i == 1)
4438 shortest[1].length2 = l;
4439 shortest[1].v1 = v1;
4440 shortest[1].v2 = v2;
4443 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4444 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4446 Debug_PolygonBegin(NULL, 0, false, 0);
4447 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4448 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
4449 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4452 // this calculates the right vector from the shortest edge
4453 // and the up vector from the edge midpoints
4454 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4455 VectorNormalize(right);
4456 VectorSubtract(end, start, up);
4457 VectorNormalize(up);
4458 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4459 //VectorSubtract(rsurface.modelorg, center, forward);
4460 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
4461 VectorNegate(forward, forward);
4462 VectorReflect(forward, 0, up, forward);
4463 VectorNormalize(forward);
4464 CrossProduct(up, forward, newright);
4465 VectorNormalize(newright);
4467 Debug_PolygonBegin(NULL, 0, false, 0);
4468 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
4469 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4470 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4474 Debug_PolygonBegin(NULL, 0, false, 0);
4475 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4476 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4477 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4480 // rotate the quad around the up axis vector, this is made
4481 // especially easy by the fact we know the quad is flat,
4482 // so we only have to subtract the center position and
4483 // measure distance along the right vector, and then
4484 // multiply that by the newright vector and add back the
4486 // we also need to subtract the old position to undo the
4487 // displacement from the center, which we do with a
4488 // DotProduct, the subtraction/addition of center is also
4489 // optimized into DotProducts here
4490 l = DotProduct(right, center);
4491 for (i = 0;i < 4;i++)
4493 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4494 f = DotProduct(right, v1) - l;
4495 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4498 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4499 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4501 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4502 rsurface.vertex3f_bufferobject = 0;
4503 rsurface.vertex3f_bufferoffset = 0;
4504 rsurface.svector3f = rsurface.array_deformedsvector3f;
4505 rsurface.svector3f_bufferobject = 0;
4506 rsurface.svector3f_bufferoffset = 0;
4507 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4508 rsurface.tvector3f_bufferobject = 0;
4509 rsurface.tvector3f_bufferoffset = 0;
4510 rsurface.normal3f = rsurface.array_deformednormal3f;
4511 rsurface.normal3f_bufferobject = 0;
4512 rsurface.normal3f_bufferoffset = 0;
4514 case Q3DEFORM_NORMAL:
4515 // deform the normals to make reflections wavey
4516 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4518 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4519 for (j = 0;j < surface->num_vertices;j++)
4522 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
4523 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4524 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
4525 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4526 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4527 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
4528 VectorNormalize(normal);
4530 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4532 rsurface.svector3f = rsurface.array_deformedsvector3f;
4533 rsurface.svector3f_bufferobject = 0;
4534 rsurface.svector3f_bufferoffset = 0;
4535 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4536 rsurface.tvector3f_bufferobject = 0;
4537 rsurface.tvector3f_bufferoffset = 0;
4538 rsurface.normal3f = rsurface.array_deformednormal3f;
4539 rsurface.normal3f_bufferobject = 0;
4540 rsurface.normal3f_bufferoffset = 0;
4543 // deform vertex array to make wavey water and flags and such
4544 waveparms[0] = deform->waveparms[0];
4545 waveparms[1] = deform->waveparms[1];
4546 waveparms[2] = deform->waveparms[2];
4547 waveparms[3] = deform->waveparms[3];
4548 // this is how a divisor of vertex influence on deformation
4549 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4550 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4551 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4553 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4554 for (j = 0;j < surface->num_vertices;j++)
4556 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
4557 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
4558 // if the wavefunc depends on time, evaluate it per-vertex
4561 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4562 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4564 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
4567 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4568 rsurface.vertex3f_bufferobject = 0;
4569 rsurface.vertex3f_bufferoffset = 0;
4571 case Q3DEFORM_BULGE:
4572 // deform vertex array to make the surface have moving bulges
4573 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4575 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4576 for (j = 0;j < surface->num_vertices;j++)
4578 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4579 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4582 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4583 rsurface.vertex3f_bufferobject = 0;
4584 rsurface.vertex3f_bufferoffset = 0;
4587 // deform vertex array
4588 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4589 VectorScale(deform->parms, scale, waveparms);
4590 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4592 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4593 for (j = 0;j < surface->num_vertices;j++)
4594 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4596 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4597 rsurface.vertex3f_bufferobject = 0;
4598 rsurface.vertex3f_bufferoffset = 0;
4602 // generate texcoords based on the chosen texcoord source
4603 switch(rsurface.texture->tcgen.tcgen)
4606 case Q3TCGEN_TEXTURE:
4607 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4608 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4609 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4611 case Q3TCGEN_LIGHTMAP:
4612 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4613 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4614 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4616 case Q3TCGEN_VECTOR:
4617 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4619 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4620 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
4622 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4623 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4626 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4627 rsurface.texcoordtexture2f_bufferobject = 0;
4628 rsurface.texcoordtexture2f_bufferoffset = 0;
4630 case Q3TCGEN_ENVIRONMENT:
4631 // make environment reflections using a spheremap
4632 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4634 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4635 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4636 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4637 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4638 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4640 float l, d, eyedir[3];
4641 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4642 l = 0.5f / VectorLength(eyedir);
4643 d = DotProduct(normal, eyedir)*2;
4644 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4645 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4648 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4649 rsurface.texcoordtexture2f_bufferobject = 0;
4650 rsurface.texcoordtexture2f_bufferoffset = 0;
4653 // the only tcmod that needs software vertex processing is turbulent, so
4654 // check for it here and apply the changes if needed
4655 // and we only support that as the first one
4656 // (handling a mixture of turbulent and other tcmods would be problematic
4657 // without punting it entirely to a software path)
4658 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4660 amplitude = rsurface.texture->tcmods[0].parms[1];
4661 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4662 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4664 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4665 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
4667 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4668 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4671 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4672 rsurface.texcoordtexture2f_bufferobject = 0;
4673 rsurface.texcoordtexture2f_bufferoffset = 0;
4675 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4676 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4677 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4678 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4681 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4684 const msurface_t *surface = texturesurfacelist[0];
4685 const msurface_t *surface2;
4690 // TODO: lock all array ranges before render, rather than on each surface
4691 if (texturenumsurfaces == 1)
4693 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4694 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4696 else if (r_batchmode.integer == 2)
4698 #define MAXBATCHTRIANGLES 4096
4699 int batchtriangles = 0;
4700 int batchelements[MAXBATCHTRIANGLES*3];
4701 for (i = 0;i < texturenumsurfaces;i = j)
4703 surface = texturesurfacelist[i];
4705 if (surface->num_triangles > MAXBATCHTRIANGLES)
4707 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4710 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4711 batchtriangles = surface->num_triangles;
4712 firstvertex = surface->num_firstvertex;
4713 endvertex = surface->num_firstvertex + surface->num_vertices;
4714 for (;j < texturenumsurfaces;j++)
4716 surface2 = texturesurfacelist[j];
4717 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4719 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4720 batchtriangles += surface2->num_triangles;
4721 firstvertex = min(firstvertex, surface2->num_firstvertex);
4722 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4724 surface2 = texturesurfacelist[j-1];
4725 numvertices = endvertex - firstvertex;
4726 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4729 else if (r_batchmode.integer == 1)
4731 for (i = 0;i < texturenumsurfaces;i = j)
4733 surface = texturesurfacelist[i];
4734 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4735 if (texturesurfacelist[j] != surface2)
4737 surface2 = texturesurfacelist[j-1];
4738 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4739 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4740 GL_LockArrays(surface->num_firstvertex, numvertices);
4741 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4746 for (i = 0;i < texturenumsurfaces;i++)
4748 surface = texturesurfacelist[i];
4749 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4750 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4755 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
4757 int i, planeindex, vertexindex;
4761 r_waterstate_waterplane_t *p, *bestp;
4762 msurface_t *surface;
4763 if (r_waterstate.renderingscene)
4765 for (i = 0;i < texturenumsurfaces;i++)
4767 surface = texturesurfacelist[i];
4768 if (lightmaptexunit >= 0)
4769 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4770 if (deluxemaptexunit >= 0)
4771 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4772 // pick the closest matching water plane
4775 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4778 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
4780 Matrix4x4_Transform(&rsurface.matrix, v, vert);
4781 d += fabs(PlaneDiff(vert, &p->plane));
4783 if (bestd > d || !bestp)
4791 if (refractiontexunit >= 0)
4792 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
4793 if (reflectiontexunit >= 0)
4794 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
4798 if (refractiontexunit >= 0)
4799 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
4800 if (reflectiontexunit >= 0)
4801 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
4803 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4804 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4808 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4812 const msurface_t *surface = texturesurfacelist[0];
4813 const msurface_t *surface2;
4818 // TODO: lock all array ranges before render, rather than on each surface
4819 if (texturenumsurfaces == 1)
4821 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4822 if (deluxemaptexunit >= 0)
4823 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4824 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4825 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4827 else if (r_batchmode.integer == 2)
4829 #define MAXBATCHTRIANGLES 4096
4830 int batchtriangles = 0;
4831 int batchelements[MAXBATCHTRIANGLES*3];
4832 for (i = 0;i < texturenumsurfaces;i = j)
4834 surface = texturesurfacelist[i];
4835 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4836 if (deluxemaptexunit >= 0)
4837 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4839 if (surface->num_triangles > MAXBATCHTRIANGLES)
4841 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4844 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4845 batchtriangles = surface->num_triangles;
4846 firstvertex = surface->num_firstvertex;
4847 endvertex = surface->num_firstvertex + surface->num_vertices;
4848 for (;j < texturenumsurfaces;j++)
4850 surface2 = texturesurfacelist[j];
4851 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4853 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4854 batchtriangles += surface2->num_triangles;
4855 firstvertex = min(firstvertex, surface2->num_firstvertex);
4856 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4858 surface2 = texturesurfacelist[j-1];
4859 numvertices = endvertex - firstvertex;
4860 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4863 else if (r_batchmode.integer == 1)
4866 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
4867 for (i = 0;i < texturenumsurfaces;i = j)
4869 surface = texturesurfacelist[i];
4870 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4871 if (texturesurfacelist[j] != surface2)
4873 Con_Printf(" %i", j - i);
4876 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
4878 for (i = 0;i < texturenumsurfaces;i = j)
4880 surface = texturesurfacelist[i];
4881 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4882 if (deluxemaptexunit >= 0)
4883 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4884 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4885 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
4888 Con_Printf(" %i", j - i);
4890 surface2 = texturesurfacelist[j-1];
4891 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4892 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4893 GL_LockArrays(surface->num_firstvertex, numvertices);
4894 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4902 for (i = 0;i < texturenumsurfaces;i++)
4904 surface = texturesurfacelist[i];
4905 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4906 if (deluxemaptexunit >= 0)
4907 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4908 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4909 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4914 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4917 int texturesurfaceindex;
4918 if (r_showsurfaces.integer == 2)
4920 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4922 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4923 for (j = 0;j < surface->num_triangles;j++)
4925 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
4926 GL_Color(f, f, f, 1);
4927 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
4933 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4935 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4936 int k = (int)(((size_t)surface) / sizeof(msurface_t));
4937 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);
4938 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4939 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4944 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
4946 int texturesurfaceindex;
4950 if (rsurface.lightmapcolor4f)
4952 // generate color arrays for the surfaces in this list
4953 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4955 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4956 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)
4958 f = FogPoint_Model(v);
4968 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4970 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4971 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)
4973 f = FogPoint_Model(v);
4981 rsurface.lightmapcolor4f = rsurface.array_color4f;
4982 rsurface.lightmapcolor4f_bufferobject = 0;
4983 rsurface.lightmapcolor4f_bufferoffset = 0;
4986 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
4988 int texturesurfaceindex;
4991 if (!rsurface.lightmapcolor4f)
4993 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4995 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4996 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)
5004 rsurface.lightmapcolor4f = rsurface.array_color4f;
5005 rsurface.lightmapcolor4f_bufferobject = 0;
5006 rsurface.lightmapcolor4f_bufferoffset = 0;
5009 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5012 rsurface.lightmapcolor4f = NULL;
5013 rsurface.lightmapcolor4f_bufferobject = 0;
5014 rsurface.lightmapcolor4f_bufferoffset = 0;
5015 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5016 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5017 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5018 GL_Color(r, g, b, a);
5019 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5022 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5024 // TODO: optimize applyfog && applycolor case
5025 // just apply fog if necessary, and tint the fog color array if necessary
5026 rsurface.lightmapcolor4f = NULL;
5027 rsurface.lightmapcolor4f_bufferobject = 0;
5028 rsurface.lightmapcolor4f_bufferoffset = 0;
5029 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5030 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5031 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5032 GL_Color(r, g, b, a);
5033 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5036 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5038 int texturesurfaceindex;
5042 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5044 // generate color arrays for the surfaces in this list
5045 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5047 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5048 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5050 if (surface->lightmapinfo->samples)
5052 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5053 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5054 VectorScale(lm, scale, c);
5055 if (surface->lightmapinfo->styles[1] != 255)
5057 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5059 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5060 VectorMA(c, scale, lm, c);
5061 if (surface->lightmapinfo->styles[2] != 255)
5064 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5065 VectorMA(c, scale, lm, c);
5066 if (surface->lightmapinfo->styles[3] != 255)
5069 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5070 VectorMA(c, scale, lm, c);
5080 rsurface.lightmapcolor4f = rsurface.array_color4f;
5081 rsurface.lightmapcolor4f_bufferobject = 0;
5082 rsurface.lightmapcolor4f_bufferoffset = 0;
5086 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5087 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5088 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5090 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5091 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5092 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5093 GL_Color(r, g, b, a);
5094 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5097 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5099 int texturesurfaceindex;
5103 vec3_t ambientcolor;
5104 vec3_t diffusecolor;
5108 VectorCopy(rsurface.modellight_lightdir, lightdir);
5109 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
5110 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
5111 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
5112 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
5113 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
5114 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
5115 if (VectorLength2(diffusecolor) > 0)
5117 // generate color arrays for the surfaces in this list
5118 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5120 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5121 int numverts = surface->num_vertices;
5122 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5123 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5124 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5125 // q3-style directional shading
5126 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5128 if ((f = DotProduct(c2, lightdir)) > 0)
5129 VectorMA(ambientcolor, f, diffusecolor, c);
5131 VectorCopy(ambientcolor, c);
5140 rsurface.lightmapcolor4f = rsurface.array_color4f;
5141 rsurface.lightmapcolor4f_bufferobject = 0;
5142 rsurface.lightmapcolor4f_bufferoffset = 0;
5146 r = ambientcolor[0];
5147 g = ambientcolor[1];
5148 b = ambientcolor[2];
5149 rsurface.lightmapcolor4f = NULL;
5150 rsurface.lightmapcolor4f_bufferobject = 0;
5151 rsurface.lightmapcolor4f_bufferoffset = 0;
5153 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5154 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5155 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5156 GL_Color(r, g, b, a);
5157 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5160 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5162 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5163 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5164 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5165 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5166 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5168 rsurface.mode = RSURFMODE_SHOWSURFACES;
5170 GL_BlendFunc(GL_ONE, GL_ZERO);
5171 R_Mesh_ColorPointer(NULL, 0, 0);
5172 R_Mesh_ResetTextureState();
5174 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5175 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5178 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5180 // transparent sky would be ridiculous
5181 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5183 if (rsurface.mode != RSURFMODE_SKY)
5185 if (rsurface.mode == RSURFMODE_GLSL)
5187 qglUseProgramObjectARB(0);CHECKGLERROR
5189 rsurface.mode = RSURFMODE_SKY;
5193 skyrendernow = false;
5195 // restore entity matrix
5196 R_Mesh_Matrix(&rsurface.matrix);
5198 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5199 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5200 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5201 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5203 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5204 // skymasking on them, and Quake3 never did sky masking (unlike
5205 // software Quake and software Quake2), so disable the sky masking
5206 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5207 // and skymasking also looks very bad when noclipping outside the
5208 // level, so don't use it then either.
5209 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
5211 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
5212 R_Mesh_ColorPointer(NULL, 0, 0);
5213 R_Mesh_ResetTextureState();
5214 if (skyrendermasked)
5216 // depth-only (masking)
5217 GL_ColorMask(0,0,0,0);
5218 // just to make sure that braindead drivers don't draw
5219 // anything despite that colormask...
5220 GL_BlendFunc(GL_ZERO, GL_ONE);
5225 GL_BlendFunc(GL_ONE, GL_ZERO);
5227 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5228 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5229 if (skyrendermasked)
5230 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5234 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5236 if (rsurface.mode != RSURFMODE_GLSL)
5238 rsurface.mode = RSURFMODE_GLSL;
5239 R_Mesh_ResetTextureState();
5242 R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
5243 if (!r_glsl_permutation)
5246 if (rsurface.lightmode == 2)
5247 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5249 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5250 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5251 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5252 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5253 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5254 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5256 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
5257 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5259 R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
5260 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
5261 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5262 R_Mesh_ColorPointer(NULL, 0, 0);
5264 else if (rsurface.uselightmaptexture)
5266 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
5267 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
5268 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
5269 R_Mesh_ColorPointer(NULL, 0, 0);
5273 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
5274 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
5275 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
5276 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5279 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5281 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5282 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, 11, 12);
5283 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5284 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, -1, 12);
5286 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
5290 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5291 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, 11, 12);
5292 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5293 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 12);
5295 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5297 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
5302 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5304 // OpenGL 1.3 path - anything not completely ancient
5305 int texturesurfaceindex;
5306 qboolean applycolor;
5310 const texturelayer_t *layer;
5311 if (rsurface.mode != RSURFMODE_MULTIPASS)
5312 rsurface.mode = RSURFMODE_MULTIPASS;
5313 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5314 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5317 int layertexrgbscale;
5318 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5320 if (layerindex == 0)
5324 GL_AlphaTest(false);
5325 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5328 GL_DepthMask(layer->depthmask);
5329 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5330 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
5332 layertexrgbscale = 4;
5333 VectorScale(layer->color, 0.25f, layercolor);
5335 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
5337 layertexrgbscale = 2;
5338 VectorScale(layer->color, 0.5f, layercolor);
5342 layertexrgbscale = 1;
5343 VectorScale(layer->color, 1.0f, layercolor);
5345 layercolor[3] = layer->color[3];
5346 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5347 R_Mesh_ColorPointer(NULL, 0, 0);
5348 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5349 switch (layer->type)
5351 case TEXTURELAYERTYPE_LITTEXTURE:
5352 memset(&m, 0, sizeof(m));
5353 m.tex[0] = R_GetTexture(r_texture_white);
5354 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5355 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5356 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5357 m.tex[1] = R_GetTexture(layer->texture);
5358 m.texmatrix[1] = layer->texmatrix;
5359 m.texrgbscale[1] = layertexrgbscale;
5360 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5361 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5362 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5363 R_Mesh_TextureState(&m);
5364 if (rsurface.lightmode == 2)
5365 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5366 else if (rsurface.uselightmaptexture)
5367 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5369 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5371 case TEXTURELAYERTYPE_TEXTURE:
5372 memset(&m, 0, sizeof(m));
5373 m.tex[0] = R_GetTexture(layer->texture);
5374 m.texmatrix[0] = layer->texmatrix;
5375 m.texrgbscale[0] = layertexrgbscale;
5376 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5377 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5378 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5379 R_Mesh_TextureState(&m);
5380 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5382 case TEXTURELAYERTYPE_FOG:
5383 memset(&m, 0, sizeof(m));
5384 m.texrgbscale[0] = layertexrgbscale;
5387 m.tex[0] = R_GetTexture(layer->texture);
5388 m.texmatrix[0] = layer->texmatrix;
5389 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5390 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5391 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5393 R_Mesh_TextureState(&m);
5394 // generate a color array for the fog pass
5395 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5396 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5400 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5401 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)
5403 f = 1 - FogPoint_Model(v);
5404 c[0] = layercolor[0];
5405 c[1] = layercolor[1];
5406 c[2] = layercolor[2];
5407 c[3] = f * layercolor[3];
5410 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5413 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5415 GL_LockArrays(0, 0);
5418 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5420 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5421 GL_AlphaTest(false);
5425 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5427 // OpenGL 1.1 - crusty old voodoo path
5428 int texturesurfaceindex;
5432 const texturelayer_t *layer;
5433 if (rsurface.mode != RSURFMODE_MULTIPASS)
5434 rsurface.mode = RSURFMODE_MULTIPASS;
5435 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5436 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5438 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5440 if (layerindex == 0)
5444 GL_AlphaTest(false);
5445 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5448 GL_DepthMask(layer->depthmask);
5449 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5450 R_Mesh_ColorPointer(NULL, 0, 0);
5451 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5452 switch (layer->type)
5454 case TEXTURELAYERTYPE_LITTEXTURE:
5455 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5457 // two-pass lit texture with 2x rgbscale
5458 // first the lightmap pass
5459 memset(&m, 0, sizeof(m));
5460 m.tex[0] = R_GetTexture(r_texture_white);
5461 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5462 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5463 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5464 R_Mesh_TextureState(&m);
5465 if (rsurface.lightmode == 2)
5466 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5467 else if (rsurface.uselightmaptexture)
5468 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5470 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5471 GL_LockArrays(0, 0);
5472 // then apply the texture to it
5473 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5474 memset(&m, 0, sizeof(m));
5475 m.tex[0] = R_GetTexture(layer->texture);
5476 m.texmatrix[0] = layer->texmatrix;
5477 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5478 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5479 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5480 R_Mesh_TextureState(&m);
5481 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);
5485 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5486 memset(&m, 0, sizeof(m));
5487 m.tex[0] = R_GetTexture(layer->texture);
5488 m.texmatrix[0] = layer->texmatrix;
5489 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5490 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5491 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5492 R_Mesh_TextureState(&m);
5493 if (rsurface.lightmode == 2)
5494 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);
5496 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);
5499 case TEXTURELAYERTYPE_TEXTURE:
5500 // singletexture unlit texture with transparency support
5501 memset(&m, 0, sizeof(m));
5502 m.tex[0] = R_GetTexture(layer->texture);
5503 m.texmatrix[0] = layer->texmatrix;
5504 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5505 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5506 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5507 R_Mesh_TextureState(&m);
5508 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);
5510 case TEXTURELAYERTYPE_FOG:
5511 // singletexture fogging
5512 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5515 memset(&m, 0, sizeof(m));
5516 m.tex[0] = R_GetTexture(layer->texture);
5517 m.texmatrix[0] = layer->texmatrix;
5518 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5519 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5520 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5521 R_Mesh_TextureState(&m);
5524 R_Mesh_ResetTextureState();
5525 // generate a color array for the fog pass
5526 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5530 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5531 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)
5533 f = 1 - FogPoint_Model(v);
5534 c[0] = layer->color[0];
5535 c[1] = layer->color[1];
5536 c[2] = layer->color[2];
5537 c[3] = f * layer->color[3];
5540 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5543 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5545 GL_LockArrays(0, 0);
5548 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5550 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5551 GL_AlphaTest(false);
5555 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5557 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5559 rsurface.rtlight = NULL;
5563 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5565 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5567 if (rsurface.mode != RSURFMODE_MULTIPASS)
5568 rsurface.mode = RSURFMODE_MULTIPASS;
5569 if (r_depthfirst.integer == 3)
5571 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5572 if (!r_view.showdebug)
5573 GL_Color(0, 0, 0, 1);
5575 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5579 GL_ColorMask(0,0,0,0);
5582 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5583 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5584 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5586 GL_BlendFunc(GL_ONE, GL_ZERO);
5588 GL_AlphaTest(false);
5589 R_Mesh_ColorPointer(NULL, 0, 0);
5590 R_Mesh_ResetTextureState();
5591 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5592 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5593 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
5594 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5596 else if (r_depthfirst.integer == 3)
5598 else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
5600 GL_Color(0, 0, 0, 1);
5601 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5603 else if (r_showsurfaces.integer)
5605 if (rsurface.mode != RSURFMODE_MULTIPASS)
5606 rsurface.mode = RSURFMODE_MULTIPASS;
5607 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5608 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5610 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5611 GL_BlendFunc(GL_ONE, GL_ZERO);
5612 GL_DepthMask(writedepth);
5614 GL_AlphaTest(false);
5615 R_Mesh_ColorPointer(NULL, 0, 0);
5616 R_Mesh_ResetTextureState();
5617 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5618 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5619 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5621 else if (gl_lightmaps.integer)
5624 if (rsurface.mode != RSURFMODE_MULTIPASS)
5625 rsurface.mode = RSURFMODE_MULTIPASS;
5626 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5628 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5629 GL_BlendFunc(GL_ONE, GL_ZERO);
5630 GL_DepthMask(writedepth);
5632 GL_AlphaTest(false);
5633 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5634 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5635 R_Mesh_ColorPointer(NULL, 0, 0);
5636 memset(&m, 0, sizeof(m));
5637 m.tex[0] = R_GetTexture(r_texture_white);
5638 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5639 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5640 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5641 R_Mesh_TextureState(&m);
5642 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
5643 if (rsurface.lightmode == 2)
5644 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5645 else if (rsurface.uselightmaptexture)
5646 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5648 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5649 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5651 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5653 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5654 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5656 else if (rsurface.texture->currentnumlayers)
5658 // write depth for anything we skipped on the depth-only pass earlier
5659 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5661 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5662 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5663 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5664 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
5665 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5666 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5667 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5668 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5669 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5670 if (r_glsl.integer && gl_support_fragment_shader)
5671 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5672 else if (gl_combine.integer && r_textureunits.integer >= 2)
5673 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5675 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5676 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5679 GL_LockArrays(0, 0);
5682 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5685 int texturenumsurfaces, endsurface;
5687 msurface_t *surface;
5688 msurface_t *texturesurfacelist[1024];
5690 // if the model is static it doesn't matter what value we give for
5691 // wantnormals and wanttangents, so this logic uses only rules applicable
5692 // to a model, knowing that they are meaningless otherwise
5693 if (ent == r_refdef.worldentity)
5694 RSurf_ActiveWorldEntity();
5695 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5696 RSurf_ActiveModelEntity(ent, false, false);
5698 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5700 for (i = 0;i < numsurfaces;i = j)
5703 surface = rsurface.modelsurfaces + surfacelist[i];
5704 texture = surface->texture;
5705 R_UpdateTextureInfo(ent, texture);
5706 rsurface.texture = texture->currentframe;
5707 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5708 // scan ahead until we find a different texture
5709 endsurface = min(i + 1024, numsurfaces);
5710 texturenumsurfaces = 0;
5711 texturesurfacelist[texturenumsurfaces++] = surface;
5712 for (;j < endsurface;j++)
5714 surface = rsurface.modelsurfaces + surfacelist[j];
5715 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5717 texturesurfacelist[texturenumsurfaces++] = surface;
5719 // render the range of surfaces
5720 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5726 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
5729 vec3_t tempcenter, center;
5731 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
5734 for (i = 0;i < numsurfaces;i++)
5735 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5736 R_Water_AddWaterPlane(surfacelist[i]);
5739 // break the surface list down into batches by texture and use of lightmapping
5740 for (i = 0;i < numsurfaces;i = j)
5743 // texture is the base texture pointer, rsurface.texture is the
5744 // current frame/skin the texture is directing us to use (for example
5745 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
5746 // use skin 1 instead)
5747 texture = surfacelist[i]->texture;
5748 rsurface.texture = texture->currentframe;
5749 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
5750 if (!(rsurface.texture->currentmaterialflags & flagsmask))
5752 // if this texture is not the kind we want, skip ahead to the next one
5753 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
5757 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5759 // transparent surfaces get pushed off into the transparent queue
5760 const msurface_t *surface = surfacelist[i];
5763 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5764 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5765 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5766 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5767 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5771 // simply scan ahead until we find a different texture or lightmap state
5772 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
5774 // render the range of surfaces
5775 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
5780 float locboxvertex3f[6*4*3] =
5782 1,0,1, 1,0,0, 1,1,0, 1,1,1,
5783 0,1,1, 0,1,0, 0,0,0, 0,0,1,
5784 1,1,1, 1,1,0, 0,1,0, 0,1,1,
5785 0,0,1, 0,0,0, 1,0,0, 1,0,1,
5786 0,0,1, 1,0,1, 1,1,1, 0,1,1,
5787 1,0,0, 0,0,0, 0,1,0, 1,1,0
5790 int locboxelement3i[6*2*3] =
5800 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5803 cl_locnode_t *loc = (cl_locnode_t *)ent;
5805 float vertex3f[6*4*3];
5807 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5808 GL_DepthMask(false);
5809 GL_DepthRange(0, 1);
5810 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5812 GL_CullFace(GL_NONE);
5813 R_Mesh_Matrix(&identitymatrix);
5815 R_Mesh_VertexPointer(vertex3f, 0, 0);
5816 R_Mesh_ColorPointer(NULL, 0, 0);
5817 R_Mesh_ResetTextureState();
5820 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
5821 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
5822 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
5823 surfacelist[0] < 0 ? 0.5f : 0.125f);
5825 if (VectorCompare(loc->mins, loc->maxs))
5827 VectorSet(size, 2, 2, 2);
5828 VectorMA(loc->mins, -0.5f, size, mins);
5832 VectorCopy(loc->mins, mins);
5833 VectorSubtract(loc->maxs, loc->mins, size);
5836 for (i = 0;i < 6*4*3;)
5837 for (j = 0;j < 3;j++, i++)
5838 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
5840 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
5843 void R_DrawLocs(void)
5846 cl_locnode_t *loc, *nearestloc;
5848 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
5849 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
5851 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
5852 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
5856 void R_DrawDebugModel(entity_render_t *ent)
5858 int i, j, k, l, flagsmask;
5859 const int *elements;
5861 msurface_t *surface;
5862 model_t *model = ent->model;
5865 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
5867 R_Mesh_ColorPointer(NULL, 0, 0);
5868 R_Mesh_ResetTextureState();
5869 GL_DepthRange(0, 1);
5870 GL_DepthTest(!r_showdisabledepthtest.integer);
5871 GL_DepthMask(false);
5872 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5874 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
5876 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
5877 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
5879 if (brush->colbrushf && brush->colbrushf->numtriangles)
5881 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
5882 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, r_showcollisionbrushes.value);
5883 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
5886 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
5888 if (surface->num_collisiontriangles)
5890 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
5891 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, r_showcollisionbrushes.value);
5892 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
5897 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5899 if (r_showtris.integer || r_shownormals.integer)
5901 if (r_showdisabledepthtest.integer)
5903 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5904 GL_DepthMask(false);
5908 GL_BlendFunc(GL_ONE, GL_ZERO);
5911 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
5913 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
5915 rsurface.texture = surface->texture->currentframe;
5916 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
5918 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
5919 if (r_showtris.value > 0)
5921 if (!rsurface.texture->currentlayers->depthmask)
5922 GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
5923 else if (ent == r_refdef.worldentity)
5924 GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
5926 GL_Color(0, r_view.colorscale, 0, r_showtris.value);
5927 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
5930 for (k = 0;k < surface->num_triangles;k++, elements += 3)
5932 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
5933 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
5934 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
5935 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
5940 if (r_shownormals.value > 0)
5942 GL_Color(r_view.colorscale, 0, 0, r_shownormals.value);
5944 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5946 VectorCopy(rsurface.vertex3f + l * 3, v);
5947 qglVertex3f(v[0], v[1], v[2]);
5948 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
5949 qglVertex3f(v[0], v[1], v[2]);
5953 GL_Color(0, 0, r_view.colorscale, r_shownormals.value);
5955 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5957 VectorCopy(rsurface.vertex3f + l * 3, v);
5958 qglVertex3f(v[0], v[1], v[2]);
5959 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
5960 qglVertex3f(v[0], v[1], v[2]);
5964 GL_Color(0, r_view.colorscale, 0, r_shownormals.value);
5966 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5968 VectorCopy(rsurface.vertex3f + l * 3, v);
5969 qglVertex3f(v[0], v[1], v[2]);
5970 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
5971 qglVertex3f(v[0], v[1], v[2]);
5978 rsurface.texture = NULL;
5982 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
5983 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
5985 int i, j, endj, f, flagsmask;
5986 int counttriangles = 0;
5987 msurface_t *surface, **surfacechain;
5989 model_t *model = r_refdef.worldmodel;
5990 const int maxsurfacelist = 1024;
5991 int numsurfacelist = 0;
5992 msurface_t *surfacelist[1024];
5996 RSurf_ActiveWorldEntity();
5998 // update light styles
5999 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
6001 for (i = 0;i < model->brushq1.light_styles;i++)
6003 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
6005 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
6006 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
6007 for (;(surface = *surfacechain);surfacechain++)
6008 surface->cached_dlight = true;
6013 R_UpdateAllTextureInfo(r_refdef.worldentity);
6014 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6018 R_DrawDebugModel(r_refdef.worldentity);
6024 rsurface.uselightmaptexture = false;
6025 rsurface.texture = NULL;
6027 j = model->firstmodelsurface;
6028 endj = j + model->nummodelsurfaces;
6031 // quickly skip over non-visible surfaces
6032 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
6034 // quickly iterate over visible surfaces
6035 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
6037 // process this surface
6038 surface = model->data_surfaces + j;
6039 // if this surface fits the criteria, add it to the list
6040 if (surface->num_triangles)
6042 // if lightmap parameters changed, rebuild lightmap texture
6043 if (surface->cached_dlight)
6044 R_BuildLightMap(r_refdef.worldentity, surface);
6045 // add face to draw list
6046 surfacelist[numsurfacelist++] = surface;
6047 counttriangles += surface->num_triangles;
6048 if (numsurfacelist >= maxsurfacelist)
6050 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6057 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6058 r_refdef.stats.entities_triangles += counttriangles;
6062 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6064 int i, f, flagsmask;
6065 int counttriangles = 0;
6066 msurface_t *surface, *endsurface, **surfacechain;
6068 model_t *model = ent->model;
6069 const int maxsurfacelist = 1024;
6070 int numsurfacelist = 0;
6071 msurface_t *surfacelist[1024];
6075 // if the model is static it doesn't matter what value we give for
6076 // wantnormals and wanttangents, so this logic uses only rules applicable
6077 // to a model, knowing that they are meaningless otherwise
6078 if (ent == r_refdef.worldentity)
6079 RSurf_ActiveWorldEntity();
6080 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6081 RSurf_ActiveModelEntity(ent, false, false);
6083 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6085 // update light styles
6086 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
6088 for (i = 0;i < model->brushq1.light_styles;i++)
6090 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
6092 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
6093 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
6094 for (;(surface = *surfacechain);surfacechain++)
6095 surface->cached_dlight = true;
6100 R_UpdateAllTextureInfo(ent);
6101 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6105 R_DrawDebugModel(ent);
6111 rsurface.uselightmaptexture = false;
6112 rsurface.texture = NULL;
6114 surface = model->data_surfaces + model->firstmodelsurface;
6115 endsurface = surface + model->nummodelsurfaces;
6116 for (;surface < endsurface;surface++)
6118 // if this surface fits the criteria, add it to the list
6119 if (surface->num_triangles)
6121 // if lightmap parameters changed, rebuild lightmap texture
6122 if (surface->cached_dlight)
6123 R_BuildLightMap(ent, surface);
6124 // add face to draw list
6125 surfacelist[numsurfacelist++] = surface;
6126 counttriangles += surface->num_triangles;
6127 if (numsurfacelist >= maxsurfacelist)
6129 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6135 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6136 r_refdef.stats.entities_triangles += counttriangles;