2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CF_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "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)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "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"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CF_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CF_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CF_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CF_CLIENT | CF_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CF_CLIENT | CF_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
211 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
214 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
221 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
232 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "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"};
234 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
236 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
238 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
240 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
241 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
245 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
250 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
251 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
253 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
254 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
255 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
256 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
259 cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"};
260 cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"};
261 cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"};
263 extern cvar_t v_glslgamma_2d;
265 extern qbool v_flipped_state;
267 r_framebufferstate_t r_fb;
269 /// shadow volume bsp struct with automatically growing nodes buffer
272 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
274 rtexture_t *r_texture_blanknormalmap;
275 rtexture_t *r_texture_white;
276 rtexture_t *r_texture_grey128;
277 rtexture_t *r_texture_black;
278 rtexture_t *r_texture_notexture;
279 rtexture_t *r_texture_whitecube;
280 rtexture_t *r_texture_normalizationcube;
281 rtexture_t *r_texture_fogattenuation;
282 rtexture_t *r_texture_fogheighttexture;
283 rtexture_t *r_texture_gammaramps;
284 unsigned int r_texture_gammaramps_serial;
285 //rtexture_t *r_texture_fogintensity;
286 rtexture_t *r_texture_reflectcube;
288 // TODO: hash lookups?
289 typedef struct cubemapinfo_s
296 int r_texture_numcubemaps;
297 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
299 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
300 unsigned int r_numqueries;
301 unsigned int r_maxqueries;
303 typedef struct r_qwskincache_s
305 char name[MAX_QPATH];
306 skinframe_t *skinframe;
310 static r_qwskincache_t *r_qwskincache;
311 static int r_qwskincache_size;
313 /// vertex coordinates for a quad that covers the screen exactly
314 extern const float r_screenvertex3f[12];
315 const float r_screenvertex3f[12] =
323 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
326 for (i = 0;i < verts;i++)
337 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
340 for (i = 0;i < verts;i++)
350 // FIXME: move this to client?
353 if (gamemode == GAME_NEHAHRA)
355 Cvar_Set(&cvars_all, "gl_fogenable", "0");
356 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
357 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
358 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
359 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
361 r_refdef.fog_density = 0;
362 r_refdef.fog_red = 0;
363 r_refdef.fog_green = 0;
364 r_refdef.fog_blue = 0;
365 r_refdef.fog_alpha = 1;
366 r_refdef.fog_start = 0;
367 r_refdef.fog_end = 16384;
368 r_refdef.fog_height = 1<<30;
369 r_refdef.fog_fadedepth = 128;
370 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
373 static void R_BuildBlankTextures(void)
375 unsigned char data[4];
376 data[2] = 128; // normal X
377 data[1] = 128; // normal Y
378 data[0] = 255; // normal Z
379 data[3] = 255; // height
380 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildNoTexture(void)
400 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
403 static void R_BuildWhiteCube(void)
405 unsigned char data[6*1*1*4];
406 memset(data, 255, sizeof(data));
407 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
410 static void R_BuildNormalizationCube(void)
414 vec_t s, t, intensity;
417 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
418 for (side = 0;side < 6;side++)
420 for (y = 0;y < NORMSIZE;y++)
422 for (x = 0;x < NORMSIZE;x++)
424 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
425 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
460 intensity = 127.0f / sqrt(DotProduct(v, v));
461 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
462 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
463 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
464 data[((side*64+y)*64+x)*4+3] = 255;
468 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
472 static void R_BuildFogTexture(void)
476 unsigned char data1[FOGWIDTH][4];
477 //unsigned char data2[FOGWIDTH][4];
480 r_refdef.fogmasktable_start = r_refdef.fog_start;
481 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
482 r_refdef.fogmasktable_range = r_refdef.fogrange;
483 r_refdef.fogmasktable_density = r_refdef.fog_density;
485 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
486 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
488 d = (x * r - r_refdef.fogmasktable_start);
489 if(developer_extra.integer)
490 Con_DPrintf("%f ", d);
492 if (r_fog_exp2.integer)
493 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
495 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
496 if(developer_extra.integer)
497 Con_DPrintf(" : %f ", alpha);
498 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
499 if(developer_extra.integer)
500 Con_DPrintf(" = %f\n", alpha);
501 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
504 for (x = 0;x < FOGWIDTH;x++)
506 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
511 //data2[x][0] = 255 - b;
512 //data2[x][1] = 255 - b;
513 //data2[x][2] = 255 - b;
516 if (r_texture_fogattenuation)
518 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
519 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
523 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
524 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
528 static void R_BuildFogHeightTexture(void)
530 unsigned char *inpixels;
538 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
539 if (r_refdef.fogheighttexturename[0])
540 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
543 r_refdef.fog_height_tablesize = 0;
544 if (r_texture_fogheighttexture)
545 R_FreeTexture(r_texture_fogheighttexture);
546 r_texture_fogheighttexture = NULL;
547 if (r_refdef.fog_height_table2d)
548 Mem_Free(r_refdef.fog_height_table2d);
549 r_refdef.fog_height_table2d = NULL;
550 if (r_refdef.fog_height_table1d)
551 Mem_Free(r_refdef.fog_height_table1d);
552 r_refdef.fog_height_table1d = NULL;
556 r_refdef.fog_height_tablesize = size;
557 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
558 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
559 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
561 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
562 // average fog color table accounting for every fog layer between a point
563 // and the camera. (Note: attenuation is handled separately!)
564 for (y = 0;y < size;y++)
566 for (x = 0;x < size;x++)
572 for (j = x;j <= y;j++)
574 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
580 for (j = x;j >= y;j--)
582 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
587 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
589 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
590 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
593 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
596 //=======================================================================================================================================================
598 static const char *builtinshaderstrings[] =
600 #include "shader_glsl.h"
604 //=======================================================================================================================================================
606 typedef struct shaderpermutationinfo_s
611 shaderpermutationinfo_t;
613 typedef struct shadermodeinfo_s
615 const char *sourcebasename;
616 const char *extension;
617 const char **builtinshaderstrings;
626 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
627 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
629 {"#define USEDIFFUSE\n", " diffuse"},
630 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
631 {"#define USEVIEWTINT\n", " viewtint"},
632 {"#define USECOLORMAPPING\n", " colormapping"},
633 {"#define USESATURATION\n", " saturation"},
634 {"#define USEFOGINSIDE\n", " foginside"},
635 {"#define USEFOGOUTSIDE\n", " fogoutside"},
636 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
637 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
638 {"#define USEGAMMARAMPS\n", " gammaramps"},
639 {"#define USECUBEFILTER\n", " cubefilter"},
640 {"#define USEGLOW\n", " glow"},
641 {"#define USEBLOOM\n", " bloom"},
642 {"#define USESPECULAR\n", " specular"},
643 {"#define USEPOSTPROCESSING\n", " postprocessing"},
644 {"#define USEREFLECTION\n", " reflection"},
645 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
646 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
647 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
649 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651 {"#define USEALPHAKILL\n", " alphakill"},
652 {"#define USEREFLECTCUBE\n", " reflectcube"},
653 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654 {"#define USEBOUNCEGRID\n", " bouncegrid"},
655 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
656 {"#define USETRIPPY\n", " trippy"},
657 {"#define USEDEPTHRGB\n", " depthrgb"},
658 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
659 {"#define USESKELETAL\n", " skeletal"},
660 {"#define USEOCCLUDE\n", " occlude"}
663 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
664 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
666 // SHADERLANGUAGE_GLSL
668 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
681 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
682 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
683 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
684 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
688 struct r_glsl_permutation_s;
689 typedef struct r_glsl_permutation_s
692 struct r_glsl_permutation_s *hashnext;
694 uint64_t permutation;
696 /// indicates if we have tried compiling this permutation already
698 /// 0 if compilation failed
700 // texture units assigned to each detected uniform
701 int tex_Texture_First;
702 int tex_Texture_Second;
703 int tex_Texture_GammaRamps;
704 int tex_Texture_Normal;
705 int tex_Texture_Color;
706 int tex_Texture_Gloss;
707 int tex_Texture_Glow;
708 int tex_Texture_SecondaryNormal;
709 int tex_Texture_SecondaryColor;
710 int tex_Texture_SecondaryGloss;
711 int tex_Texture_SecondaryGlow;
712 int tex_Texture_Pants;
713 int tex_Texture_Shirt;
714 int tex_Texture_FogHeightTexture;
715 int tex_Texture_FogMask;
716 int tex_Texture_LightGrid;
717 int tex_Texture_Lightmap;
718 int tex_Texture_Deluxemap;
719 int tex_Texture_Attenuation;
720 int tex_Texture_Cube;
721 int tex_Texture_Refraction;
722 int tex_Texture_Reflection;
723 int tex_Texture_ShadowMap2D;
724 int tex_Texture_CubeProjection;
725 int tex_Texture_ScreenNormalMap;
726 int tex_Texture_ScreenDiffuse;
727 int tex_Texture_ScreenSpecular;
728 int tex_Texture_ReflectMask;
729 int tex_Texture_ReflectCube;
730 int tex_Texture_BounceGrid;
731 /// locations of detected uniforms in program object, or -1 if not found
732 int loc_Texture_First;
733 int loc_Texture_Second;
734 int loc_Texture_GammaRamps;
735 int loc_Texture_Normal;
736 int loc_Texture_Color;
737 int loc_Texture_Gloss;
738 int loc_Texture_Glow;
739 int loc_Texture_SecondaryNormal;
740 int loc_Texture_SecondaryColor;
741 int loc_Texture_SecondaryGloss;
742 int loc_Texture_SecondaryGlow;
743 int loc_Texture_Pants;
744 int loc_Texture_Shirt;
745 int loc_Texture_FogHeightTexture;
746 int loc_Texture_FogMask;
747 int loc_Texture_LightGrid;
748 int loc_Texture_Lightmap;
749 int loc_Texture_Deluxemap;
750 int loc_Texture_Attenuation;
751 int loc_Texture_Cube;
752 int loc_Texture_Refraction;
753 int loc_Texture_Reflection;
754 int loc_Texture_ShadowMap2D;
755 int loc_Texture_CubeProjection;
756 int loc_Texture_ScreenNormalMap;
757 int loc_Texture_ScreenDiffuse;
758 int loc_Texture_ScreenSpecular;
759 int loc_Texture_ReflectMask;
760 int loc_Texture_ReflectCube;
761 int loc_Texture_BounceGrid;
763 int loc_BloomBlur_Parameters;
765 int loc_Color_Ambient;
766 int loc_Color_Diffuse;
767 int loc_Color_Specular;
771 int loc_DeferredColor_Ambient;
772 int loc_DeferredColor_Diffuse;
773 int loc_DeferredColor_Specular;
774 int loc_DeferredMod_Diffuse;
775 int loc_DeferredMod_Specular;
776 int loc_DistortScaleRefractReflect;
779 int loc_FogHeightFade;
781 int loc_FogPlaneViewDist;
782 int loc_FogRangeRecip;
785 int loc_LightGridMatrix;
786 int loc_LightGridNormalMatrix;
787 int loc_LightPosition;
788 int loc_OffsetMapping_ScaleSteps;
789 int loc_OffsetMapping_LodDistance;
790 int loc_OffsetMapping_Bias;
792 int loc_ReflectColor;
793 int loc_ReflectFactor;
794 int loc_ReflectOffset;
795 int loc_RefractColor;
797 int loc_ScreenCenterRefractReflect;
798 int loc_ScreenScaleRefractReflect;
799 int loc_ScreenToDepth;
800 int loc_ShadowMap_Parameters;
801 int loc_ShadowMap_TextureScale;
802 int loc_SpecularPower;
803 int loc_Skeletal_Transform12;
809 int loc_ViewTintColor;
811 int loc_ModelToLight;
813 int loc_BackgroundTexMatrix;
814 int loc_ModelViewProjectionMatrix;
815 int loc_ModelViewMatrix;
816 int loc_PixelToScreenTexCoord;
817 int loc_ModelToReflectCube;
818 int loc_ShadowMapMatrix;
819 int loc_BloomColorSubtract;
820 int loc_NormalmapScrollBlend;
821 int loc_BounceGridMatrix;
822 int loc_BounceGridIntensity;
823 /// uniform block bindings
824 int ubibind_Skeletal_Transform12_UniformBlock;
825 /// uniform block indices
826 int ubiloc_Skeletal_Transform12_UniformBlock;
828 r_glsl_permutation_t;
830 #define SHADERPERMUTATION_HASHSIZE 256
833 // non-degradable "lightweight" shader parameters to keep the permutations simpler
834 // these can NOT degrade! only use for simple stuff
837 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
838 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
839 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
840 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
841 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
842 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
843 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
844 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
845 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
846 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
847 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
848 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
849 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
850 SHADERSTATICPARM_FXAA = 13, ///< fast approximate anti aliasing
851 SHADERSTATICPARM_COLORFRINGE = 14 ///< colorfringe (chromatic aberration)
853 #define SHADERSTATICPARMS_COUNT 15
855 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
856 static int shaderstaticparms_count = 0;
858 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
859 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 extern qbool r_shadow_shadowmapsampler;
862 extern int r_shadow_shadowmappcf;
863 qbool R_CompileShader_CheckStaticParms(void)
865 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
866 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
867 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
870 if (r_glsl_saturation_redcompensate.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
872 if (r_glsl_vertextextureblend_usebothalphas.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
874 if (r_shadow_glossexact.integer)
875 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
876 if (r_glsl_postprocess.integer)
878 if (r_glsl_postprocess_uservec1_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
880 if (r_glsl_postprocess_uservec2_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
882 if (r_glsl_postprocess_uservec3_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
884 if (r_glsl_postprocess_uservec4_enable.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
889 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
892 if (r_shadow_shadowmapsampler)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
894 if (r_shadow_shadowmappcf > 1)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
896 else if (r_shadow_shadowmappcf)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
898 if (r_celshading.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
900 if (r_celoutlines.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
902 if (r_colorfringe.value)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_COLORFRINGE);
905 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
908 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
909 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
910 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
912 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
913 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
915 shaderstaticparms_count = 0;
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_COLORFRINGE, "USECOLORFRINGE");
935 /// information about each possible shader permutation
936 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
937 /// currently selected permutation
938 r_glsl_permutation_t *r_glsl_permutation;
939 /// storage for permutations linked in the hash table
940 memexpandablearray_t r_glsl_permutationarray;
942 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
944 //unsigned int hashdepth = 0;
945 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
946 r_glsl_permutation_t *p;
947 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
949 if (p->mode == mode && p->permutation == permutation)
951 //if (hashdepth > 10)
952 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
957 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
959 p->permutation = permutation;
960 p->hashnext = r_glsl_permutationhash[mode][hashindex];
961 r_glsl_permutationhash[mode][hashindex] = p;
962 //if (hashdepth > 10)
963 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
967 static char *R_ShaderStrCat(const char **strings)
970 const char **p = strings;
973 for (p = strings;(t = *p);p++)
976 s = string = (char *)Mem_Alloc(r_main_mempool, len);
978 for (p = strings;(t = *p);p++)
988 static char *R_ShaderStrCat(const char **strings);
989 static void R_InitShaderModeInfo(void)
992 shadermodeinfo_t *modeinfo;
993 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
994 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
996 for (i = 0; i < SHADERMODE_COUNT; i++)
998 char filename[MAX_QPATH];
999 modeinfo = &shadermodeinfo[language][i];
1000 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1001 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1002 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1003 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1008 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1011 // if the mode has no filename we have to return the builtin string
1012 if (builtinonly || !modeinfo->filename)
1013 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1014 // note that FS_LoadFile appends a 0 byte to make it a valid string
1015 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1018 if (printfromdisknotice)
1019 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1020 return shaderstring;
1022 // fall back to builtinstring
1023 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1026 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1031 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1033 char permutationname[256];
1034 int vertstrings_count = 0;
1035 int geomstrings_count = 0;
1036 int fragstrings_count = 0;
1037 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1038 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1039 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1046 permutationname[0] = 0;
1047 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1049 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1051 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1052 if(vid.support.glshaderversion >= 140)
1054 vertstrings_list[vertstrings_count++] = "#version 140\n";
1055 geomstrings_list[geomstrings_count++] = "#version 140\n";
1056 fragstrings_list[fragstrings_count++] = "#version 140\n";
1057 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1058 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1059 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1061 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1062 else if(vid.support.glshaderversion >= 130)
1064 vertstrings_list[vertstrings_count++] = "#version 130\n";
1065 geomstrings_list[geomstrings_count++] = "#version 130\n";
1066 fragstrings_list[fragstrings_count++] = "#version 130\n";
1067 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1068 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1069 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1071 // if we can do #version 120, we should (this adds the invariant keyword)
1072 else if(vid.support.glshaderversion >= 120)
1074 vertstrings_list[vertstrings_count++] = "#version 120\n";
1075 geomstrings_list[geomstrings_count++] = "#version 120\n";
1076 fragstrings_list[fragstrings_count++] = "#version 120\n";
1077 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1078 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1079 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1081 // GLES also adds several things from GLSL120
1082 switch(vid.renderpath)
1084 case RENDERPATH_GLES2:
1085 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1086 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1087 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1093 // the first pretext is which type of shader to compile as
1094 // (later these will all be bound together as a program object)
1095 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1096 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1097 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1099 // the second pretext is the mode (for example a light source)
1100 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1101 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1102 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1103 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1105 // now add all the permutation pretexts
1106 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1108 if (permutation & (1ll<<i))
1110 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1111 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1112 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1113 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1117 // keep line numbers correct
1118 vertstrings_list[vertstrings_count++] = "\n";
1119 geomstrings_list[geomstrings_count++] = "\n";
1120 fragstrings_list[fragstrings_count++] = "\n";
1125 R_CompileShader_AddStaticParms(mode, permutation);
1126 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1127 vertstrings_count += shaderstaticparms_count;
1128 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1129 geomstrings_count += shaderstaticparms_count;
1130 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1131 fragstrings_count += shaderstaticparms_count;
1133 // now append the shader text itself
1134 vertstrings_list[vertstrings_count++] = sourcestring;
1135 geomstrings_list[geomstrings_count++] = sourcestring;
1136 fragstrings_list[fragstrings_count++] = sourcestring;
1138 // we don't currently use geometry shaders for anything, so just empty the list
1139 geomstrings_count = 0;
1141 // compile the shader program
1142 if (vertstrings_count + geomstrings_count + fragstrings_count)
1143 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1147 qglUseProgram(p->program);CHECKGLERROR
1148 // look up all the uniform variable names we care about, so we don't
1149 // have to look them up every time we set them
1154 GLint activeuniformindex = 0;
1155 GLint numactiveuniforms = 0;
1156 char uniformname[128];
1157 GLsizei uniformnamelength = 0;
1158 GLint uniformsize = 0;
1159 GLenum uniformtype = 0;
1160 memset(uniformname, 0, sizeof(uniformname));
1161 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1162 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1163 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1165 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1166 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1171 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1172 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1173 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1174 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1175 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1176 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1177 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1178 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1179 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1180 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1181 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1182 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1183 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1184 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1185 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1186 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1187 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1188 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1189 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1190 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1191 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1192 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1193 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1194 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1195 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1196 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1197 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1198 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1199 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1200 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1201 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1202 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1203 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1204 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1205 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1206 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1207 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1208 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1209 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1210 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1211 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1212 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1213 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1214 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1215 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1216 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1217 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1218 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1219 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1220 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1221 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1222 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1223 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1224 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1225 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1226 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1227 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1228 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1229 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1230 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1231 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1232 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1233 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1234 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1235 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1236 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1237 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1238 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1239 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1240 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1241 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1242 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1243 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1244 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1245 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1246 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1247 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1248 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1249 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1250 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1251 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1252 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1253 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1254 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1255 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1256 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1257 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1258 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1259 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1260 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1261 // initialize the samplers to refer to the texture units we use
1262 p->tex_Texture_First = -1;
1263 p->tex_Texture_Second = -1;
1264 p->tex_Texture_GammaRamps = -1;
1265 p->tex_Texture_Normal = -1;
1266 p->tex_Texture_Color = -1;
1267 p->tex_Texture_Gloss = -1;
1268 p->tex_Texture_Glow = -1;
1269 p->tex_Texture_SecondaryNormal = -1;
1270 p->tex_Texture_SecondaryColor = -1;
1271 p->tex_Texture_SecondaryGloss = -1;
1272 p->tex_Texture_SecondaryGlow = -1;
1273 p->tex_Texture_Pants = -1;
1274 p->tex_Texture_Shirt = -1;
1275 p->tex_Texture_FogHeightTexture = -1;
1276 p->tex_Texture_FogMask = -1;
1277 p->tex_Texture_LightGrid = -1;
1278 p->tex_Texture_Lightmap = -1;
1279 p->tex_Texture_Deluxemap = -1;
1280 p->tex_Texture_Attenuation = -1;
1281 p->tex_Texture_Cube = -1;
1282 p->tex_Texture_Refraction = -1;
1283 p->tex_Texture_Reflection = -1;
1284 p->tex_Texture_ShadowMap2D = -1;
1285 p->tex_Texture_CubeProjection = -1;
1286 p->tex_Texture_ScreenNormalMap = -1;
1287 p->tex_Texture_ScreenDiffuse = -1;
1288 p->tex_Texture_ScreenSpecular = -1;
1289 p->tex_Texture_ReflectMask = -1;
1290 p->tex_Texture_ReflectCube = -1;
1291 p->tex_Texture_BounceGrid = -1;
1292 // bind the texture samplers in use
1294 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1295 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1296 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1297 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1298 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1299 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1300 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1301 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1302 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1303 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1304 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1305 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1306 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1307 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1308 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1309 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1310 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1311 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1312 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1313 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1314 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1315 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1316 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1317 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1318 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1319 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1320 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1321 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1322 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1323 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1324 // get the uniform block indices so we can bind them
1325 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1326 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1327 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1329 // clear the uniform block bindings
1330 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1331 // bind the uniform blocks in use
1333 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1334 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1336 // we're done compiling and setting up the shader, at least until it is used
1338 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1341 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1345 Mem_Free(sourcestring);
1348 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1350 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1351 if (r_glsl_permutation != perm)
1353 r_glsl_permutation = perm;
1354 if (!r_glsl_permutation->program)
1356 if (!r_glsl_permutation->compiled)
1358 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1359 R_GLSL_CompilePermutation(perm, mode, permutation);
1361 if (!r_glsl_permutation->program)
1363 // remove features until we find a valid permutation
1365 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1367 // reduce i more quickly whenever it would not remove any bits
1368 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1369 if (!(permutation & j))
1372 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1373 if (!r_glsl_permutation->compiled)
1374 R_GLSL_CompilePermutation(perm, mode, permutation);
1375 if (r_glsl_permutation->program)
1378 if (i >= SHADERPERMUTATION_COUNT)
1380 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1381 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1382 qglUseProgram(0);CHECKGLERROR
1383 return; // no bit left to clear, entire mode is broken
1388 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1390 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1391 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1392 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1396 void R_GLSL_Restart_f(cmd_state_t *cmd)
1398 unsigned int i, limit;
1399 switch(vid.renderpath)
1401 case RENDERPATH_GL32:
1402 case RENDERPATH_GLES2:
1404 r_glsl_permutation_t *p;
1405 r_glsl_permutation = NULL;
1406 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1407 for (i = 0;i < limit;i++)
1409 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1411 GL_Backend_FreeProgram(p->program);
1412 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1415 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1421 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1423 int i, language, mode, dupe;
1425 shadermodeinfo_t *modeinfo;
1428 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1430 modeinfo = shadermodeinfo[language];
1431 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1433 // don't dump the same file multiple times (most or all shaders come from the same file)
1434 for (dupe = mode - 1;dupe >= 0;dupe--)
1435 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1439 text = modeinfo[mode].builtinstring;
1442 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1445 FS_Print(file, "/* The engine may define the following macros:\n");
1446 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1447 for (i = 0;i < SHADERMODE_COUNT;i++)
1448 FS_Print(file, modeinfo[i].pretext);
1449 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1450 FS_Print(file, shaderpermutationinfo[i].pretext);
1451 FS_Print(file, "*/\n");
1452 FS_Print(file, text);
1454 Con_Printf("%s written\n", modeinfo[mode].filename);
1457 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1462 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1464 uint64_t permutation = 0;
1465 if (r_trippy.integer && !notrippy)
1466 permutation |= SHADERPERMUTATION_TRIPPY;
1467 permutation |= SHADERPERMUTATION_VIEWTINT;
1469 permutation |= SHADERPERMUTATION_DIFFUSE;
1470 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1471 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1472 if (suppresstexalpha)
1473 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1474 if (vid.allowalphatocoverage)
1475 GL_AlphaToCoverage(false);
1476 switch (vid.renderpath)
1478 case RENDERPATH_GL32:
1479 case RENDERPATH_GLES2:
1480 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1481 if (r_glsl_permutation->tex_Texture_First >= 0)
1482 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1483 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1484 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1489 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1491 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1494 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1496 uint64_t permutation = 0;
1497 if (r_trippy.integer && !notrippy)
1498 permutation |= SHADERPERMUTATION_TRIPPY;
1500 permutation |= SHADERPERMUTATION_DEPTHRGB;
1502 permutation |= SHADERPERMUTATION_SKELETAL;
1504 if (vid.allowalphatocoverage)
1505 GL_AlphaToCoverage(false);
1506 switch (vid.renderpath)
1508 case RENDERPATH_GL32:
1509 case RENDERPATH_GLES2:
1510 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1511 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1512 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1518 #define BLENDFUNC_ALLOWS_COLORMOD 1
1519 #define BLENDFUNC_ALLOWS_FOG 2
1520 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1521 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1522 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1523 static int R_BlendFuncFlags(int src, int dst)
1527 // a blendfunc allows colormod if:
1528 // a) it can never keep the destination pixel invariant, or
1529 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1530 // this is to prevent unintended side effects from colormod
1532 // a blendfunc allows fog if:
1533 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1534 // this is to prevent unintended side effects from fog
1536 // these checks are the output of fogeval.pl
1538 r |= BLENDFUNC_ALLOWS_COLORMOD;
1539 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1540 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1541 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1542 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1543 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1544 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1545 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1546 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1547 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1548 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1549 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1551 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1552 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1553 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1554 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1555 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1557 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1559 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1564 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui)
1566 // select a permutation of the lighting shader appropriate to this
1567 // combination of texture, entity, light source, and fogging, only use the
1568 // minimum features necessary to avoid wasting rendering time in the
1569 // fragment shader on features that are not being used
1570 uint64_t permutation = 0;
1571 unsigned int mode = 0;
1573 texture_t *t = rsurface.texture;
1575 matrix4x4_t tempmatrix;
1576 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1577 if (r_trippy.integer && !notrippy)
1578 permutation |= SHADERPERMUTATION_TRIPPY;
1579 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1580 permutation |= SHADERPERMUTATION_ALPHAKILL;
1581 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1582 permutation |= SHADERPERMUTATION_OCCLUDE;
1583 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1584 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1585 if (rsurfacepass == RSURFPASS_BACKGROUND)
1587 // distorted background
1588 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1590 mode = SHADERMODE_WATER;
1591 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1592 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1593 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1595 // this is the right thing to do for wateralpha
1596 GL_BlendFunc(GL_ONE, GL_ZERO);
1597 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1601 // this is the right thing to do for entity alpha
1602 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1603 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1606 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1608 mode = SHADERMODE_REFRACTION;
1609 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1610 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1611 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1612 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1616 mode = SHADERMODE_GENERIC;
1617 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1618 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1619 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1621 if (vid.allowalphatocoverage)
1622 GL_AlphaToCoverage(false);
1624 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1626 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1628 switch(t->offsetmapping)
1630 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1631 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1632 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1633 case OFFSETMAPPING_OFF: break;
1636 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1637 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1638 // normalmap (deferred prepass), may use alpha test on diffuse
1639 mode = SHADERMODE_DEFERREDGEOMETRY;
1640 GL_BlendFunc(GL_ONE, GL_ZERO);
1641 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1642 if (vid.allowalphatocoverage)
1643 GL_AlphaToCoverage(false);
1645 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1647 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1649 switch(t->offsetmapping)
1651 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1652 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1653 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1654 case OFFSETMAPPING_OFF: break;
1657 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1658 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1659 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1660 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1662 mode = SHADERMODE_LIGHTSOURCE;
1663 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1664 permutation |= SHADERPERMUTATION_CUBEFILTER;
1665 if (VectorLength2(rtlightdiffuse) > 0)
1666 permutation |= SHADERPERMUTATION_DIFFUSE;
1667 if (VectorLength2(rtlightspecular) > 0)
1668 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1669 if (r_refdef.fogenabled)
1670 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1671 if (t->colormapping)
1672 permutation |= SHADERPERMUTATION_COLORMAPPING;
1673 if (r_shadow_usingshadowmap2d)
1675 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1676 if(r_shadow_shadowmapvsdct)
1677 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1679 if (r_shadow_shadowmap2ddepthbuffer)
1680 permutation |= SHADERPERMUTATION_DEPTHRGB;
1682 if (t->reflectmasktexture)
1683 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1684 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1685 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1686 if (vid.allowalphatocoverage)
1687 GL_AlphaToCoverage(false);
1689 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1691 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1693 switch(t->offsetmapping)
1695 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1696 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1697 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1698 case OFFSETMAPPING_OFF: break;
1701 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1702 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1703 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1704 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1705 // directional model lighting
1706 mode = SHADERMODE_LIGHTGRID;
1707 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1708 permutation |= SHADERPERMUTATION_GLOW;
1709 permutation |= SHADERPERMUTATION_DIFFUSE;
1710 if (t->glosstexture || t->backgroundglosstexture)
1711 permutation |= SHADERPERMUTATION_SPECULAR;
1712 if (r_refdef.fogenabled)
1713 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1714 if (t->colormapping)
1715 permutation |= SHADERPERMUTATION_COLORMAPPING;
1716 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1718 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1719 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1721 if (r_shadow_shadowmap2ddepthbuffer)
1722 permutation |= SHADERPERMUTATION_DEPTHRGB;
1724 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1725 permutation |= SHADERPERMUTATION_REFLECTION;
1726 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1727 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1728 if (t->reflectmasktexture)
1729 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1730 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1732 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1733 if (r_shadow_bouncegrid_state.directional)
1734 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1736 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1737 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1738 // when using alphatocoverage, we don't need alphakill
1739 if (vid.allowalphatocoverage)
1741 if (r_transparent_alphatocoverage.integer)
1743 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1744 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1747 GL_AlphaToCoverage(false);
1750 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1752 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1754 switch(t->offsetmapping)
1756 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1757 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1758 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1759 case OFFSETMAPPING_OFF: break;
1762 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1763 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1764 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1765 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1766 // directional model lighting
1767 mode = SHADERMODE_LIGHTDIRECTION;
1768 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1769 permutation |= SHADERPERMUTATION_GLOW;
1770 if (VectorLength2(t->render_modellight_diffuse))
1771 permutation |= SHADERPERMUTATION_DIFFUSE;
1772 if (VectorLength2(t->render_modellight_specular) > 0)
1773 permutation |= SHADERPERMUTATION_SPECULAR;
1774 if (r_refdef.fogenabled)
1775 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1776 if (t->colormapping)
1777 permutation |= SHADERPERMUTATION_COLORMAPPING;
1778 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1780 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1781 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1783 if (r_shadow_shadowmap2ddepthbuffer)
1784 permutation |= SHADERPERMUTATION_DEPTHRGB;
1786 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1787 permutation |= SHADERPERMUTATION_REFLECTION;
1788 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1789 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1790 if (t->reflectmasktexture)
1791 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1792 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1794 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1795 if (r_shadow_bouncegrid_state.directional)
1796 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1798 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1799 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1800 // when using alphatocoverage, we don't need alphakill
1801 if (vid.allowalphatocoverage)
1803 if (r_transparent_alphatocoverage.integer)
1805 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1806 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1809 GL_AlphaToCoverage(false);
1814 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1816 switch(t->offsetmapping)
1818 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1819 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1820 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1821 case OFFSETMAPPING_OFF: break;
1824 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1825 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1826 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1827 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1829 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1830 permutation |= SHADERPERMUTATION_GLOW;
1831 if (r_refdef.fogenabled && !ui)
1832 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1833 if (t->colormapping)
1834 permutation |= SHADERPERMUTATION_COLORMAPPING;
1835 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1837 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1838 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1840 if (r_shadow_shadowmap2ddepthbuffer)
1841 permutation |= SHADERPERMUTATION_DEPTHRGB;
1843 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1844 permutation |= SHADERPERMUTATION_REFLECTION;
1845 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1846 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1847 if (t->reflectmasktexture)
1848 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1849 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1851 // deluxemapping (light direction texture)
1852 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1853 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1855 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1856 permutation |= SHADERPERMUTATION_DIFFUSE;
1857 if (VectorLength2(t->render_lightmap_specular) > 0)
1858 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1860 else if (r_glsl_deluxemapping.integer >= 2)
1862 // fake deluxemapping (uniform light direction in tangentspace)
1863 if (rsurface.uselightmaptexture)
1864 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1866 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1867 permutation |= SHADERPERMUTATION_DIFFUSE;
1868 if (VectorLength2(t->render_lightmap_specular) > 0)
1869 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1871 else if (rsurface.uselightmaptexture)
1873 // ordinary lightmapping (q1bsp, q3bsp)
1874 mode = SHADERMODE_LIGHTMAP;
1878 // ordinary vertex coloring (q3bsp)
1879 mode = SHADERMODE_VERTEXCOLOR;
1881 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1883 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1884 if (r_shadow_bouncegrid_state.directional)
1885 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1887 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1888 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1889 // when using alphatocoverage, we don't need alphakill
1890 if (vid.allowalphatocoverage)
1892 if (r_transparent_alphatocoverage.integer)
1894 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1895 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1898 GL_AlphaToCoverage(false);
1901 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1902 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1903 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
1904 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1905 switch(vid.renderpath)
1907 case RENDERPATH_GL32:
1908 case RENDERPATH_GLES2:
1909 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1910 RSurf_UploadBuffersForBatch();
1911 // this has to be after RSurf_PrepareVerticesForBatch
1912 if (rsurface.batchskeletaltransform3x4buffer)
1913 permutation |= SHADERPERMUTATION_SKELETAL;
1914 R_SetupShader_SetPermutationGLSL(mode, permutation);
1915 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1916 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1918 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1919 if (mode == SHADERMODE_LIGHTSOURCE)
1921 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1922 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1923 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1924 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1925 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1926 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1928 // additive passes are only darkened by fog, not tinted
1929 if (r_glsl_permutation->loc_FogColor >= 0)
1930 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1931 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1935 if (mode == SHADERMODE_FLATCOLOR)
1937 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1939 else if (mode == SHADERMODE_LIGHTGRID)
1941 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1942 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1943 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1944 // other LightGrid uniforms handled below
1946 else if (mode == SHADERMODE_LIGHTDIRECTION)
1948 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1949 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1950 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1951 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1952 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1953 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1954 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1958 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1959 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1960 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1961 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1962 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1964 // additive passes are only darkened by fog, not tinted
1965 if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
1967 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1968 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1970 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1972 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1973 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1974 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1975 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1976 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1977 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1978 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1979 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1980 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1982 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1983 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1984 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1985 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1987 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1988 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1992 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1993 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1996 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1997 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1998 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1999 if (r_glsl_permutation->loc_Color_Pants >= 0)
2001 if (t->pantstexture)
2002 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2004 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2006 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2008 if (t->shirttexture)
2009 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2011 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2013 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2014 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2015 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2016 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2017 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2018 r_glsl_offsetmapping_scale.value*t->offsetscale,
2019 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2020 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2021 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2023 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2024 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2025 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2026 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2027 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2028 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2029 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2032 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2033 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2034 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2035 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2036 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2037 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2038 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2039 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2040 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2043 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2044 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2045 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2046 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2047 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2048 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2049 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2050 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2051 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2052 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2053 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2054 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2055 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2056 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2057 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2058 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2059 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2060 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2061 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2062 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2063 if (rsurfacepass == RSURFPASS_BACKGROUND)
2065 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2066 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2067 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2071 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2073 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2074 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2075 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2076 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2078 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2079 if (rsurface.rtlight)
2081 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2082 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2085 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2086 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2092 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2094 // select a permutation of the lighting shader appropriate to this
2095 // combination of texture, entity, light source, and fogging, only use the
2096 // minimum features necessary to avoid wasting rendering time in the
2097 // fragment shader on features that are not being used
2098 uint64_t permutation = 0;
2099 unsigned int mode = 0;
2100 const float *lightcolorbase = rtlight->currentcolor;
2101 float ambientscale = rtlight->ambientscale;
2102 float diffusescale = rtlight->diffusescale;
2103 float specularscale = rtlight->specularscale;
2104 // this is the location of the light in view space
2105 vec3_t viewlightorigin;
2106 // this transforms from view space (camera) to light space (cubemap)
2107 matrix4x4_t viewtolight;
2108 matrix4x4_t lighttoview;
2109 float viewtolight16f[16];
2111 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2112 if (rtlight->currentcubemap != r_texture_whitecube)
2113 permutation |= SHADERPERMUTATION_CUBEFILTER;
2114 if (diffusescale > 0)
2115 permutation |= SHADERPERMUTATION_DIFFUSE;
2116 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2117 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2118 if (r_shadow_usingshadowmap2d)
2120 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2121 if (r_shadow_shadowmapvsdct)
2122 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2124 if (r_shadow_shadowmap2ddepthbuffer)
2125 permutation |= SHADERPERMUTATION_DEPTHRGB;
2127 if (vid.allowalphatocoverage)
2128 GL_AlphaToCoverage(false);
2129 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2130 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2131 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2132 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2133 switch(vid.renderpath)
2135 case RENDERPATH_GL32:
2136 case RENDERPATH_GLES2:
2137 R_SetupShader_SetPermutationGLSL(mode, permutation);
2138 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2139 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2140 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2141 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2142 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2143 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2144 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2145 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2146 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2147 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2149 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2150 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2151 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2152 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2153 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2158 #define SKINFRAME_HASH 1024
2162 unsigned int loadsequence; // incremented each level change
2163 memexpandablearray_t array;
2164 skinframe_t *hash[SKINFRAME_HASH];
2167 r_skinframe_t r_skinframe;
2169 void R_SkinFrame_PrepareForPurge(void)
2171 r_skinframe.loadsequence++;
2172 // wrap it without hitting zero
2173 if (r_skinframe.loadsequence >= 200)
2174 r_skinframe.loadsequence = 1;
2177 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2181 // mark the skinframe as used for the purging code
2182 skinframe->loadsequence = r_skinframe.loadsequence;
2185 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2189 if (s->merged == s->base)
2191 R_PurgeTexture(s->stain); s->stain = NULL;
2192 R_PurgeTexture(s->merged); s->merged = NULL;
2193 R_PurgeTexture(s->base); s->base = NULL;
2194 R_PurgeTexture(s->pants); s->pants = NULL;
2195 R_PurgeTexture(s->shirt); s->shirt = NULL;
2196 R_PurgeTexture(s->nmap); s->nmap = NULL;
2197 R_PurgeTexture(s->gloss); s->gloss = NULL;
2198 R_PurgeTexture(s->glow); s->glow = NULL;
2199 R_PurgeTexture(s->fog); s->fog = NULL;
2200 R_PurgeTexture(s->reflect); s->reflect = NULL;
2201 s->loadsequence = 0;
2204 void R_SkinFrame_Purge(void)
2208 for (i = 0;i < SKINFRAME_HASH;i++)
2210 for (s = r_skinframe.hash[i];s;s = s->next)
2212 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2213 R_SkinFrame_PurgeSkinFrame(s);
2218 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2220 char basename[MAX_QPATH];
2222 Image_StripImageExtension(name, basename, sizeof(basename));
2224 if( last == NULL ) {
2226 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2227 item = r_skinframe.hash[hashindex];
2232 // linearly search through the hash bucket
2233 for( ; item ; item = item->next ) {
2234 if( !strcmp( item->basename, basename ) ) {
2241 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2244 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2246 char basename[MAX_QPATH];
2248 Image_StripImageExtension(name, basename, sizeof(basename));
2250 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2251 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2252 if (!strcmp(item->basename, basename) &&
2253 item->textureflags == compareflags &&
2254 item->comparewidth == comparewidth &&
2255 item->compareheight == compareheight &&
2256 item->comparecrc == comparecrc)
2263 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2264 memset(item, 0, sizeof(*item));
2265 strlcpy(item->basename, basename, sizeof(item->basename));
2266 item->textureflags = compareflags;
2267 item->comparewidth = comparewidth;
2268 item->compareheight = compareheight;
2269 item->comparecrc = comparecrc;
2270 item->next = r_skinframe.hash[hashindex];
2271 r_skinframe.hash[hashindex] = item;
2273 else if (textureflags & TEXF_FORCE_RELOAD)
2274 R_SkinFrame_PurgeSkinFrame(item);
2276 R_SkinFrame_MarkUsed(item);
2280 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2282 unsigned long long avgcolor[5], wsum; \
2290 for(pix = 0; pix < cnt; ++pix) \
2293 for(comp = 0; comp < 3; ++comp) \
2295 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2298 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2300 for(comp = 0; comp < 3; ++comp) \
2301 avgcolor[comp] += getpixel * w; \
2304 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2305 avgcolor[4] += getpixel; \
2307 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2309 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2310 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2311 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2312 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2315 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2317 skinframe_t *skinframe;
2319 if (cls.state == ca_dedicated)
2322 // return an existing skinframe if already loaded
2323 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2324 if (skinframe && skinframe->base)
2327 // if the skinframe doesn't exist this will create it
2328 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2331 extern cvar_t gl_picmip;
2332 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2335 unsigned char *pixels;
2336 unsigned char *bumppixels;
2337 unsigned char *basepixels = NULL;
2338 int basepixels_width = 0;
2339 int basepixels_height = 0;
2340 rtexture_t *ddsbase = NULL;
2341 qbool ddshasalpha = false;
2342 float ddsavgcolor[4];
2343 char basename[MAX_QPATH];
2344 int miplevel = R_PicmipForFlags(textureflags);
2345 int savemiplevel = miplevel;
2349 if (cls.state == ca_dedicated)
2352 Image_StripImageExtension(name, basename, sizeof(basename));
2354 // check for DDS texture file first
2355 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2357 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2358 if (basepixels == NULL && fallbacknotexture)
2359 basepixels = Image_GenerateNoTexture();
2360 if (basepixels == NULL)
2364 // FIXME handle miplevel
2366 if (developer_loading.integer)
2367 Con_Printf("loading skin \"%s\"\n", name);
2369 // we've got some pixels to store, so really allocate this new texture now
2371 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2372 textureflags &= ~TEXF_FORCE_RELOAD;
2373 skinframe->stain = NULL;
2374 skinframe->merged = NULL;
2375 skinframe->base = NULL;
2376 skinframe->pants = NULL;
2377 skinframe->shirt = NULL;
2378 skinframe->nmap = NULL;
2379 skinframe->gloss = NULL;
2380 skinframe->glow = NULL;
2381 skinframe->fog = NULL;
2382 skinframe->reflect = NULL;
2383 skinframe->hasalpha = false;
2384 // we could store the q2animname here too
2388 skinframe->base = ddsbase;
2389 skinframe->hasalpha = ddshasalpha;
2390 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2391 if (r_loadfog && skinframe->hasalpha)
2392 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2393 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2397 basepixels_width = image_width;
2398 basepixels_height = image_height;
2399 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2400 if (textureflags & TEXF_ALPHA)
2402 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2404 if (basepixels[j] < 255)
2406 skinframe->hasalpha = true;
2410 if (r_loadfog && skinframe->hasalpha)
2412 // has transparent pixels
2413 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2414 for (j = 0;j < image_width * image_height * 4;j += 4)
2419 pixels[j+3] = basepixels[j+3];
2421 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2425 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2427 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2428 if (r_savedds && skinframe->base)
2429 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2430 if (r_savedds && skinframe->fog)
2431 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2437 mymiplevel = savemiplevel;
2438 if (r_loadnormalmap)
2439 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2440 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2442 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2443 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2444 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2445 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2448 // _norm is the name used by tenebrae and has been adopted as standard
2449 if (r_loadnormalmap && skinframe->nmap == NULL)
2451 mymiplevel = savemiplevel;
2452 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2454 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2458 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2460 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2461 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2462 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2464 Mem_Free(bumppixels);
2466 else if (r_shadow_bumpscale_basetexture.value > 0)
2468 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2469 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2470 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2474 if (r_savedds && skinframe->nmap)
2475 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2479 // _luma is supported only for tenebrae compatibility
2480 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2481 // _glow is the preferred name
2482 mymiplevel = savemiplevel;
2483 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2485 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2487 if (r_savedds && skinframe->glow)
2488 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2490 Mem_Free(pixels);pixels = NULL;
2493 mymiplevel = savemiplevel;
2494 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2496 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2498 if (r_savedds && skinframe->gloss)
2499 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2505 mymiplevel = savemiplevel;
2506 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2508 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2510 if (r_savedds && skinframe->pants)
2511 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2517 mymiplevel = savemiplevel;
2518 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2520 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2522 if (r_savedds && skinframe->shirt)
2523 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2529 mymiplevel = savemiplevel;
2530 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2532 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2534 if (r_savedds && skinframe->reflect)
2535 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2542 Mem_Free(basepixels);
2547 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2550 skinframe_t *skinframe;
2553 if (cls.state == ca_dedicated)
2556 // if already loaded just return it, otherwise make a new skinframe
2557 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2558 if (skinframe->base)
2560 textureflags &= ~TEXF_FORCE_RELOAD;
2562 skinframe->stain = NULL;
2563 skinframe->merged = NULL;
2564 skinframe->base = NULL;
2565 skinframe->pants = NULL;
2566 skinframe->shirt = NULL;
2567 skinframe->nmap = NULL;
2568 skinframe->gloss = NULL;
2569 skinframe->glow = NULL;
2570 skinframe->fog = NULL;
2571 skinframe->reflect = NULL;
2572 skinframe->hasalpha = false;
2574 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2578 if (developer_loading.integer)
2579 Con_Printf("loading 32bit skin \"%s\"\n", name);
2581 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2583 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2584 unsigned char *b = a + width * height * 4;
2585 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2586 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2589 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2590 if (textureflags & TEXF_ALPHA)
2592 for (i = 3;i < width * height * 4;i += 4)
2594 if (skindata[i] < 255)
2596 skinframe->hasalpha = true;
2600 if (r_loadfog && skinframe->hasalpha)
2602 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2603 memcpy(fogpixels, skindata, width * height * 4);
2604 for (i = 0;i < width * height * 4;i += 4)
2605 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2606 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2607 Mem_Free(fogpixels);
2611 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2612 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2617 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2621 skinframe_t *skinframe;
2623 if (cls.state == ca_dedicated)
2626 // if already loaded just return it, otherwise make a new skinframe
2627 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2628 if (skinframe->base)
2630 //textureflags &= ~TEXF_FORCE_RELOAD;
2632 skinframe->stain = NULL;
2633 skinframe->merged = NULL;
2634 skinframe->base = NULL;
2635 skinframe->pants = NULL;
2636 skinframe->shirt = NULL;
2637 skinframe->nmap = NULL;
2638 skinframe->gloss = NULL;
2639 skinframe->glow = NULL;
2640 skinframe->fog = NULL;
2641 skinframe->reflect = NULL;
2642 skinframe->hasalpha = false;
2644 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2648 if (developer_loading.integer)
2649 Con_Printf("loading quake skin \"%s\"\n", name);
2651 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2652 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2653 memcpy(skinframe->qpixels, skindata, width*height);
2654 skinframe->qwidth = width;
2655 skinframe->qheight = height;
2658 for (i = 0;i < width * height;i++)
2659 featuresmask |= palette_featureflags[skindata[i]];
2661 skinframe->hasalpha = false;
2664 skinframe->hasalpha = true;
2665 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2666 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2667 skinframe->qgeneratemerged = true;
2668 skinframe->qgeneratebase = skinframe->qhascolormapping;
2669 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2671 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2672 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2677 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2681 unsigned char *skindata;
2684 if (!skinframe->qpixels)
2687 if (!skinframe->qhascolormapping)
2688 colormapped = false;
2692 if (!skinframe->qgeneratebase)
2697 if (!skinframe->qgeneratemerged)
2701 width = skinframe->qwidth;
2702 height = skinframe->qheight;
2703 skindata = skinframe->qpixels;
2705 if (skinframe->qgeneratenmap)
2707 unsigned char *a, *b;
2708 skinframe->qgeneratenmap = false;
2709 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2710 b = a + width * height * 4;
2711 // use either a custom palette or the quake palette
2712 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2713 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2714 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2718 if (skinframe->qgenerateglow)
2720 skinframe->qgenerateglow = false;
2721 if (skinframe->hasalpha) // fence textures
2722 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2724 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2729 skinframe->qgeneratebase = false;
2730 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2731 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2732 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2736 skinframe->qgeneratemerged = false;
2737 if (skinframe->hasalpha) // fence textures
2738 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2740 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2743 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2745 Mem_Free(skinframe->qpixels);
2746 skinframe->qpixels = NULL;
2750 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2753 skinframe_t *skinframe;
2756 if (cls.state == ca_dedicated)
2759 // if already loaded just return it, otherwise make a new skinframe
2760 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2761 if (skinframe->base)
2763 textureflags &= ~TEXF_FORCE_RELOAD;
2765 skinframe->stain = NULL;
2766 skinframe->merged = NULL;
2767 skinframe->base = NULL;
2768 skinframe->pants = NULL;
2769 skinframe->shirt = NULL;
2770 skinframe->nmap = NULL;
2771 skinframe->gloss = NULL;
2772 skinframe->glow = NULL;
2773 skinframe->fog = NULL;
2774 skinframe->reflect = NULL;
2775 skinframe->hasalpha = false;
2777 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2781 if (developer_loading.integer)
2782 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2784 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2785 if ((textureflags & TEXF_ALPHA) && alphapalette)
2787 for (i = 0;i < width * height;i++)
2789 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2791 skinframe->hasalpha = true;
2795 if (r_loadfog && skinframe->hasalpha)
2796 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2799 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2800 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2805 skinframe_t *R_SkinFrame_LoadMissing(void)
2807 skinframe_t *skinframe;
2809 if (cls.state == ca_dedicated)
2812 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2813 skinframe->stain = NULL;
2814 skinframe->merged = NULL;
2815 skinframe->base = NULL;
2816 skinframe->pants = NULL;
2817 skinframe->shirt = NULL;
2818 skinframe->nmap = NULL;
2819 skinframe->gloss = NULL;
2820 skinframe->glow = NULL;
2821 skinframe->fog = NULL;
2822 skinframe->reflect = NULL;
2823 skinframe->hasalpha = false;
2825 skinframe->avgcolor[0] = rand() / RAND_MAX;
2826 skinframe->avgcolor[1] = rand() / RAND_MAX;
2827 skinframe->avgcolor[2] = rand() / RAND_MAX;
2828 skinframe->avgcolor[3] = 1;
2833 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2835 if (cls.state == ca_dedicated)
2838 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2841 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2843 skinframe_t *skinframe;
2844 if (cls.state == ca_dedicated)
2846 // if already loaded just return it, otherwise make a new skinframe
2847 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2848 if (skinframe->base)
2850 textureflags &= ~TEXF_FORCE_RELOAD;
2851 skinframe->stain = NULL;
2852 skinframe->merged = NULL;
2853 skinframe->base = NULL;
2854 skinframe->pants = NULL;
2855 skinframe->shirt = NULL;
2856 skinframe->nmap = NULL;
2857 skinframe->gloss = NULL;
2858 skinframe->glow = NULL;
2859 skinframe->fog = NULL;
2860 skinframe->reflect = NULL;
2861 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2862 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2865 if (developer_loading.integer)
2866 Con_Printf("loading 32bit skin \"%s\"\n", name);
2867 skinframe->base = skinframe->merged = tex;
2868 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2872 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2873 typedef struct suffixinfo_s
2876 qbool flipx, flipy, flipdiagonal;
2879 static suffixinfo_t suffix[3][6] =
2882 {"px", false, false, false},
2883 {"nx", false, false, false},
2884 {"py", false, false, false},
2885 {"ny", false, false, false},
2886 {"pz", false, false, false},
2887 {"nz", false, false, false}
2890 {"posx", false, false, false},
2891 {"negx", false, false, false},
2892 {"posy", false, false, false},
2893 {"negy", false, false, false},
2894 {"posz", false, false, false},
2895 {"negz", false, false, false}
2898 {"rt", true, false, true},
2899 {"lf", false, true, true},
2900 {"ft", true, true, false},
2901 {"bk", false, false, false},
2902 {"up", true, false, true},
2903 {"dn", true, false, true}
2907 static int componentorder[4] = {0, 1, 2, 3};
2909 static rtexture_t *R_LoadCubemap(const char *basename)
2911 int i, j, cubemapsize, forcefilter;
2912 unsigned char *cubemappixels, *image_buffer;
2913 rtexture_t *cubemaptexture;
2916 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2917 forcefilter = TEXF_FORCELINEAR;
2918 if (basename && basename[0] == '!')
2921 forcefilter = TEXF_FORCENEAREST;
2923 // must start 0 so the first loadimagepixels has no requested width/height
2925 cubemappixels = NULL;
2926 cubemaptexture = NULL;
2927 // keep trying different suffix groups (posx, px, rt) until one loads
2928 for (j = 0;j < 3 && !cubemappixels;j++)
2930 // load the 6 images in the suffix group
2931 for (i = 0;i < 6;i++)
2933 // generate an image name based on the base and and suffix
2934 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2936 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2938 // an image loaded, make sure width and height are equal
2939 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2941 // if this is the first image to load successfully, allocate the cubemap memory
2942 if (!cubemappixels && image_width >= 1)
2944 cubemapsize = image_width;
2945 // note this clears to black, so unavailable sides are black
2946 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2948 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2950 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2953 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2955 Mem_Free(image_buffer);
2959 // if a cubemap loaded, upload it
2962 if (developer_loading.integer)
2963 Con_Printf("loading cubemap \"%s\"\n", basename);
2965 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
2966 Mem_Free(cubemappixels);
2970 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2971 if (developer_loading.integer)
2973 Con_Printf("(tried tried images ");
2974 for (j = 0;j < 3;j++)
2975 for (i = 0;i < 6;i++)
2976 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2977 Con_Print(" and was unable to find any of them).\n");
2980 return cubemaptexture;
2983 rtexture_t *R_GetCubemap(const char *basename)
2986 for (i = 0;i < r_texture_numcubemaps;i++)
2987 if (r_texture_cubemaps[i] != NULL)
2988 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2989 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2990 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2991 return r_texture_whitecube;
2992 r_texture_numcubemaps++;
2993 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2994 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2995 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2996 return r_texture_cubemaps[i]->texture;
2999 static void R_Main_FreeViewCache(void)
3001 if (r_refdef.viewcache.entityvisible)
3002 Mem_Free(r_refdef.viewcache.entityvisible);
3003 if (r_refdef.viewcache.world_pvsbits)
3004 Mem_Free(r_refdef.viewcache.world_pvsbits);
3005 if (r_refdef.viewcache.world_leafvisible)
3006 Mem_Free(r_refdef.viewcache.world_leafvisible);
3007 if (r_refdef.viewcache.world_surfacevisible)
3008 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3009 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3012 static void R_Main_ResizeViewCache(void)
3014 int numentities = r_refdef.scene.numentities;
3015 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3016 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3017 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3018 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3019 if (r_refdef.viewcache.maxentities < numentities)
3021 r_refdef.viewcache.maxentities = numentities;
3022 if (r_refdef.viewcache.entityvisible)
3023 Mem_Free(r_refdef.viewcache.entityvisible);
3024 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3026 if (r_refdef.viewcache.world_numclusters != numclusters)
3028 r_refdef.viewcache.world_numclusters = numclusters;
3029 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3030 if (r_refdef.viewcache.world_pvsbits)
3031 Mem_Free(r_refdef.viewcache.world_pvsbits);
3032 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3034 if (r_refdef.viewcache.world_numleafs != numleafs)
3036 r_refdef.viewcache.world_numleafs = numleafs;
3037 if (r_refdef.viewcache.world_leafvisible)
3038 Mem_Free(r_refdef.viewcache.world_leafvisible);
3039 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3041 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3043 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3044 if (r_refdef.viewcache.world_surfacevisible)
3045 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3046 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3050 extern rtexture_t *loadingscreentexture;
3051 static void gl_main_start(void)
3053 loadingscreentexture = NULL;
3054 r_texture_blanknormalmap = NULL;
3055 r_texture_white = NULL;
3056 r_texture_grey128 = NULL;
3057 r_texture_black = NULL;
3058 r_texture_whitecube = NULL;
3059 r_texture_normalizationcube = NULL;
3060 r_texture_fogattenuation = NULL;
3061 r_texture_fogheighttexture = NULL;
3062 r_texture_gammaramps = NULL;
3063 r_texture_numcubemaps = 0;
3064 r_uniformbufferalignment = 32;
3066 r_loaddds = r_texture_dds_load.integer != 0;
3067 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3069 switch(vid.renderpath)
3071 case RENDERPATH_GL32:
3072 case RENDERPATH_GLES2:
3073 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3074 Cvar_SetValueQuick(&gl_combine, 1);
3075 Cvar_SetValueQuick(&r_glsl, 1);
3076 r_loadnormalmap = true;
3079 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3080 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3086 R_FrameData_Reset();
3087 R_BufferData_Reset();
3091 memset(r_queries, 0, sizeof(r_queries));
3093 r_qwskincache = NULL;
3094 r_qwskincache_size = 0;
3096 // due to caching of texture_t references, the collision cache must be reset
3097 Collision_Cache_Reset(true);
3099 // set up r_skinframe loading system for textures
3100 memset(&r_skinframe, 0, sizeof(r_skinframe));
3101 r_skinframe.loadsequence = 1;
3102 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3104 r_main_texturepool = R_AllocTexturePool();
3105 R_BuildBlankTextures();
3109 R_BuildNormalizationCube();
3111 r_texture_fogattenuation = NULL;
3112 r_texture_fogheighttexture = NULL;
3113 r_texture_gammaramps = NULL;
3114 //r_texture_fogintensity = NULL;
3115 memset(&r_fb, 0, sizeof(r_fb));
3116 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3117 r_glsl_permutation = NULL;
3118 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3119 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3120 memset(&r_svbsp, 0, sizeof (r_svbsp));
3122 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3123 r_texture_numcubemaps = 0;
3125 r_refdef.fogmasktable_density = 0;
3128 // For Steelstorm Android
3129 // FIXME CACHE the program and reload
3130 // FIXME see possible combinations for SS:BR android
3131 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3132 R_SetupShader_SetPermutationGLSL(0, 12);
3133 R_SetupShader_SetPermutationGLSL(0, 13);
3134 R_SetupShader_SetPermutationGLSL(0, 8388621);
3135 R_SetupShader_SetPermutationGLSL(3, 0);
3136 R_SetupShader_SetPermutationGLSL(3, 2048);
3137 R_SetupShader_SetPermutationGLSL(5, 0);
3138 R_SetupShader_SetPermutationGLSL(5, 2);
3139 R_SetupShader_SetPermutationGLSL(5, 2048);
3140 R_SetupShader_SetPermutationGLSL(5, 8388608);
3141 R_SetupShader_SetPermutationGLSL(11, 1);
3142 R_SetupShader_SetPermutationGLSL(11, 2049);
3143 R_SetupShader_SetPermutationGLSL(11, 8193);
3144 R_SetupShader_SetPermutationGLSL(11, 10241);
3145 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3149 extern unsigned int r_shadow_occlusion_buf;
3151 static void gl_main_shutdown(void)
3153 R_RenderTarget_FreeUnused(true);
3154 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3156 R_FrameData_Reset();
3157 R_BufferData_Reset();
3159 R_Main_FreeViewCache();
3161 switch(vid.renderpath)
3163 case RENDERPATH_GL32:
3164 case RENDERPATH_GLES2:
3165 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3167 qglDeleteQueries(r_maxqueries, r_queries);
3171 r_shadow_occlusion_buf = 0;
3174 memset(r_queries, 0, sizeof(r_queries));
3176 r_qwskincache = NULL;
3177 r_qwskincache_size = 0;
3179 // clear out the r_skinframe state
3180 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3181 memset(&r_skinframe, 0, sizeof(r_skinframe));
3184 Mem_Free(r_svbsp.nodes);
3185 memset(&r_svbsp, 0, sizeof (r_svbsp));
3186 R_FreeTexturePool(&r_main_texturepool);
3187 loadingscreentexture = NULL;
3188 r_texture_blanknormalmap = NULL;
3189 r_texture_white = NULL;
3190 r_texture_grey128 = NULL;
3191 r_texture_black = NULL;
3192 r_texture_whitecube = NULL;
3193 r_texture_normalizationcube = NULL;
3194 r_texture_fogattenuation = NULL;
3195 r_texture_fogheighttexture = NULL;
3196 r_texture_gammaramps = NULL;
3197 r_texture_numcubemaps = 0;
3198 //r_texture_fogintensity = NULL;
3199 memset(&r_fb, 0, sizeof(r_fb));
3200 R_GLSL_Restart_f(cmd_client);
3202 r_glsl_permutation = NULL;
3203 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3204 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3207 static void gl_main_newmap(void)
3209 // FIXME: move this code to client
3210 char *entities, entname[MAX_QPATH];
3212 Mem_Free(r_qwskincache);
3213 r_qwskincache = NULL;
3214 r_qwskincache_size = 0;
3217 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3218 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3220 CL_ParseEntityLump(entities);
3224 if (cl.worldmodel->brush.entities)
3225 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3227 R_Main_FreeViewCache();
3229 R_FrameData_Reset();
3230 R_BufferData_Reset();
3233 void GL_Main_Init(void)
3236 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3237 R_InitShaderModeInfo();
3239 Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3240 Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3241 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3242 if (gamemode == GAME_NEHAHRA)
3244 Cvar_RegisterVariable (&gl_fogenable);
3245 Cvar_RegisterVariable (&gl_fogdensity);
3246 Cvar_RegisterVariable (&gl_fogred);
3247 Cvar_RegisterVariable (&gl_foggreen);
3248 Cvar_RegisterVariable (&gl_fogblue);
3249 Cvar_RegisterVariable (&gl_fogstart);
3250 Cvar_RegisterVariable (&gl_fogend);
3251 Cvar_RegisterVariable (&gl_skyclip);
3253 Cvar_RegisterVariable(&r_motionblur);
3254 Cvar_RegisterVariable(&r_damageblur);
3255 Cvar_RegisterVariable(&r_motionblur_averaging);
3256 Cvar_RegisterVariable(&r_motionblur_randomize);
3257 Cvar_RegisterVariable(&r_motionblur_minblur);
3258 Cvar_RegisterVariable(&r_motionblur_maxblur);
3259 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3260 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3261 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3262 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3263 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3264 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3265 Cvar_RegisterVariable(&r_depthfirst);
3266 Cvar_RegisterVariable(&r_useinfinitefarclip);
3267 Cvar_RegisterVariable(&r_farclip_base);
3268 Cvar_RegisterVariable(&r_farclip_world);
3269 Cvar_RegisterVariable(&r_nearclip);
3270 Cvar_RegisterVariable(&r_deformvertexes);
3271 Cvar_RegisterVariable(&r_transparent);
3272 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3273 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3274 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3275 Cvar_RegisterVariable(&r_showoverdraw);
3276 Cvar_RegisterVariable(&r_showbboxes);
3277 Cvar_RegisterVariable(&r_showbboxes_client);
3278 Cvar_RegisterVariable(&r_showsurfaces);
3279 Cvar_RegisterVariable(&r_showtris);
3280 Cvar_RegisterVariable(&r_shownormals);
3281 Cvar_RegisterVariable(&r_showlighting);
3282 Cvar_RegisterVariable(&r_showcollisionbrushes);
3283 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3284 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3285 Cvar_RegisterVariable(&r_showdisabledepthtest);
3286 Cvar_RegisterVariable(&r_showspriteedges);
3287 Cvar_RegisterVariable(&r_showparticleedges);
3288 Cvar_RegisterVariable(&r_drawportals);
3289 Cvar_RegisterVariable(&r_drawentities);
3290 Cvar_RegisterVariable(&r_draw2d);
3291 Cvar_RegisterVariable(&r_drawworld);
3292 Cvar_RegisterVariable(&r_cullentities_trace);
3293 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3294 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3295 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3296 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3297 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3298 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3299 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3300 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3301 Cvar_RegisterVariable(&r_sortentities);
3302 Cvar_RegisterVariable(&r_drawviewmodel);
3303 Cvar_RegisterVariable(&r_drawexteriormodel);
3304 Cvar_RegisterVariable(&r_speeds);
3305 Cvar_RegisterVariable(&r_fullbrights);
3306 Cvar_RegisterVariable(&r_wateralpha);
3307 Cvar_RegisterVariable(&r_dynamic);
3308 Cvar_RegisterVariable(&r_fullbright_directed);
3309 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3310 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3311 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3312 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3313 Cvar_RegisterVariable(&r_fullbright);
3314 Cvar_RegisterVariable(&r_shadows);
3315 Cvar_RegisterVariable(&r_shadows_darken);
3316 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3317 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3318 Cvar_RegisterVariable(&r_shadows_throwdistance);
3319 Cvar_RegisterVariable(&r_shadows_throwdirection);
3320 Cvar_RegisterVariable(&r_shadows_focus);
3321 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3322 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3323 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3324 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3325 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3326 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3327 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3328 Cvar_RegisterVariable(&r_fog_exp2);
3329 Cvar_RegisterVariable(&r_fog_clear);
3330 Cvar_RegisterVariable(&r_drawfog);
3331 Cvar_RegisterVariable(&r_transparentdepthmasking);
3332 Cvar_RegisterVariable(&r_transparent_sortmindist);
3333 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3334 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3335 Cvar_RegisterVariable(&r_texture_dds_load);
3336 Cvar_RegisterVariable(&r_texture_dds_save);
3337 Cvar_RegisterVariable(&r_textureunits);
3338 Cvar_RegisterVariable(&gl_combine);
3339 Cvar_RegisterVariable(&r_usedepthtextures);
3340 Cvar_RegisterVariable(&r_viewfbo);
3341 Cvar_RegisterVariable(&r_rendertarget_debug);
3342 Cvar_RegisterVariable(&r_viewscale);
3343 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3344 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3345 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3346 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3347 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3348 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3349 Cvar_RegisterVariable(&r_glsl);
3350 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3351 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3352 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3353 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3354 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3355 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3356 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3357 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3358 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3359 Cvar_RegisterVariable(&r_glsl_postprocess);
3360 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3361 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3362 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3363 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3364 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3365 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3366 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3367 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3368 Cvar_RegisterVariable(&r_celshading);
3369 Cvar_RegisterVariable(&r_celoutlines);
3371 Cvar_RegisterVariable(&r_water);
3372 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3373 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3374 Cvar_RegisterVariable(&r_water_clippingplanebias);
3375 Cvar_RegisterVariable(&r_water_refractdistort);
3376 Cvar_RegisterVariable(&r_water_reflectdistort);
3377 Cvar_RegisterVariable(&r_water_scissormode);
3378 Cvar_RegisterVariable(&r_water_lowquality);
3379 Cvar_RegisterVariable(&r_water_hideplayer);
3381 Cvar_RegisterVariable(&r_lerpsprites);
3382 Cvar_RegisterVariable(&r_lerpmodels);
3383 Cvar_RegisterVariable(&r_nolerp_list);
3384 Cvar_RegisterVariable(&r_lerplightstyles);
3385 Cvar_RegisterVariable(&r_waterscroll);
3386 Cvar_RegisterVariable(&r_bloom);
3387 Cvar_RegisterVariable(&r_colorfringe);
3388 Cvar_RegisterVariable(&r_bloom_colorscale);
3389 Cvar_RegisterVariable(&r_bloom_brighten);
3390 Cvar_RegisterVariable(&r_bloom_blur);
3391 Cvar_RegisterVariable(&r_bloom_resolution);
3392 Cvar_RegisterVariable(&r_bloom_colorexponent);
3393 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3394 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3395 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3396 Cvar_RegisterVariable(&r_hdr_glowintensity);
3397 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3398 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3399 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3400 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3401 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3402 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3403 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3404 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3405 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3406 Cvar_RegisterVariable(&developer_texturelogging);
3407 Cvar_RegisterVariable(&gl_lightmaps);
3408 Cvar_RegisterVariable(&r_test);
3409 Cvar_RegisterVariable(&r_batch_multidraw);
3410 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3411 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3412 Cvar_RegisterVariable(&r_glsl_skeletal);
3413 Cvar_RegisterVariable(&r_glsl_saturation);
3414 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3415 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3416 Cvar_RegisterVariable(&r_framedatasize);
3417 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3418 Cvar_RegisterVariable(&r_buffermegs[i]);
3419 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3420 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled);
3421 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine);
3422 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces);
3423 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3424 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3425 #ifdef DP_MOBILETOUCH
3426 // GLES devices have terrible depth precision in general, so...
3427 Cvar_SetValueQuick(&r_nearclip, 4);
3428 Cvar_SetValueQuick(&r_farclip_base, 4096);
3429 Cvar_SetValueQuick(&r_farclip_world, 0);
3430 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3432 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3435 void Render_Init(void)
3448 R_LightningBeams_Init();
3452 static void R_GetCornerOfBox(vec3_t out, const vec3_t mins, const vec3_t maxs, int signbits)
3454 out[0] = ((signbits & 1) ? mins : maxs)[0];
3455 out[1] = ((signbits & 2) ? mins : maxs)[1];
3456 out[2] = ((signbits & 4) ? mins : maxs)[2];
3459 static qbool _R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes, int ignore)
3464 if (r_trippy.integer)
3466 for (i = 0;i < numplanes;i++)
3471 R_GetCornerOfBox(corner, mins, maxs, p->signbits);
3472 if (DotProduct(p->normal, corner) < p->dist)
3478 qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
3480 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3481 return _R_CullBox(mins, maxs, r_refdef.view.numfrustumplanes, r_refdef.view.frustum, 4);
3484 qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3486 // nothing to ignore
3487 return _R_CullBox(mins, maxs, numplanes, planes, -1);
3490 //==================================================================================
3492 // LadyHavoc: this stores temporary data used within the same frame
3494 typedef struct r_framedata_mem_s
3496 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3497 size_t size; // how much usable space
3498 size_t current; // how much space in use
3499 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3500 size_t wantedsize; // how much space was allocated
3501 unsigned char *data; // start of real data (16byte aligned)
3505 static r_framedata_mem_t *r_framedata_mem;
3507 void R_FrameData_Reset(void)
3509 while (r_framedata_mem)
3511 r_framedata_mem_t *next = r_framedata_mem->purge;
3512 Mem_Free(r_framedata_mem);
3513 r_framedata_mem = next;
3517 static void R_FrameData_Resize(qbool mustgrow)
3520 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3521 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3522 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3524 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3525 newmem->wantedsize = wantedsize;
3526 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3527 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3528 newmem->current = 0;
3530 newmem->purge = r_framedata_mem;
3531 r_framedata_mem = newmem;
3535 void R_FrameData_NewFrame(void)
3537 R_FrameData_Resize(false);
3538 if (!r_framedata_mem)
3540 // if we ran out of space on the last frame, free the old memory now
3541 while (r_framedata_mem->purge)
3543 // repeatedly remove the second item in the list, leaving only head
3544 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3545 Mem_Free(r_framedata_mem->purge);
3546 r_framedata_mem->purge = next;
3548 // reset the current mem pointer
3549 r_framedata_mem->current = 0;
3550 r_framedata_mem->mark = 0;
3553 void *R_FrameData_Alloc(size_t size)
3558 // align to 16 byte boundary - the data pointer is already aligned, so we
3559 // only need to ensure the size of every allocation is also aligned
3560 size = (size + 15) & ~15;
3562 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3564 // emergency - we ran out of space, allocate more memory
3565 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3566 newvalue = r_framedatasize.value * 2.0f;
3567 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3568 if (sizeof(size_t) >= 8)
3569 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3571 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3572 // this might not be a growing it, but we'll allocate another buffer every time
3573 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3574 R_FrameData_Resize(true);
3577 data = r_framedata_mem->data + r_framedata_mem->current;
3578 r_framedata_mem->current += size;
3580 // count the usage for stats
3581 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3582 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3584 return (void *)data;
3587 void *R_FrameData_Store(size_t size, void *data)
3589 void *d = R_FrameData_Alloc(size);
3591 memcpy(d, data, size);
3595 void R_FrameData_SetMark(void)
3597 if (!r_framedata_mem)
3599 r_framedata_mem->mark = r_framedata_mem->current;
3602 void R_FrameData_ReturnToMark(void)
3604 if (!r_framedata_mem)
3606 r_framedata_mem->current = r_framedata_mem->mark;
3609 //==================================================================================
3611 // avoid reusing the same buffer objects on consecutive frames
3612 #define R_BUFFERDATA_CYCLE 3
3614 typedef struct r_bufferdata_buffer_s
3616 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3617 size_t size; // how much usable space
3618 size_t current; // how much space in use
3619 r_meshbuffer_t *buffer; // the buffer itself
3621 r_bufferdata_buffer_t;
3623 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3624 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3626 /// frees all dynamic buffers
3627 void R_BufferData_Reset(void)
3630 r_bufferdata_buffer_t **p, *mem;
3631 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3633 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3636 p = &r_bufferdata_buffer[cycle][type];
3642 R_Mesh_DestroyMeshBuffer(mem->buffer);
3649 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3650 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3652 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3654 float newvalue = r_buffermegs[type].value;
3656 // increase the cvar if we have to (but only if we already have a mem)
3657 if (mustgrow && mem)
3659 newvalue = bound(0.25f, newvalue, 256.0f);
3660 while (newvalue * 1024*1024 < minsize)
3663 // clamp the cvar to valid range
3664 newvalue = bound(0.25f, newvalue, 256.0f);
3665 if (r_buffermegs[type].value != newvalue)
3666 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3668 // calculate size in bytes
3669 size = (size_t)(newvalue * 1024*1024);
3670 size = bound(131072, size, 256*1024*1024);
3672 // allocate a new buffer if the size is different (purge old one later)
3673 // or if we were told we must grow the buffer
3674 if (!mem || mem->size != size || mustgrow)
3676 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3679 if (type == R_BUFFERDATA_VERTEX)
3680 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3681 else if (type == R_BUFFERDATA_INDEX16)
3682 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3683 else if (type == R_BUFFERDATA_INDEX32)
3684 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3685 else if (type == R_BUFFERDATA_UNIFORM)
3686 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3687 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3688 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3692 void R_BufferData_NewFrame(void)
3695 r_bufferdata_buffer_t **p, *mem;
3696 // cycle to the next frame's buffers
3697 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3698 // if we ran out of space on the last time we used these buffers, free the old memory now
3699 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3701 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3703 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3704 // free all but the head buffer, this is how we recycle obsolete
3705 // buffers after they are no longer in use
3706 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3712 R_Mesh_DestroyMeshBuffer(mem->buffer);
3715 // reset the current offset
3716 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3721 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3723 r_bufferdata_buffer_t *mem;
3727 *returnbufferoffset = 0;
3729 // align size to a byte boundary appropriate for the buffer type, this
3730 // makes all allocations have aligned start offsets
3731 if (type == R_BUFFERDATA_UNIFORM)
3732 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3734 padsize = (datasize + 15) & ~15;
3736 // if we ran out of space in this buffer we must allocate a new one
3737 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3738 R_BufferData_Resize(type, true, padsize);
3740 // if the resize did not give us enough memory, fail
3741 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3742 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3744 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3745 offset = (int)mem->current;
3746 mem->current += padsize;
3748 // upload the data to the buffer at the chosen offset
3750 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3751 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3753 // count the usage for stats
3754 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3755 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3757 // return the buffer offset
3758 *returnbufferoffset = offset;
3763 //==================================================================================
3765 // LadyHavoc: animcache originally written by Echon, rewritten since then
3768 * Animation cache prevents re-generating mesh data for an animated model
3769 * multiple times in one frame for lighting, shadowing, reflections, etc.
3772 void R_AnimCache_Free(void)
3776 void R_AnimCache_ClearCache(void)
3779 entity_render_t *ent;
3781 for (i = 0;i < r_refdef.scene.numentities;i++)
3783 ent = r_refdef.scene.entities[i];
3784 ent->animcache_vertex3f = NULL;
3785 ent->animcache_vertex3f_vertexbuffer = NULL;
3786 ent->animcache_vertex3f_bufferoffset = 0;
3787 ent->animcache_normal3f = NULL;
3788 ent->animcache_normal3f_vertexbuffer = NULL;
3789 ent->animcache_normal3f_bufferoffset = 0;
3790 ent->animcache_svector3f = NULL;
3791 ent->animcache_svector3f_vertexbuffer = NULL;
3792 ent->animcache_svector3f_bufferoffset = 0;
3793 ent->animcache_tvector3f = NULL;
3794 ent->animcache_tvector3f_vertexbuffer = NULL;
3795 ent->animcache_tvector3f_bufferoffset = 0;
3796 ent->animcache_skeletaltransform3x4 = NULL;
3797 ent->animcache_skeletaltransform3x4buffer = NULL;
3798 ent->animcache_skeletaltransform3x4offset = 0;
3799 ent->animcache_skeletaltransform3x4size = 0;
3803 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3805 model_t *model = ent->model;
3808 // see if this ent is worth caching
3809 if (!model || !model->Draw || !model->AnimateVertices)
3811 // nothing to cache if it contains no animations and has no skeleton
3812 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3814 // see if it is already cached for gpuskeletal
3815 if (ent->animcache_skeletaltransform3x4)
3817 // see if it is already cached as a mesh
3818 if (ent->animcache_vertex3f)
3820 // check if we need to add normals or tangents
3821 if (ent->animcache_normal3f)
3822 wantnormals = false;
3823 if (ent->animcache_svector3f)
3824 wanttangents = false;
3825 if (!wantnormals && !wanttangents)
3829 // check which kind of cache we need to generate
3830 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3832 // cache the skeleton so the vertex shader can use it
3833 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3834 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3835 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3836 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3837 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3838 // note: this can fail if the buffer is at the grow limit
3839 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3840 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3842 else if (ent->animcache_vertex3f)
3844 // mesh was already cached but we may need to add normals/tangents
3845 // (this only happens with multiple views, reflections, cameras, etc)
3846 if (wantnormals || wanttangents)
3848 numvertices = model->surfmesh.num_vertices;
3850 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3853 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3854 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3856 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3857 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3858 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3859 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3864 // generate mesh cache
3865 numvertices = model->surfmesh.num_vertices;
3866 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3868 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3871 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3872 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3874 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3875 if (wantnormals || wanttangents)
3877 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3878 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3879 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3881 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3882 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3883 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3888 void R_AnimCache_CacheVisibleEntities(void)
3892 // TODO: thread this
3893 // NOTE: R_PrepareRTLights() also caches entities
3895 for (i = 0;i < r_refdef.scene.numentities;i++)
3896 if (r_refdef.viewcache.entityvisible[i])
3897 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3900 //==================================================================================
3902 qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3904 long unsigned int i;
3906 vec3_t eyemins, eyemaxs;
3907 vec3_t boxmins, boxmaxs;
3908 vec3_t padmins, padmaxs;
3911 model_t *model = r_refdef.scene.worldmodel;
3912 static vec3_t positions[] = {
3913 { 0.5f, 0.5f, 0.5f },
3914 { 0.0f, 0.0f, 0.0f },
3915 { 0.0f, 0.0f, 1.0f },
3916 { 0.0f, 1.0f, 0.0f },
3917 { 0.0f, 1.0f, 1.0f },
3918 { 1.0f, 0.0f, 0.0f },
3919 { 1.0f, 0.0f, 1.0f },
3920 { 1.0f, 1.0f, 0.0f },
3921 { 1.0f, 1.0f, 1.0f },
3924 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3928 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3929 if (!r_refdef.view.usevieworiginculling)
3932 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3935 // expand the eye box a little
3936 eyemins[0] = eye[0] - eyejitter;
3937 eyemaxs[0] = eye[0] + eyejitter;
3938 eyemins[1] = eye[1] - eyejitter;
3939 eyemaxs[1] = eye[1] + eyejitter;
3940 eyemins[2] = eye[2] - eyejitter;
3941 eyemaxs[2] = eye[2] + eyejitter;
3942 // expand the box a little
3943 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3944 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3945 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3946 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3947 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3948 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3949 // make an even larger box for the acceptable area
3950 padmins[0] = boxmins[0] - pad;
3951 padmaxs[0] = boxmaxs[0] + pad;
3952 padmins[1] = boxmins[1] - pad;
3953 padmaxs[1] = boxmaxs[1] + pad;
3954 padmins[2] = boxmins[2] - pad;
3955 padmaxs[2] = boxmaxs[2] + pad;
3957 // return true if eye overlaps enlarged box
3958 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3961 // try specific positions in the box first - note that these can be cached
3962 if (r_cullentities_trace_entityocclusion.integer)
3964 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3967 VectorCopy(eye, start);
3968 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3969 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3970 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3971 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3972 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3973 // not picky - if the trace ended anywhere in the box we're good
3974 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3978 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3981 // try various random positions
3982 for (j = 0; j < numsamples; j++)
3984 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3985 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3986 if (r_cullentities_trace_entityocclusion.integer)
3988 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3989 // not picky - if the trace ended anywhere in the box we're good
3990 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3993 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4001 static void R_View_UpdateEntityVisible (void)
4006 entity_render_t *ent;
4008 if (r_refdef.envmap || r_fb.water.hideplayer)
4009 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4010 else if (chase_active.integer || r_fb.water.renderingscene)
4011 renderimask = RENDER_VIEWMODEL;
4013 renderimask = RENDER_EXTERIORMODEL;
4014 if (!r_drawviewmodel.integer)
4015 renderimask |= RENDER_VIEWMODEL;
4016 if (!r_drawexteriormodel.integer)
4017 renderimask |= RENDER_EXTERIORMODEL;
4018 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4019 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4021 // worldmodel can check visibility
4022 for (i = 0;i < r_refdef.scene.numentities;i++)
4024 ent = r_refdef.scene.entities[i];
4025 if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL))
4027 r_refdef.viewcache.entityvisible[i] = false;
4030 if (!(ent->flags & renderimask))
4031 if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4032 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4033 r_refdef.viewcache.entityvisible[i] = true;
4038 // no worldmodel or it can't check visibility
4039 for (i = 0;i < r_refdef.scene.numentities;i++)
4041 ent = r_refdef.scene.entities[i];
4042 if (!(ent->flags & renderimask))
4043 if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4044 r_refdef.viewcache.entityvisible[i] = true;
4047 if (r_cullentities_trace.integer)
4049 for (i = 0;i < r_refdef.scene.numentities;i++)
4051 if (!r_refdef.viewcache.entityvisible[i])
4053 ent = r_refdef.scene.entities[i];
4054 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4056 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4057 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4058 ent->last_trace_visibility = host.realtime;
4059 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4060 r_refdef.viewcache.entityvisible[i] = 0;
4066 /// only used if skyrendermasked, and normally returns false
4067 static int R_DrawBrushModelsSky (void)
4070 entity_render_t *ent;
4073 for (i = 0;i < r_refdef.scene.numentities;i++)
4075 if (!r_refdef.viewcache.entityvisible[i])
4077 ent = r_refdef.scene.entities[i];
4078 if (!ent->model || !ent->model->DrawSky)
4080 ent->model->DrawSky(ent);
4086 static void R_DrawNoModel(entity_render_t *ent);
4087 static void R_DrawModels(void)
4090 entity_render_t *ent;
4092 for (i = 0;i < r_refdef.scene.numentities;i++)
4094 if (!r_refdef.viewcache.entityvisible[i])
4096 ent = r_refdef.scene.entities[i];
4097 r_refdef.stats[r_stat_entities]++;
4099 if (ent->model && ent->model->Draw != NULL)
4100 ent->model->Draw(ent);
4106 static void R_DrawModelsDepth(void)
4109 entity_render_t *ent;
4111 for (i = 0;i < r_refdef.scene.numentities;i++)
4113 if (!r_refdef.viewcache.entityvisible[i])
4115 ent = r_refdef.scene.entities[i];
4116 if (ent->model && ent->model->DrawDepth != NULL)
4117 ent->model->DrawDepth(ent);
4121 static void R_DrawModelsDebug(void)
4124 entity_render_t *ent;
4126 for (i = 0;i < r_refdef.scene.numentities;i++)
4128 if (!r_refdef.viewcache.entityvisible[i])
4130 ent = r_refdef.scene.entities[i];
4131 if (ent->model && ent->model->DrawDebug != NULL)
4132 ent->model->DrawDebug(ent);
4136 static void R_DrawModelsAddWaterPlanes(void)
4139 entity_render_t *ent;
4141 for (i = 0;i < r_refdef.scene.numentities;i++)
4143 if (!r_refdef.viewcache.entityvisible[i])
4145 ent = r_refdef.scene.entities[i];
4146 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4147 ent->model->DrawAddWaterPlanes(ent);
4151 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4153 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4155 if (r_hdr_irisadaptation.integer)
4160 vec3_t diffusenormal;
4162 vec_t brightness = 0.0f;
4167 VectorCopy(r_refdef.view.forward, forward);
4168 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4170 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4171 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4172 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4173 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4174 d = DotProduct(forward, diffusenormal);
4175 brightness += VectorLength(ambient);
4177 brightness += d * VectorLength(diffuse);
4179 brightness *= 1.0f / c;
4180 brightness += 0.00001f; // make sure it's never zero
4181 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4182 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4183 current = r_hdr_irisadaptation_value.value;
4185 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4186 else if (current > goal)
4187 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4188 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4189 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4191 else if (r_hdr_irisadaptation_value.value != 1.0f)
4192 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4195 extern cvar_t r_lockvisibility;
4196 extern cvar_t r_lockpvs;
4198 static void R_View_SetFrustum(const int *scissor)
4201 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4202 vec3_t forward, left, up, origin, v;
4203 if(r_lockvisibility.integer)
4207 // flipped x coordinates (because x points left here)
4208 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4209 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4210 // non-flipped y coordinates
4211 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4212 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4215 // we can't trust r_refdef.view.forward and friends in reflected scenes
4216 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4219 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4220 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4221 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4222 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4223 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4224 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4225 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4226 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4227 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4228 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4229 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4230 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4234 zNear = r_refdef.nearclip;
4235 nudge = 1.0 - 1.0 / (1<<23);
4236 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4237 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4238 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4239 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4240 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4241 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4242 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4243 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4249 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4250 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4251 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4252 r_refdef.view.frustum[0].dist = m[15] - m[12];
4254 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4255 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4256 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4257 r_refdef.view.frustum[1].dist = m[15] + m[12];
4259 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4260 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4261 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4262 r_refdef.view.frustum[2].dist = m[15] - m[13];
4264 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4265 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4266 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4267 r_refdef.view.frustum[3].dist = m[15] + m[13];
4269 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4270 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4271 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4272 r_refdef.view.frustum[4].dist = m[15] - m[14];
4274 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4275 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4276 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4277 r_refdef.view.frustum[5].dist = m[15] + m[14];
4280 if (r_refdef.view.useperspective)
4282 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4283 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4284 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4285 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4286 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4288 // then the normals from the corners relative to origin
4289 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4290 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4291 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4292 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4294 // in a NORMAL view, forward cross left == up
4295 // in a REFLECTED view, forward cross left == down
4296 // so our cross products above need to be adjusted for a left handed coordinate system
4297 CrossProduct(forward, left, v);
4298 if(DotProduct(v, up) < 0)
4300 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4301 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4302 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4303 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4306 // Leaving those out was a mistake, those were in the old code, and they
4307 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4308 // I couldn't reproduce it after adding those normalizations. --blub
4309 VectorNormalize(r_refdef.view.frustum[0].normal);
4310 VectorNormalize(r_refdef.view.frustum[1].normal);
4311 VectorNormalize(r_refdef.view.frustum[2].normal);
4312 VectorNormalize(r_refdef.view.frustum[3].normal);
4314 // make the corners absolute
4315 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4316 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4317 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4318 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4321 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4323 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4324 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4325 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4326 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4327 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4331 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4332 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4333 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4334 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4335 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4336 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4337 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4338 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4339 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4340 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4342 r_refdef.view.numfrustumplanes = 5;
4344 if (r_refdef.view.useclipplane)
4346 r_refdef.view.numfrustumplanes = 6;
4347 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4350 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4351 PlaneClassify(r_refdef.view.frustum + i);
4353 // LadyHavoc: note to all quake engine coders, Quake had a special case
4354 // for 90 degrees which assumed a square view (wrong), so I removed it,
4355 // Quake2 has it disabled as well.
4357 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4358 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4359 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4360 //PlaneClassify(&frustum[0]);
4362 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4363 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4364 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4365 //PlaneClassify(&frustum[1]);
4367 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4368 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4369 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4370 //PlaneClassify(&frustum[2]);
4372 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4373 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4374 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4375 //PlaneClassify(&frustum[3]);
4378 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4379 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4380 //PlaneClassify(&frustum[4]);
4383 static void R_View_UpdateWithScissor(const int *myscissor)
4385 R_Main_ResizeViewCache();
4386 R_View_SetFrustum(myscissor);
4387 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4388 R_View_UpdateEntityVisible();
4391 static void R_View_Update(void)
4393 R_Main_ResizeViewCache();
4394 R_View_SetFrustum(NULL);
4395 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4396 R_View_UpdateEntityVisible();
4399 float viewscalefpsadjusted = 1.0f;
4401 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4403 const float *customclipplane = NULL;
4405 int /*rtwidth,*/ rtheight;
4406 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4408 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4409 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4410 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4411 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4412 dist = r_refdef.view.clipplane.dist;
4413 plane[0] = r_refdef.view.clipplane.normal[0];
4414 plane[1] = r_refdef.view.clipplane.normal[1];
4415 plane[2] = r_refdef.view.clipplane.normal[2];
4417 customclipplane = plane;
4420 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4421 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4423 if (!r_refdef.view.useperspective)
4424 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4425 else if (vid.stencil && r_useinfinitefarclip.integer)
4426 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4428 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4429 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4430 R_SetViewport(&r_refdef.view.viewport);
4433 void R_EntityMatrix(const matrix4x4_t *matrix)
4435 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4437 gl_modelmatrixchanged = false;
4438 gl_modelmatrix = *matrix;
4439 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4440 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4441 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4442 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4444 switch(vid.renderpath)
4446 case RENDERPATH_GL32:
4447 case RENDERPATH_GLES2:
4448 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4449 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4455 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4457 r_viewport_t viewport;
4461 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4462 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4463 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4464 R_SetViewport(&viewport);
4465 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4466 GL_Color(1, 1, 1, 1);
4467 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4468 GL_BlendFunc(GL_ONE, GL_ZERO);
4469 GL_ScissorTest(false);
4470 GL_DepthMask(false);
4471 GL_DepthRange(0, 1);
4472 GL_DepthTest(false);
4473 GL_DepthFunc(GL_LEQUAL);
4474 R_EntityMatrix(&identitymatrix);
4475 R_Mesh_ResetTextureState();
4476 GL_PolygonOffset(0, 0);
4477 switch(vid.renderpath)
4479 case RENDERPATH_GL32:
4480 case RENDERPATH_GLES2:
4481 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4484 GL_CullFace(GL_NONE);
4489 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4491 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4494 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4496 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4497 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4498 GL_Color(1, 1, 1, 1);
4499 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4500 GL_BlendFunc(GL_ONE, GL_ZERO);
4501 GL_ScissorTest(true);
4503 GL_DepthRange(0, 1);
4505 GL_DepthFunc(GL_LEQUAL);
4506 R_EntityMatrix(&identitymatrix);
4507 R_Mesh_ResetTextureState();
4508 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4509 switch(vid.renderpath)
4511 case RENDERPATH_GL32:
4512 case RENDERPATH_GLES2:
4513 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4516 GL_CullFace(r_refdef.view.cullface_back);
4521 R_RenderView_UpdateViewVectors
4524 void R_RenderView_UpdateViewVectors(void)
4526 // break apart the view matrix into vectors for various purposes
4527 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4528 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4529 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4530 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4531 // make an inverted copy of the view matrix for tracking sprites
4532 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4535 void R_RenderTarget_FreeUnused(qbool force)
4537 unsigned int i, j, end;
4538 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4539 for (i = 0; i < end; i++)
4541 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4542 // free resources for rendertargets that have not been used for a while
4543 // (note: this check is run after the frame render, so any targets used
4544 // this frame will not be affected even at low framerates)
4545 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4548 R_Mesh_DestroyFramebufferObject(r->fbo);
4549 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4550 if (r->colortexture[j])
4551 R_FreeTexture(r->colortexture[j]);
4552 if (r->depthtexture)
4553 R_FreeTexture(r->depthtexture);
4554 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4559 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4561 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4565 y2 = (th - y - h) * ih;
4576 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4578 unsigned int i, j, end;
4579 r_rendertarget_t *r = NULL;
4581 // first try to reuse an existing slot if possible
4582 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4583 for (i = 0; i < end; i++)
4585 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4586 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4591 // no unused exact match found, so we have to make one in the first unused slot
4592 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4593 r->texturewidth = texturewidth;
4594 r->textureheight = textureheight;
4595 r->colortextype[0] = colortextype0;
4596 r->colortextype[1] = colortextype1;
4597 r->colortextype[2] = colortextype2;
4598 r->colortextype[3] = colortextype3;
4599 r->depthtextype = depthtextype;
4600 r->depthisrenderbuffer = depthisrenderbuffer;
4601 for (j = 0; j < 4; j++)
4602 if (r->colortextype[j])
4603 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4604 if (r->depthtextype)
4606 if (r->depthisrenderbuffer)
4607 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4609 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4611 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4613 r_refdef.stats[r_stat_rendertargets_used]++;
4614 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4615 r->lastusetime = host.realtime;
4616 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4620 static void R_Water_StartFrame(int viewwidth, int viewheight)
4622 int waterwidth, waterheight;
4624 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4627 // set waterwidth and waterheight to the water resolution that will be
4628 // used (often less than the screen resolution for faster rendering)
4629 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4630 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4632 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4633 waterwidth = waterheight = 0;
4635 // set up variables that will be used in shader setup
4636 r_fb.water.waterwidth = waterwidth;
4637 r_fb.water.waterheight = waterheight;
4638 r_fb.water.texturewidth = waterwidth;
4639 r_fb.water.textureheight = waterheight;
4640 r_fb.water.camerawidth = waterwidth;
4641 r_fb.water.cameraheight = waterheight;
4642 r_fb.water.screenscale[0] = 0.5f;
4643 r_fb.water.screenscale[1] = 0.5f;
4644 r_fb.water.screencenter[0] = 0.5f;
4645 r_fb.water.screencenter[1] = 0.5f;
4646 r_fb.water.enabled = waterwidth != 0;
4648 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4649 r_fb.water.numwaterplanes = 0;
4652 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4654 int planeindex, bestplaneindex, vertexindex;
4655 vec3_t mins, maxs, normal, center, v, n;
4656 vec_t planescore, bestplanescore;
4658 r_waterstate_waterplane_t *p;
4659 texture_t *t = R_GetCurrentTexture(surface->texture);
4661 rsurface.texture = t;
4662 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4663 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4664 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4666 // average the vertex normals, find the surface bounds (after deformvertexes)
4667 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4668 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4669 VectorCopy(n, normal);
4670 VectorCopy(v, mins);
4671 VectorCopy(v, maxs);
4672 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4674 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4675 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4676 VectorAdd(normal, n, normal);
4677 mins[0] = min(mins[0], v[0]);
4678 mins[1] = min(mins[1], v[1]);
4679 mins[2] = min(mins[2], v[2]);
4680 maxs[0] = max(maxs[0], v[0]);
4681 maxs[1] = max(maxs[1], v[1]);
4682 maxs[2] = max(maxs[2], v[2]);
4684 VectorNormalize(normal);
4685 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4687 VectorCopy(normal, plane.normal);
4688 VectorNormalize(plane.normal);
4689 plane.dist = DotProduct(center, plane.normal);
4690 PlaneClassify(&plane);
4691 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4693 // skip backfaces (except if nocullface is set)
4694 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4696 VectorNegate(plane.normal, plane.normal);
4698 PlaneClassify(&plane);
4702 // find a matching plane if there is one
4703 bestplaneindex = -1;
4704 bestplanescore = 1048576.0f;
4705 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4707 if(p->camera_entity == t->camera_entity)
4709 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4710 if (bestplaneindex < 0 || bestplanescore > planescore)
4712 bestplaneindex = planeindex;
4713 bestplanescore = planescore;
4717 planeindex = bestplaneindex;
4719 // if this surface does not fit any known plane rendered this frame, add one
4720 if (planeindex < 0 || bestplanescore > 0.001f)
4722 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4724 // store the new plane
4725 planeindex = r_fb.water.numwaterplanes++;
4726 p = r_fb.water.waterplanes + planeindex;
4728 // clear materialflags and pvs
4729 p->materialflags = 0;
4730 p->pvsvalid = false;
4731 p->camera_entity = t->camera_entity;
4732 VectorCopy(mins, p->mins);
4733 VectorCopy(maxs, p->maxs);
4737 // We're totally screwed.
4743 // merge mins/maxs when we're adding this surface to the plane
4744 p = r_fb.water.waterplanes + planeindex;
4745 p->mins[0] = min(p->mins[0], mins[0]);
4746 p->mins[1] = min(p->mins[1], mins[1]);
4747 p->mins[2] = min(p->mins[2], mins[2]);
4748 p->maxs[0] = max(p->maxs[0], maxs[0]);
4749 p->maxs[1] = max(p->maxs[1], maxs[1]);
4750 p->maxs[2] = max(p->maxs[2], maxs[2]);
4752 // merge this surface's materialflags into the waterplane
4753 p->materialflags |= t->currentmaterialflags;
4754 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4756 // merge this surface's PVS into the waterplane
4757 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4758 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4760 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4766 extern cvar_t r_drawparticles;
4767 extern cvar_t r_drawdecals;
4769 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4772 r_refdef_view_t originalview;
4773 r_refdef_view_t myview;
4774 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
4775 r_waterstate_waterplane_t *p;
4777 r_rendertarget_t *rt;
4779 originalview = r_refdef.view;
4781 // lowquality hack, temporarily shut down some cvars and restore afterwards
4782 qualityreduction = r_water_lowquality.integer;
4783 if (qualityreduction > 0)
4785 if (qualityreduction >= 1)
4787 old_r_shadows = r_shadows.integer;
4788 old_r_worldrtlight = r_shadow_realtime_world.integer;
4789 old_r_dlight = r_shadow_realtime_dlight.integer;
4790 Cvar_SetValueQuick(&r_shadows, 0);
4791 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4792 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4794 if (qualityreduction >= 2)
4796 old_r_dynamic = r_dynamic.integer;
4797 old_r_particles = r_drawparticles.integer;
4798 old_r_decals = r_drawdecals.integer;
4799 Cvar_SetValueQuick(&r_dynamic, 0);
4800 Cvar_SetValueQuick(&r_drawparticles, 0);
4801 Cvar_SetValueQuick(&r_drawdecals, 0);
4805 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4807 p->rt_reflection = NULL;
4808 p->rt_refraction = NULL;
4809 p->rt_camera = NULL;
4813 r_refdef.view = originalview;
4814 r_refdef.view.showdebug = false;
4815 r_refdef.view.width = r_fb.water.waterwidth;
4816 r_refdef.view.height = r_fb.water.waterheight;
4817 r_refdef.view.useclipplane = true;
4818 myview = r_refdef.view;
4819 r_fb.water.renderingscene = true;
4820 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4822 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4825 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4827 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4828 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4830 r_refdef.view = myview;
4831 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4832 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4833 if(r_water_scissormode.integer)
4835 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4836 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4838 p->rt_reflection = NULL;
4839 p->rt_refraction = NULL;
4840 p->rt_camera = NULL;
4845 r_refdef.view.clipplane = p->plane;
4846 // reflected view origin may be in solid, so don't cull with it
4847 r_refdef.view.usevieworiginculling = false;
4848 // reverse the cullface settings for this render
4849 r_refdef.view.cullface_front = GL_FRONT;
4850 r_refdef.view.cullface_back = GL_BACK;
4851 // combined pvs (based on what can be seen from each surface center)
4852 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4854 r_refdef.view.usecustompvs = true;
4856 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4858 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4861 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4862 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4863 GL_ScissorTest(false);
4864 R_ClearScreen(r_refdef.fogenabled);
4865 GL_ScissorTest(true);
4866 if(r_water_scissormode.integer & 2)
4867 R_View_UpdateWithScissor(myscissor);
4870 R_AnimCache_CacheVisibleEntities();
4871 if(r_water_scissormode.integer & 1)
4872 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4873 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4875 r_fb.water.hideplayer = false;
4876 p->rt_reflection = rt;
4879 // render the normal view scene and copy into texture
4880 // (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)
4881 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4883 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4884 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4886 r_refdef.view = myview;
4887 if(r_water_scissormode.integer)
4889 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4890 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4892 p->rt_reflection = NULL;
4893 p->rt_refraction = NULL;
4894 p->rt_camera = NULL;
4899 // combined pvs (based on what can be seen from each surface center)
4900 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4902 r_refdef.view.usecustompvs = true;
4904 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4906 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4909 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4911 r_refdef.view.clipplane = p->plane;
4912 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4913 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4915 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4917 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4918 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4919 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4920 R_RenderView_UpdateViewVectors();
4921 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4923 r_refdef.view.usecustompvs = true;
4924 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4928 PlaneClassify(&r_refdef.view.clipplane);
4930 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4931 GL_ScissorTest(false);
4932 R_ClearScreen(r_refdef.fogenabled);
4933 GL_ScissorTest(true);
4934 if(r_water_scissormode.integer & 2)
4935 R_View_UpdateWithScissor(myscissor);
4938 R_AnimCache_CacheVisibleEntities();
4939 if(r_water_scissormode.integer & 1)
4940 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4941 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4943 r_fb.water.hideplayer = false;
4944 p->rt_refraction = rt;
4946 else if (p->materialflags & MATERIALFLAG_CAMERA)
4948 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4949 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4951 r_refdef.view = myview;
4953 r_refdef.view.clipplane = p->plane;
4954 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4955 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4957 r_refdef.view.width = r_fb.water.camerawidth;
4958 r_refdef.view.height = r_fb.water.cameraheight;
4959 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4960 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4961 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4962 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4964 if(p->camera_entity)
4966 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4967 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4970 // note: all of the view is used for displaying... so
4971 // there is no use in scissoring
4973 // reverse the cullface settings for this render
4974 r_refdef.view.cullface_front = GL_FRONT;
4975 r_refdef.view.cullface_back = GL_BACK;
4976 // also reverse the view matrix
4977 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
4978 R_RenderView_UpdateViewVectors();
4979 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4981 r_refdef.view.usecustompvs = true;
4982 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
4985 // camera needs no clipplane
4986 r_refdef.view.useclipplane = false;
4987 // TODO: is the camera origin always valid? if so we don't need to clear this
4988 r_refdef.view.usevieworiginculling = false;
4990 PlaneClassify(&r_refdef.view.clipplane);
4992 r_fb.water.hideplayer = false;
4994 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4995 GL_ScissorTest(false);
4996 R_ClearScreen(r_refdef.fogenabled);
4997 GL_ScissorTest(true);
4999 R_AnimCache_CacheVisibleEntities();
5000 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5002 r_fb.water.hideplayer = false;
5007 r_fb.water.renderingscene = false;
5008 r_refdef.view = originalview;
5009 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5011 R_AnimCache_CacheVisibleEntities();
5014 r_refdef.view = originalview;
5015 r_fb.water.renderingscene = false;
5016 Cvar_SetValueQuick(&r_water, 0);
5017 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5019 // lowquality hack, restore cvars
5020 if (qualityreduction > 0)
5022 if (qualityreduction >= 1)
5024 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5025 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5026 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5028 if (qualityreduction >= 2)
5030 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5031 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5032 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5037 static void R_Bloom_StartFrame(void)
5039 int screentexturewidth, screentextureheight;
5040 textype_t textype = TEXTYPE_COLORBUFFER;
5043 // clear the pointers to rendertargets from last frame as they're stale
5044 r_fb.rt_screen = NULL;
5045 r_fb.rt_bloom = NULL;
5047 switch (vid.renderpath)
5049 case RENDERPATH_GL32:
5050 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5051 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5052 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5054 case RENDERPATH_GLES2:
5055 r_fb.usedepthtextures = false;
5059 if (r_viewscale_fpsscaling.integer)
5061 double actualframetime;
5062 double targetframetime;
5064 actualframetime = r_refdef.lastdrawscreentime;
5065 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5066 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5067 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5068 if (r_viewscale_fpsscaling_stepsize.value > 0)
5071 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5073 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5075 viewscalefpsadjusted += adjust;
5076 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5079 viewscalefpsadjusted = 1.0f;
5081 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5083 scale *= sqrt(vid.samples); // supersampling
5084 scale = bound(0.03125f, scale, 4.0f);
5085 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5086 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5087 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5088 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5090 // set bloomwidth and bloomheight to the bloom resolution that will be
5091 // used (often less than the screen resolution for faster rendering)
5092 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5093 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5094 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5095 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5096 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5098 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5100 Cvar_SetValueQuick(&r_bloom, 0);
5101 Cvar_SetValueQuick(&r_motionblur, 0);
5102 Cvar_SetValueQuick(&r_damageblur, 0);
5104 if (!r_bloom.integer)
5105 r_fb.bloomwidth = r_fb.bloomheight = 0;
5107 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5108 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5110 if (r_fb.ghosttexture)
5111 R_FreeTexture(r_fb.ghosttexture);
5112 r_fb.ghosttexture = NULL;
5114 r_fb.screentexturewidth = screentexturewidth;
5115 r_fb.screentextureheight = screentextureheight;
5116 r_fb.textype = textype;
5118 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5120 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5121 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5122 r_fb.ghosttexture_valid = false;
5126 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5128 r_refdef.view.clear = true;
5131 static void R_Bloom_MakeTexture(void)
5134 float xoffset, yoffset, r, brighten;
5135 float colorscale = r_bloom_colorscale.value;
5136 r_viewport_t bloomviewport;
5137 r_rendertarget_t *prev, *cur;
5138 textype_t textype = r_fb.rt_screen->colortextype[0];
5140 r_refdef.stats[r_stat_bloom]++;
5142 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5144 // scale down screen texture to the bloom texture size
5146 prev = r_fb.rt_screen;
5147 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5148 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5149 R_SetViewport(&bloomviewport);
5150 GL_CullFace(GL_NONE);
5151 GL_DepthTest(false);
5152 GL_BlendFunc(GL_ONE, GL_ZERO);
5153 GL_Color(colorscale, colorscale, colorscale, 1);
5154 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5155 // TODO: do boxfilter scale-down in shader?
5156 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5157 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5158 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5159 // we now have a properly scaled bloom image
5161 // multiply bloom image by itself as many times as desired to darken it
5162 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5163 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5166 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5167 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5169 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5171 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5172 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5173 GL_Color(1,1,1,1); // no fix factor supported here
5174 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5175 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5176 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5177 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5181 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5182 brighten = r_bloom_brighten.value;
5183 brighten = sqrt(brighten);
5185 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5187 for (dir = 0;dir < 2;dir++)
5190 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5191 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5192 // blend on at multiple vertical offsets to achieve a vertical blur
5193 // TODO: do offset blends using GLSL
5194 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5196 GL_BlendFunc(GL_ONE, GL_ZERO);
5198 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5200 for (x = -range;x <= range;x++)
5202 if (!dir){xoffset = 0;yoffset = x;}
5203 else {xoffset = x;yoffset = 0;}
5204 xoffset /= (float)prev->texturewidth;
5205 yoffset /= (float)prev->textureheight;
5206 // compute a texcoord array with the specified x and y offset
5207 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5208 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5209 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5210 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5211 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5212 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5213 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5214 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5215 // this r value looks like a 'dot' particle, fading sharply to
5216 // black at the edges
5217 // (probably not realistic but looks good enough)
5218 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5219 //r = brighten/(range*2+1);
5220 r = brighten / (range * 2 + 1);
5222 r *= (1 - x*x/(float)((range+1)*(range+1)));
5226 GL_Color(r, r, r, 1);
5228 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5230 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5231 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5233 GL_BlendFunc(GL_ONE, GL_ONE);
5238 // now we have the bloom image, so keep track of it
5239 r_fb.rt_bloom = cur;
5242 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5244 uint64_t permutation;
5245 float uservecs[4][4];
5246 rtexture_t *viewtexture;
5247 rtexture_t *bloomtexture;
5249 R_EntityMatrix(&identitymatrix);
5251 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5253 // declare variables
5254 float blur_factor, blur_mouseaccel, blur_velocity;
5255 static float blur_average;
5256 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5258 // set a goal for the factoring
5259 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5260 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5261 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5262 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5263 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5264 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5266 // from the goal, pick an averaged value between goal and last value
5267 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5268 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5270 // enforce minimum amount of blur
5271 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5273 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5275 // calculate values into a standard alpha
5276 cl.motionbluralpha = 1 - exp(-
5278 (r_motionblur.value * blur_factor / 80)
5280 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5283 max(0.0001, cl.time - cl.oldtime) // fps independent
5286 // randomization for the blur value to combat persistent ghosting
5287 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5288 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5291 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5292 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5294 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5295 GL_Color(1, 1, 1, cl.motionbluralpha);
5296 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5297 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5298 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5299 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5300 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5303 // updates old view angles for next pass
5304 VectorCopy(cl.viewangles, blur_oldangles);
5306 // copy view into the ghost texture
5307 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5308 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5309 r_fb.ghosttexture_valid = true;
5312 if (r_fb.bloomwidth)
5314 // make the bloom texture
5315 R_Bloom_MakeTexture();
5318 #if _MSC_VER >= 1400
5319 #define sscanf sscanf_s
5321 memset(uservecs, 0, sizeof(uservecs));
5322 if (r_glsl_postprocess_uservec1_enable.integer)
5323 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5324 if (r_glsl_postprocess_uservec2_enable.integer)
5325 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5326 if (r_glsl_postprocess_uservec3_enable.integer)
5327 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5328 if (r_glsl_postprocess_uservec4_enable.integer)
5329 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5331 // render to the screen fbo
5332 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5333 GL_Color(1, 1, 1, 1);
5334 GL_BlendFunc(GL_ONE, GL_ZERO);
5336 viewtexture = r_fb.rt_screen->colortexture[0];
5337 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5339 if (r_rendertarget_debug.integer >= 0)
5341 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5342 if (rt && rt->colortexture[0])
5344 viewtexture = rt->colortexture[0];
5345 bloomtexture = NULL;
5349 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5350 switch(vid.renderpath)
5352 case RENDERPATH_GL32:
5353 case RENDERPATH_GLES2:
5355 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5356 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5357 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5358 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5359 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5360 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5361 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5362 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5363 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5364 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5365 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5366 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
5367 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
5368 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
5369 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
5370 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5371 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5372 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
5373 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5376 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5377 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5380 matrix4x4_t r_waterscrollmatrix;
5382 void R_UpdateFog(void)
5385 if (gamemode == GAME_NEHAHRA)
5387 if (gl_fogenable.integer)
5389 r_refdef.oldgl_fogenable = true;
5390 r_refdef.fog_density = gl_fogdensity.value;
5391 r_refdef.fog_red = gl_fogred.value;
5392 r_refdef.fog_green = gl_foggreen.value;
5393 r_refdef.fog_blue = gl_fogblue.value;
5394 r_refdef.fog_alpha = 1;
5395 r_refdef.fog_start = 0;
5396 r_refdef.fog_end = gl_skyclip.value;
5397 r_refdef.fog_height = 1<<30;
5398 r_refdef.fog_fadedepth = 128;
5400 else if (r_refdef.oldgl_fogenable)
5402 r_refdef.oldgl_fogenable = false;
5403 r_refdef.fog_density = 0;
5404 r_refdef.fog_red = 0;
5405 r_refdef.fog_green = 0;
5406 r_refdef.fog_blue = 0;
5407 r_refdef.fog_alpha = 0;
5408 r_refdef.fog_start = 0;
5409 r_refdef.fog_end = 0;
5410 r_refdef.fog_height = 1<<30;
5411 r_refdef.fog_fadedepth = 128;
5416 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5417 r_refdef.fog_start = max(0, r_refdef.fog_start);
5418 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5420 if (r_refdef.fog_density && r_drawfog.integer)
5422 r_refdef.fogenabled = true;
5423 // this is the point where the fog reaches 0.9986 alpha, which we
5424 // consider a good enough cutoff point for the texture
5425 // (0.9986 * 256 == 255.6)
5426 if (r_fog_exp2.integer)
5427 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5429 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5430 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5431 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5432 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5433 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5434 R_BuildFogHeightTexture();
5435 // fog color was already set
5436 // update the fog texture
5437 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
5438 R_BuildFogTexture();
5439 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5440 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5443 r_refdef.fogenabled = false;
5446 if (r_refdef.fog_density)
5448 r_refdef.fogcolor[0] = r_refdef.fog_red;
5449 r_refdef.fogcolor[1] = r_refdef.fog_green;
5450 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5452 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5453 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5454 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5455 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5459 VectorCopy(r_refdef.fogcolor, fogvec);
5460 // color.rgb *= ContrastBoost * SceneBrightness;
5461 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5462 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5463 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5464 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5469 void R_UpdateVariables(void)
5473 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5475 r_refdef.farclip = r_farclip_base.value;
5476 if (r_refdef.scene.worldmodel)
5477 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5478 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5480 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5481 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5482 r_refdef.polygonfactor = 0;
5483 r_refdef.polygonoffset = 0;
5485 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5486 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5487 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5488 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5489 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5490 if (r_refdef.scene.worldmodel)
5492 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5494 if (r_showsurfaces.integer)
5496 r_refdef.scene.rtworld = false;
5497 r_refdef.scene.rtworldshadows = false;
5498 r_refdef.scene.rtdlight = false;
5499 r_refdef.scene.rtdlightshadows = false;
5500 r_refdef.scene.lightmapintensity = 0;
5503 r_gpuskeletal = false;
5504 switch(vid.renderpath)
5506 case RENDERPATH_GL32:
5507 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5508 case RENDERPATH_GLES2:
5509 if(!vid_gammatables_trivial)
5511 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5513 // build GLSL gamma texture
5514 #define RAMPWIDTH 256
5515 unsigned short ramp[RAMPWIDTH * 3];
5516 unsigned char rampbgr[RAMPWIDTH][4];
5519 r_texture_gammaramps_serial = vid_gammatables_serial;
5521 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5522 for(i = 0; i < RAMPWIDTH; ++i)
5524 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5525 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5526 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5529 if (r_texture_gammaramps)
5531 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0);
5535 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5541 // remove GLSL gamma texture
5547 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5548 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5554 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5555 if( scenetype != r_currentscenetype ) {
5556 // store the old scenetype
5557 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5558 r_currentscenetype = scenetype;
5559 // move in the new scene
5560 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5569 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5571 // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5572 if( scenetype == r_currentscenetype ) {
5573 return &r_refdef.scene;
5575 return &r_scenes_store[ scenetype ];
5579 static int R_SortEntities_Compare(const void *ap, const void *bp)
5581 const entity_render_t *a = *(const entity_render_t **)ap;
5582 const entity_render_t *b = *(const entity_render_t **)bp;
5585 if(a->model < b->model)
5587 if(a->model > b->model)
5591 // TODO possibly calculate the REAL skinnum here first using
5593 if(a->skinnum < b->skinnum)
5595 if(a->skinnum > b->skinnum)
5598 // everything we compared is equal
5601 static void R_SortEntities(void)
5603 // below or equal 2 ents, sorting never gains anything
5604 if(r_refdef.scene.numentities <= 2)
5607 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5615 extern cvar_t r_shadow_bouncegrid;
5616 extern cvar_t v_isometric;
5617 extern void V_MakeViewIsometric(void);
5618 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5620 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5622 rtexture_t *viewdepthtexture = NULL;
5623 rtexture_t *viewcolortexture = NULL;
5624 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5626 // finish any 2D rendering that was queued
5629 if (r_timereport_active)
5630 R_TimeReport("start");
5631 r_textureframe++; // used only by R_GetCurrentTexture
5632 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5634 if(R_CompileShader_CheckStaticParms())
5635 R_GLSL_Restart_f(cmd_client);
5637 if (!r_drawentities.integer)
5638 r_refdef.scene.numentities = 0;
5639 else if (r_sortentities.integer)
5642 R_AnimCache_ClearCache();
5644 /* adjust for stereo display */
5645 if(R_Stereo_Active())
5647 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
5648 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5651 if (r_refdef.view.isoverlay)
5653 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5654 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5655 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5656 R_TimeReport("depthclear");
5658 r_refdef.view.showdebug = false;
5660 r_fb.water.enabled = false;
5661 r_fb.water.numwaterplanes = 0;
5663 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5665 r_refdef.view.matrix = originalmatrix;
5671 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5673 r_refdef.view.matrix = originalmatrix;
5677 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5678 if (v_isometric.integer && r_refdef.view.ismain)
5679 V_MakeViewIsometric();
5681 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5683 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5684 // in sRGB fallback, behave similar to true sRGB: convert this
5685 // value from linear to sRGB
5686 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5688 R_RenderView_UpdateViewVectors();
5690 R_Shadow_UpdateWorldLightSelection();
5692 // this will set up r_fb.rt_screen
5693 R_Bloom_StartFrame();
5695 // apply bloom brightness offset
5697 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5699 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5702 viewfbo = r_fb.rt_screen->fbo;
5703 viewdepthtexture = r_fb.rt_screen->depthtexture;
5704 viewcolortexture = r_fb.rt_screen->colortexture[0];
5707 viewwidth = r_fb.rt_screen->texturewidth;
5708 viewheight = r_fb.rt_screen->textureheight;
5711 R_Water_StartFrame(viewwidth, viewheight);
5714 if (r_timereport_active)
5715 R_TimeReport("viewsetup");
5717 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5719 // clear the whole fbo every frame - otherwise the driver will consider
5720 // it to be an inter-frame texture and stall in multi-gpu configurations
5722 GL_ScissorTest(false);
5723 R_ClearScreen(r_refdef.fogenabled);
5724 if (r_timereport_active)
5725 R_TimeReport("viewclear");
5727 r_refdef.view.clear = true;
5729 r_refdef.view.showdebug = true;
5732 if (r_timereport_active)
5733 R_TimeReport("visibility");
5735 R_AnimCache_CacheVisibleEntities();
5736 if (r_timereport_active)
5737 R_TimeReport("animcache");
5739 R_Shadow_UpdateBounceGridTexture();
5740 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5742 r_fb.water.numwaterplanes = 0;
5743 if (r_fb.water.enabled)
5744 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5746 // for the actual view render we use scissoring a fair amount, so scissor
5747 // test needs to be on
5749 GL_ScissorTest(true);
5750 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5751 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5752 r_fb.water.numwaterplanes = 0;
5754 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5755 GL_ScissorTest(false);
5757 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5758 if (r_timereport_active)
5759 R_TimeReport("blendview");
5761 r_refdef.view.matrix = originalmatrix;
5765 // go back to 2d rendering
5769 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5771 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5773 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5774 if (r_timereport_active)
5775 R_TimeReport("waterworld");
5778 // don't let sound skip if going slow
5779 if (r_refdef.scene.extraupdate)
5782 R_DrawModelsAddWaterPlanes();
5783 if (r_timereport_active)
5784 R_TimeReport("watermodels");
5786 if (r_fb.water.numwaterplanes)
5788 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5789 if (r_timereport_active)
5790 R_TimeReport("waterscenes");
5794 extern cvar_t cl_locs_show;
5795 static void R_DrawLocs(void);
5796 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5797 static void R_DrawModelDecals(void);
5798 extern qbool r_shadow_usingdeferredprepass;
5799 extern int r_shadow_shadowmapatlas_modelshadows_size;
5800 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5802 qbool shadowmapping = false;
5804 if (r_timereport_active)
5805 R_TimeReport("beginscene");
5807 r_refdef.stats[r_stat_renders]++;
5811 // don't let sound skip if going slow
5812 if (r_refdef.scene.extraupdate)
5815 R_MeshQueue_BeginScene();
5819 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
5821 if (r_timereport_active)
5822 R_TimeReport("skystartframe");
5824 if (cl.csqc_vidvars.drawworld)
5826 // don't let sound skip if going slow
5827 if (r_refdef.scene.extraupdate)
5830 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5832 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5833 if (r_timereport_active)
5834 R_TimeReport("worldsky");
5837 if (R_DrawBrushModelsSky() && r_timereport_active)
5838 R_TimeReport("bmodelsky");
5840 if (skyrendermasked && skyrenderlater)
5842 // we have to force off the water clipping plane while rendering sky
5843 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5845 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5846 if (r_timereport_active)
5847 R_TimeReport("sky");
5851 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5852 r_shadow_viewfbo = viewfbo;
5853 r_shadow_viewdepthtexture = viewdepthtexture;
5854 r_shadow_viewcolortexture = viewcolortexture;
5855 r_shadow_viewx = viewx;
5856 r_shadow_viewy = viewy;
5857 r_shadow_viewwidth = viewwidth;
5858 r_shadow_viewheight = viewheight;
5860 R_Shadow_PrepareModelShadows();
5861 R_Shadow_PrepareLights();
5862 if (r_timereport_active)
5863 R_TimeReport("preparelights");
5865 // render all the shadowmaps that will be used for this view
5866 shadowmapping = R_Shadow_ShadowMappingEnabled();
5867 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5869 R_Shadow_DrawShadowMaps();
5870 if (r_timereport_active)
5871 R_TimeReport("shadowmaps");
5874 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5875 if (r_shadow_usingdeferredprepass)
5876 R_Shadow_DrawPrepass();
5878 // now we begin the forward pass of the view render
5879 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5881 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5882 if (r_timereport_active)
5883 R_TimeReport("worlddepth");
5885 if (r_depthfirst.integer >= 2)
5887 R_DrawModelsDepth();
5888 if (r_timereport_active)
5889 R_TimeReport("modeldepth");
5892 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5894 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5895 if (r_timereport_active)
5896 R_TimeReport("world");
5899 // don't let sound skip if going slow
5900 if (r_refdef.scene.extraupdate)
5904 if (r_timereport_active)
5905 R_TimeReport("models");
5907 // don't let sound skip if going slow
5908 if (r_refdef.scene.extraupdate)
5911 if (!r_shadow_usingdeferredprepass)
5913 R_Shadow_DrawLights();
5914 if (r_timereport_active)
5915 R_TimeReport("rtlights");
5918 // don't let sound skip if going slow
5919 if (r_refdef.scene.extraupdate)
5922 if (cl.csqc_vidvars.drawworld)
5924 R_DrawModelDecals();
5925 if (r_timereport_active)
5926 R_TimeReport("modeldecals");
5929 if (r_timereport_active)
5930 R_TimeReport("particles");
5933 if (r_timereport_active)
5934 R_TimeReport("explosions");
5937 if (r_refdef.view.showdebug)
5939 if (cl_locs_show.integer)
5942 if (r_timereport_active)
5943 R_TimeReport("showlocs");
5946 if (r_drawportals.integer)
5949 if (r_timereport_active)
5950 R_TimeReport("portals");
5953 if (r_showbboxes_client.value > 0)
5955 R_DrawEntityBBoxes(CLVM_prog);
5956 if (r_timereport_active)
5957 R_TimeReport("clbboxes");
5959 if (r_showbboxes.value > 0)
5961 R_DrawEntityBBoxes(SVVM_prog);
5962 if (r_timereport_active)
5963 R_TimeReport("svbboxes");
5967 if (r_transparent.integer)
5969 R_MeshQueue_RenderTransparent();
5970 if (r_timereport_active)
5971 R_TimeReport("drawtrans");
5974 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
5976 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5977 if (r_timereport_active)
5978 R_TimeReport("worlddebug");
5979 R_DrawModelsDebug();
5980 if (r_timereport_active)
5981 R_TimeReport("modeldebug");
5984 if (cl.csqc_vidvars.drawworld)
5986 R_Shadow_DrawCoronas();
5987 if (r_timereport_active)
5988 R_TimeReport("coronas");
5991 // don't let sound skip if going slow
5992 if (r_refdef.scene.extraupdate)
5996 static const unsigned short bboxelements[36] =
6006 #define BBOXEDGES 13
6007 static const float bboxedges[BBOXEDGES][6] =
6010 { 0, 0, 0, 1, 1, 1 },
6012 { 0, 0, 0, 0, 1, 0 },
6013 { 0, 0, 0, 1, 0, 0 },
6014 { 0, 1, 0, 1, 1, 0 },
6015 { 1, 0, 0, 1, 1, 0 },
6017 { 0, 0, 1, 0, 1, 1 },
6018 { 0, 0, 1, 1, 0, 1 },
6019 { 0, 1, 1, 1, 1, 1 },
6020 { 1, 0, 1, 1, 1, 1 },
6022 { 0, 0, 0, 0, 0, 1 },
6023 { 1, 0, 0, 1, 0, 1 },
6024 { 0, 1, 0, 0, 1, 1 },
6025 { 1, 1, 0, 1, 1, 1 },
6028 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6030 int numvertices = BBOXEDGES * 8;
6031 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6032 int numtriangles = BBOXEDGES * 12;
6033 unsigned short elements[BBOXEDGES * 36];
6035 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6037 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6039 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6040 GL_DepthMask(false);
6041 GL_DepthRange(0, 1);
6042 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6044 for (edge = 0; edge < BBOXEDGES; edge++)
6046 for (i = 0; i < 3; i++)
6048 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6049 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6051 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6052 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6053 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6054 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6055 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6056 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6057 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6058 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6059 for (i = 0; i < 36; i++)
6060 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6062 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6063 if (r_refdef.fogenabled)
6065 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6067 f1 = RSurf_FogVertex(v);
6069 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6070 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6071 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6074 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6075 R_Mesh_ResetTextureState();
6076 R_SetupShader_Generic_NoTexture(false, false);
6077 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6080 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6082 // hacky overloading of the parameters
6083 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6086 prvm_edict_t *edict;
6088 GL_CullFace(GL_NONE);
6089 R_SetupShader_Generic_NoTexture(false, false);
6091 for (i = 0;i < numsurfaces;i++)
6093 edict = PRVM_EDICT_NUM(surfacelist[i]);
6094 switch ((int)PRVM_serveredictfloat(edict, solid))
6096 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6097 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6098 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6099 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6100 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6101 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6102 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6104 if (prog == CLVM_prog)
6105 color[3] *= r_showbboxes_client.value;
6107 color[3] *= r_showbboxes.value;
6108 color[3] = bound(0, color[3], 1);
6109 GL_DepthTest(!r_showdisabledepthtest.integer);
6110 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6114 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6117 prvm_edict_t *edict;
6123 for (i = 0; i < prog->num_edicts; i++)
6125 edict = PRVM_EDICT_NUM(i);
6126 if (edict->priv.server->free)
6128 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6129 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6131 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6133 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6134 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6138 static const int nomodelelement3i[24] =
6150 static const unsigned short nomodelelement3s[24] =
6162 static const float nomodelvertex3f[6*3] =
6172 static const float nomodelcolor4f[6*4] =
6174 0.0f, 0.0f, 0.5f, 1.0f,
6175 0.0f, 0.0f, 0.5f, 1.0f,
6176 0.0f, 0.5f, 0.0f, 1.0f,
6177 0.0f, 0.5f, 0.0f, 1.0f,
6178 0.5f, 0.0f, 0.0f, 1.0f,
6179 0.5f, 0.0f, 0.0f, 1.0f
6182 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6188 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
6190 // this is only called once per entity so numsurfaces is always 1, and
6191 // surfacelist is always {0}, so this code does not handle batches
6193 if (rsurface.ent_flags & RENDER_ADDITIVE)
6195 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6196 GL_DepthMask(false);
6198 else if (ent->alpha < 1)
6200 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6201 GL_DepthMask(false);
6205 GL_BlendFunc(GL_ONE, GL_ZERO);
6208 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6209 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6210 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6211 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6212 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6213 for (i = 0, c = color4f;i < 6;i++, c += 4)
6215 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6216 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6217 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6220 if (r_refdef.fogenabled)
6222 for (i = 0, c = color4f;i < 6;i++, c += 4)
6224 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6226 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6227 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6228 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6231 // R_Mesh_ResetTextureState();
6232 R_SetupShader_Generic_NoTexture(false, false);
6233 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6234 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6237 void R_DrawNoModel(entity_render_t *ent)
6240 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6241 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6242 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6244 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6247 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6249 vec3_t right1, right2, diff, normal;
6251 VectorSubtract (org2, org1, normal);
6253 // calculate 'right' vector for start
6254 VectorSubtract (r_refdef.view.origin, org1, diff);
6255 CrossProduct (normal, diff, right1);
6256 VectorNormalize (right1);
6258 // calculate 'right' vector for end
6259 VectorSubtract (r_refdef.view.origin, org2, diff);
6260 CrossProduct (normal, diff, right2);
6261 VectorNormalize (right2);
6263 vert[ 0] = org1[0] + width * right1[0];
6264 vert[ 1] = org1[1] + width * right1[1];
6265 vert[ 2] = org1[2] + width * right1[2];
6266 vert[ 3] = org1[0] - width * right1[0];
6267 vert[ 4] = org1[1] - width * right1[1];
6268 vert[ 5] = org1[2] - width * right1[2];
6269 vert[ 6] = org2[0] - width * right2[0];
6270 vert[ 7] = org2[1] - width * right2[1];
6271 vert[ 8] = org2[2] - width * right2[2];
6272 vert[ 9] = org2[0] + width * right2[0];
6273 vert[10] = org2[1] + width * right2[1];
6274 vert[11] = org2[2] + width * right2[2];
6277 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
6279 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6280 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6281 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6282 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6283 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6284 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6285 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6286 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6287 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6288 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6289 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6290 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6293 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6298 VectorSet(v, x, y, z);
6299 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6300 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6302 if (i == mesh->numvertices)
6304 if (mesh->numvertices < mesh->maxvertices)
6306 VectorCopy(v, vertex3f);
6307 mesh->numvertices++;
6309 return mesh->numvertices;
6315 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6319 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6320 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6321 e = mesh->element3i + mesh->numtriangles * 3;
6322 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6324 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6325 if (mesh->numtriangles < mesh->maxtriangles)
6330 mesh->numtriangles++;
6332 element[1] = element[2];
6336 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6340 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6341 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6342 e = mesh->element3i + mesh->numtriangles * 3;
6343 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6345 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6346 if (mesh->numtriangles < mesh->maxtriangles)
6351 mesh->numtriangles++;
6353 element[1] = element[2];
6357 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6358 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6360 int planenum, planenum2;
6363 mplane_t *plane, *plane2;
6365 double temppoints[2][256*3];
6366 // figure out how large a bounding box we need to properly compute this brush
6368 for (w = 0;w < numplanes;w++)
6369 maxdist = max(maxdist, fabs(planes[w].dist));
6370 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6371 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6372 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6376 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6377 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6379 if (planenum2 == planenum)
6381 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);
6384 if (tempnumpoints < 3)
6386 // generate elements forming a triangle fan for this polygon
6387 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6391 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6393 if(parms[0] == 0 && parms[1] == 0)
6395 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6396 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6401 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6404 index = parms[2] + rsurface.shadertime * parms[3];
6405 index -= floor(index);
6406 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6409 case Q3WAVEFUNC_NONE:
6410 case Q3WAVEFUNC_NOISE:
6411 case Q3WAVEFUNC_COUNT:
6414 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6415 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6416 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6417 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6418 case Q3WAVEFUNC_TRIANGLE:
6420 f = index - floor(index);
6433 f = parms[0] + parms[1] * f;
6434 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6435 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6439 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6446 matrix4x4_t matrix, temp;
6447 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6448 // it's better to have one huge fixup every 9 hours than gradual
6449 // degradation over time which looks consistently bad after many hours.
6451 // tcmod scroll in particular suffers from this degradation which can't be
6452 // effectively worked around even with floor() tricks because we don't
6453 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6454 // a workaround involving floor() would be incorrect anyway...
6455 shadertime = rsurface.shadertime;
6456 if (shadertime >= 32768.0f)
6457 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6458 switch(tcmod->tcmod)
6462 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6463 matrix = r_waterscrollmatrix;
6465 matrix = identitymatrix;
6467 case Q3TCMOD_ENTITYTRANSLATE:
6468 // this is used in Q3 to allow the gamecode to control texcoord
6469 // scrolling on the entity, which is not supported in darkplaces yet.
6470 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6472 case Q3TCMOD_ROTATE:
6473 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6474 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6475 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6478 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6480 case Q3TCMOD_SCROLL:
6481 // this particular tcmod is a "bug for bug" compatible one with regards to
6482 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6483 // specifically did the wrapping and so we must mimic that...
6484 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6485 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6486 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6488 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6489 w = (int) tcmod->parms[0];
6490 h = (int) tcmod->parms[1];
6491 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6493 idx = (int) floor(f * w * h);
6494 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6496 case Q3TCMOD_STRETCH:
6497 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6498 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6500 case Q3TCMOD_TRANSFORM:
6501 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6502 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6503 VectorSet(tcmat + 6, 0 , 0 , 1);
6504 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6505 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6507 case Q3TCMOD_TURBULENT:
6508 // this is handled in the RSurf_PrepareVertices function
6509 matrix = identitymatrix;
6513 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6516 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6518 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6519 char name[MAX_QPATH];
6520 skinframe_t *skinframe;
6521 unsigned char pixels[296*194];
6522 strlcpy(cache->name, skinname, sizeof(cache->name));
6523 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6524 if (developer_loading.integer)
6525 Con_Printf("loading %s\n", name);
6526 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6527 if (!skinframe || !skinframe->base)
6530 fs_offset_t filesize;
6532 f = FS_LoadFile(name, tempmempool, true, &filesize);
6535 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6536 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6540 cache->skinframe = skinframe;
6543 texture_t *R_GetCurrentTexture(texture_t *t)
6546 const entity_render_t *ent = rsurface.entity;
6547 model_t *model = ent->model; // when calling this, ent must not be NULL
6548 q3shaderinfo_layer_tcmod_t *tcmod;
6549 float specularscale = 0.0f;
6551 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6552 return t->currentframe;
6553 t->update_lastrenderframe = r_textureframe;
6554 t->update_lastrenderentity = (void *)ent;
6556 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6557 t->camera_entity = ent->entitynumber;
6559 t->camera_entity = 0;
6561 // switch to an alternate material if this is a q1bsp animated material
6563 texture_t *texture = t;
6564 int s = rsurface.ent_skinnum;
6565 if ((unsigned int)s >= (unsigned int)model->numskins)
6567 if (model->skinscenes)
6569 if (model->skinscenes[s].framecount > 1)
6570 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6572 s = model->skinscenes[s].firstframe;
6575 t = t + s * model->num_surfaces;
6578 // use an alternate animation if the entity's frame is not 0,
6579 // and only if the texture has an alternate animation
6580 if (t->animated == 2) // q2bsp
6581 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6582 else if (rsurface.ent_alttextures && t->anim_total[1])
6583 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6585 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6587 texture->currentframe = t;
6590 // update currentskinframe to be a qw skin or animation frame
6591 if (rsurface.ent_qwskin >= 0)
6593 i = rsurface.ent_qwskin;
6594 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6596 r_qwskincache_size = cl.maxclients;
6598 Mem_Free(r_qwskincache);
6599 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6601 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6602 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6603 t->currentskinframe = r_qwskincache[i].skinframe;
6604 if (t->materialshaderpass && t->currentskinframe == NULL)
6605 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6607 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6608 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6609 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6610 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6612 t->currentmaterialflags = t->basematerialflags;
6613 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6614 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6615 t->currentalpha *= r_wateralpha.value;
6616 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6617 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6618 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6619 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6621 // decide on which type of lighting to use for this surface
6622 if (rsurface.entity->render_modellight_forced)
6623 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6624 if (rsurface.entity->render_rtlight_disabled)
6625 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6626 if (rsurface.entity->render_lightgrid)
6627 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6628 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6630 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6631 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6632 for (q = 0; q < 3; q++)
6634 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6635 t->render_modellight_lightdir_world[q] = q == 2;
6636 t->render_modellight_lightdir_local[q] = q == 2;
6637 t->render_modellight_ambient[q] = 1;
6638 t->render_modellight_diffuse[q] = 0;
6639 t->render_modellight_specular[q] = 0;
6640 t->render_lightmap_ambient[q] = 0;
6641 t->render_lightmap_diffuse[q] = 0;
6642 t->render_lightmap_specular[q] = 0;
6643 t->render_rtlight_diffuse[q] = 0;
6644 t->render_rtlight_specular[q] = 0;
6647 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6649 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6650 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6651 for (q = 0; q < 3; q++)
6653 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6654 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6655 t->render_modellight_lightdir_world[q] = q == 2;
6656 t->render_modellight_lightdir_local[q] = q == 2;
6657 t->render_modellight_diffuse[q] = 0;
6658 t->render_modellight_specular[q] = 0;
6659 t->render_lightmap_ambient[q] = 0;
6660 t->render_lightmap_diffuse[q] = 0;
6661 t->render_lightmap_specular[q] = 0;
6662 t->render_rtlight_diffuse[q] = 0;
6663 t->render_rtlight_specular[q] = 0;
6666 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6668 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6669 for (q = 0; q < 3; q++)
6671 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6672 t->render_modellight_lightdir_world[q] = q == 2;
6673 t->render_modellight_lightdir_local[q] = q == 2;
6674 t->render_modellight_ambient[q] = 0;
6675 t->render_modellight_diffuse[q] = 0;
6676 t->render_modellight_specular[q] = 0;
6677 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6678 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6679 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6680 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6681 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6684 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6686 // ambient + single direction light (modellight)
6687 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6688 for (q = 0; q < 3; q++)
6690 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6691 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6692 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6693 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6694 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6695 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6696 t->render_lightmap_ambient[q] = 0;
6697 t->render_lightmap_diffuse[q] = 0;
6698 t->render_lightmap_specular[q] = 0;
6699 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6700 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6705 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6706 for (q = 0; q < 3; q++)
6708 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6709 t->render_modellight_lightdir_world[q] = q == 2;
6710 t->render_modellight_lightdir_local[q] = q == 2;
6711 t->render_modellight_ambient[q] = 0;
6712 t->render_modellight_diffuse[q] = 0;
6713 t->render_modellight_specular[q] = 0;
6714 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6715 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6716 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6717 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6718 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6722 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6724 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6725 // attribute, we punt it to the lightmap path and hope for the best,
6726 // but lighting doesn't work.
6728 // FIXME: this is fine for effects but CSQC polygons should be subject
6730 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6731 for (q = 0; q < 3; q++)
6733 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6734 t->render_modellight_lightdir_world[q] = q == 2;
6735 t->render_modellight_lightdir_local[q] = q == 2;
6736 t->render_modellight_ambient[q] = 0;
6737 t->render_modellight_diffuse[q] = 0;
6738 t->render_modellight_specular[q] = 0;
6739 t->render_lightmap_ambient[q] = 0;
6740 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6741 t->render_lightmap_specular[q] = 0;
6742 t->render_rtlight_diffuse[q] = 0;
6743 t->render_rtlight_specular[q] = 0;
6747 for (q = 0; q < 3; q++)
6749 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6750 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6753 if (rsurface.ent_flags & RENDER_ADDITIVE)
6754 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6755 else if (t->currentalpha < 1)
6756 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6757 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6758 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6759 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6760 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6761 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6762 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6763 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6764 if (t->backgroundshaderpass)
6765 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6766 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6768 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6769 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6772 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6773 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6775 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6776 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6778 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6779 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6781 // there is no tcmod
6782 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6784 t->currenttexmatrix = r_waterscrollmatrix;
6785 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6787 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6789 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6790 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6793 if (t->materialshaderpass)
6794 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6795 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6797 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6798 if (t->currentskinframe->qpixels)
6799 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6800 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6801 if (!t->basetexture)
6802 t->basetexture = r_texture_notexture;
6803 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6804 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6805 t->nmaptexture = t->currentskinframe->nmap;
6806 if (!t->nmaptexture)
6807 t->nmaptexture = r_texture_blanknormalmap;
6808 t->glosstexture = r_texture_black;
6809 t->glowtexture = t->currentskinframe->glow;
6810 t->fogtexture = t->currentskinframe->fog;
6811 t->reflectmasktexture = t->currentskinframe->reflect;
6812 if (t->backgroundshaderpass)
6814 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6815 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6816 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6817 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6818 t->backgroundglosstexture = r_texture_black;
6819 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6820 if (!t->backgroundnmaptexture)
6821 t->backgroundnmaptexture = r_texture_blanknormalmap;
6822 // make sure that if glow is going to be used, both textures are not NULL
6823 if (!t->backgroundglowtexture && t->glowtexture)
6824 t->backgroundglowtexture = r_texture_black;
6825 if (!t->glowtexture && t->backgroundglowtexture)
6826 t->glowtexture = r_texture_black;
6830 t->backgroundbasetexture = r_texture_white;
6831 t->backgroundnmaptexture = r_texture_blanknormalmap;
6832 t->backgroundglosstexture = r_texture_black;
6833 t->backgroundglowtexture = NULL;
6835 t->specularpower = r_shadow_glossexponent.value;
6836 // TODO: store reference values for these in the texture?
6837 if (r_shadow_gloss.integer > 0)
6839 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6841 if (r_shadow_glossintensity.value > 0)
6843 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6844 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6845 specularscale = r_shadow_glossintensity.value;
6848 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6850 t->glosstexture = r_texture_white;
6851 t->backgroundglosstexture = r_texture_white;
6852 specularscale = r_shadow_gloss2intensity.value;
6853 t->specularpower = r_shadow_gloss2exponent.value;
6856 specularscale *= t->specularscalemod;
6857 t->specularpower *= t->specularpowermod;
6859 // lightmaps mode looks bad with dlights using actual texturing, so turn
6860 // off the colormap and glossmap, but leave the normalmap on as it still
6861 // accurately represents the shading involved
6862 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6864 t->basetexture = r_texture_grey128;
6865 t->pantstexture = r_texture_black;
6866 t->shirttexture = r_texture_black;
6867 if (gl_lightmaps.integer < 2)
6868 t->nmaptexture = r_texture_blanknormalmap;
6869 t->glosstexture = r_texture_black;
6870 t->glowtexture = NULL;
6871 t->fogtexture = NULL;
6872 t->reflectmasktexture = NULL;
6873 t->backgroundbasetexture = NULL;
6874 if (gl_lightmaps.integer < 2)
6875 t->backgroundnmaptexture = r_texture_blanknormalmap;
6876 t->backgroundglosstexture = r_texture_black;
6877 t->backgroundglowtexture = NULL;
6879 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6882 if (specularscale != 1.0f)
6884 for (q = 0; q < 3; q++)
6886 t->render_modellight_specular[q] *= specularscale;
6887 t->render_lightmap_specular[q] *= specularscale;
6888 t->render_rtlight_specular[q] *= specularscale;
6892 t->currentblendfunc[0] = GL_ONE;
6893 t->currentblendfunc[1] = GL_ZERO;
6894 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6896 t->currentblendfunc[0] = GL_SRC_ALPHA;
6897 t->currentblendfunc[1] = GL_ONE;
6899 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6901 t->currentblendfunc[0] = GL_SRC_ALPHA;
6902 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6904 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6906 t->currentblendfunc[0] = t->customblendfunc[0];
6907 t->currentblendfunc[1] = t->customblendfunc[1];
6913 rsurfacestate_t rsurface;
6915 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6917 model_t *model = ent->model;
6918 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6920 rsurface.entity = (entity_render_t *)ent;
6921 rsurface.skeleton = ent->skeleton;
6922 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6923 rsurface.ent_skinnum = ent->skinnum;
6924 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6925 rsurface.ent_flags = ent->flags;
6926 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6927 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6928 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6929 rsurface.matrix = ent->matrix;
6930 rsurface.inversematrix = ent->inversematrix;
6931 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6932 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6933 R_EntityMatrix(&rsurface.matrix);
6934 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6935 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6936 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6937 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6938 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6939 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6940 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6941 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6942 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6943 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6944 if (ent->model->brush.submodel && !prepass)
6946 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6947 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6949 // if the animcache code decided it should use the shader path, skip the deform step
6950 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
6951 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
6952 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
6953 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
6954 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
6955 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
6957 if (ent->animcache_vertex3f)
6959 r_refdef.stats[r_stat_batch_entitycache_count]++;
6960 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
6961 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
6962 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
6963 rsurface.modelvertex3f = ent->animcache_vertex3f;
6964 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
6965 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
6966 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
6967 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
6968 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
6969 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
6970 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
6971 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
6972 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
6973 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
6974 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
6976 else if (wanttangents)
6978 r_refdef.stats[r_stat_batch_entityanimate_count]++;
6979 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
6980 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
6981 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
6982 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6983 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6984 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6985 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
6986 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
6987 rsurface.modelvertex3f_vertexbuffer = NULL;
6988 rsurface.modelvertex3f_bufferoffset = 0;
6989 rsurface.modelvertex3f_vertexbuffer = 0;
6990 rsurface.modelvertex3f_bufferoffset = 0;
6991 rsurface.modelsvector3f_vertexbuffer = 0;
6992 rsurface.modelsvector3f_bufferoffset = 0;
6993 rsurface.modeltvector3f_vertexbuffer = 0;
6994 rsurface.modeltvector3f_bufferoffset = 0;
6995 rsurface.modelnormal3f_vertexbuffer = 0;
6996 rsurface.modelnormal3f_bufferoffset = 0;
6998 else if (wantnormals)
7000 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7001 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7002 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7003 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7004 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7005 rsurface.modelsvector3f = NULL;
7006 rsurface.modeltvector3f = NULL;
7007 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7008 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7009 rsurface.modelvertex3f_vertexbuffer = NULL;
7010 rsurface.modelvertex3f_bufferoffset = 0;
7011 rsurface.modelvertex3f_vertexbuffer = 0;
7012 rsurface.modelvertex3f_bufferoffset = 0;
7013 rsurface.modelsvector3f_vertexbuffer = 0;
7014 rsurface.modelsvector3f_bufferoffset = 0;
7015 rsurface.modeltvector3f_vertexbuffer = 0;
7016 rsurface.modeltvector3f_bufferoffset = 0;
7017 rsurface.modelnormal3f_vertexbuffer = 0;
7018 rsurface.modelnormal3f_bufferoffset = 0;
7022 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7023 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7024 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7025 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7026 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7027 rsurface.modelsvector3f = NULL;
7028 rsurface.modeltvector3f = NULL;
7029 rsurface.modelnormal3f = NULL;
7030 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7031 rsurface.modelvertex3f_vertexbuffer = NULL;
7032 rsurface.modelvertex3f_bufferoffset = 0;
7033 rsurface.modelvertex3f_vertexbuffer = 0;
7034 rsurface.modelvertex3f_bufferoffset = 0;
7035 rsurface.modelsvector3f_vertexbuffer = 0;
7036 rsurface.modelsvector3f_bufferoffset = 0;
7037 rsurface.modeltvector3f_vertexbuffer = 0;
7038 rsurface.modeltvector3f_bufferoffset = 0;
7039 rsurface.modelnormal3f_vertexbuffer = 0;
7040 rsurface.modelnormal3f_bufferoffset = 0;
7042 rsurface.modelgeneratedvertex = true;
7046 if (rsurface.entityskeletaltransform3x4)
7048 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7049 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7050 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7051 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7055 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7056 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7057 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7058 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7060 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7061 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7062 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7063 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7064 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7065 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7066 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7067 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7068 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7069 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7070 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7071 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7072 rsurface.modelgeneratedvertex = false;
7074 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7075 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7076 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7077 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7078 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7079 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7080 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7081 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7082 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7083 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7084 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7085 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7086 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7087 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7088 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7089 rsurface.modelelement3i = model->surfmesh.data_element3i;
7090 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7091 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7092 rsurface.modelelement3s = model->surfmesh.data_element3s;
7093 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7094 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7095 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7096 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7097 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7098 rsurface.modelsurfaces = model->data_surfaces;
7099 rsurface.batchgeneratedvertex = false;
7100 rsurface.batchfirstvertex = 0;
7101 rsurface.batchnumvertices = 0;
7102 rsurface.batchfirsttriangle = 0;
7103 rsurface.batchnumtriangles = 0;
7104 rsurface.batchvertex3f = NULL;
7105 rsurface.batchvertex3f_vertexbuffer = NULL;
7106 rsurface.batchvertex3f_bufferoffset = 0;
7107 rsurface.batchsvector3f = NULL;
7108 rsurface.batchsvector3f_vertexbuffer = NULL;
7109 rsurface.batchsvector3f_bufferoffset = 0;
7110 rsurface.batchtvector3f = NULL;
7111 rsurface.batchtvector3f_vertexbuffer = NULL;
7112 rsurface.batchtvector3f_bufferoffset = 0;
7113 rsurface.batchnormal3f = NULL;
7114 rsurface.batchnormal3f_vertexbuffer = NULL;
7115 rsurface.batchnormal3f_bufferoffset = 0;
7116 rsurface.batchlightmapcolor4f = NULL;
7117 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7118 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7119 rsurface.batchtexcoordtexture2f = NULL;
7120 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7121 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7122 rsurface.batchtexcoordlightmap2f = NULL;
7123 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7124 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7125 rsurface.batchskeletalindex4ub = NULL;
7126 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7127 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7128 rsurface.batchskeletalweight4ub = NULL;
7129 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7130 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7131 rsurface.batchelement3i = NULL;
7132 rsurface.batchelement3i_indexbuffer = NULL;
7133 rsurface.batchelement3i_bufferoffset = 0;
7134 rsurface.batchelement3s = NULL;
7135 rsurface.batchelement3s_indexbuffer = NULL;
7136 rsurface.batchelement3s_bufferoffset = 0;
7137 rsurface.forcecurrenttextureupdate = false;
7140 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qbool wantnormals, qbool wanttangents)
7142 rsurface.entity = r_refdef.scene.worldentity;
7143 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7144 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7145 // A better approach could be making this copy only once per frame.
7146 static entity_render_t custom_entity;
7148 custom_entity = *rsurface.entity;
7149 for (q = 0; q < 3; ++q) {
7150 float colormod = q == 0 ? r : q == 1 ? g : b;
7151 custom_entity.render_fullbright[q] *= colormod;
7152 custom_entity.render_modellight_ambient[q] *= colormod;
7153 custom_entity.render_modellight_diffuse[q] *= colormod;
7154 custom_entity.render_lightmap_ambient[q] *= colormod;
7155 custom_entity.render_lightmap_diffuse[q] *= colormod;
7156 custom_entity.render_rtlight_diffuse[q] *= colormod;
7158 custom_entity.alpha *= a;
7159 rsurface.entity = &custom_entity;
7161 rsurface.skeleton = NULL;
7162 rsurface.ent_skinnum = 0;
7163 rsurface.ent_qwskin = -1;
7164 rsurface.ent_flags = entflags;
7165 rsurface.shadertime = r_refdef.scene.time - shadertime;
7166 rsurface.modelnumvertices = numvertices;
7167 rsurface.modelnumtriangles = numtriangles;
7168 rsurface.matrix = *matrix;
7169 rsurface.inversematrix = *inversematrix;
7170 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7171 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7172 R_EntityMatrix(&rsurface.matrix);
7173 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7174 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7175 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7176 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7177 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7178 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7179 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7180 rsurface.frameblend[0].lerp = 1;
7181 rsurface.ent_alttextures = false;
7182 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7183 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7184 rsurface.entityskeletaltransform3x4 = NULL;
7185 rsurface.entityskeletaltransform3x4buffer = NULL;
7186 rsurface.entityskeletaltransform3x4offset = 0;
7187 rsurface.entityskeletaltransform3x4size = 0;
7188 rsurface.entityskeletalnumtransforms = 0;
7189 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7190 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7191 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7192 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7195 rsurface.modelvertex3f = (float *)vertex3f;
7196 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7197 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7198 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7200 else if (wantnormals)
7202 rsurface.modelvertex3f = (float *)vertex3f;
7203 rsurface.modelsvector3f = NULL;
7204 rsurface.modeltvector3f = NULL;
7205 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7209 rsurface.modelvertex3f = (float *)vertex3f;
7210 rsurface.modelsvector3f = NULL;
7211 rsurface.modeltvector3f = NULL;
7212 rsurface.modelnormal3f = NULL;
7214 rsurface.modelvertex3f_vertexbuffer = 0;
7215 rsurface.modelvertex3f_bufferoffset = 0;
7216 rsurface.modelsvector3f_vertexbuffer = 0;
7217 rsurface.modelsvector3f_bufferoffset = 0;
7218 rsurface.modeltvector3f_vertexbuffer = 0;
7219 rsurface.modeltvector3f_bufferoffset = 0;
7220 rsurface.modelnormal3f_vertexbuffer = 0;
7221 rsurface.modelnormal3f_bufferoffset = 0;
7222 rsurface.modelgeneratedvertex = true;
7223 rsurface.modellightmapcolor4f = (float *)color4f;
7224 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7225 rsurface.modellightmapcolor4f_bufferoffset = 0;
7226 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7227 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7228 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7229 rsurface.modeltexcoordlightmap2f = NULL;
7230 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7231 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7232 rsurface.modelskeletalindex4ub = NULL;
7233 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7234 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7235 rsurface.modelskeletalweight4ub = NULL;
7236 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7237 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7238 rsurface.modelelement3i = (int *)element3i;
7239 rsurface.modelelement3i_indexbuffer = NULL;
7240 rsurface.modelelement3i_bufferoffset = 0;
7241 rsurface.modelelement3s = (unsigned short *)element3s;
7242 rsurface.modelelement3s_indexbuffer = NULL;
7243 rsurface.modelelement3s_bufferoffset = 0;
7244 rsurface.modellightmapoffsets = NULL;
7245 rsurface.modelsurfaces = NULL;
7246 rsurface.batchgeneratedvertex = false;
7247 rsurface.batchfirstvertex = 0;
7248 rsurface.batchnumvertices = 0;
7249 rsurface.batchfirsttriangle = 0;
7250 rsurface.batchnumtriangles = 0;
7251 rsurface.batchvertex3f = NULL;
7252 rsurface.batchvertex3f_vertexbuffer = NULL;
7253 rsurface.batchvertex3f_bufferoffset = 0;
7254 rsurface.batchsvector3f = NULL;
7255 rsurface.batchsvector3f_vertexbuffer = NULL;
7256 rsurface.batchsvector3f_bufferoffset = 0;
7257 rsurface.batchtvector3f = NULL;
7258 rsurface.batchtvector3f_vertexbuffer = NULL;
7259 rsurface.batchtvector3f_bufferoffset = 0;
7260 rsurface.batchnormal3f = NULL;
7261 rsurface.batchnormal3f_vertexbuffer = NULL;
7262 rsurface.batchnormal3f_bufferoffset = 0;
7263 rsurface.batchlightmapcolor4f = NULL;
7264 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7265 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7266 rsurface.batchtexcoordtexture2f = NULL;
7267 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7268 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7269 rsurface.batchtexcoordlightmap2f = NULL;
7270 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7271 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7272 rsurface.batchskeletalindex4ub = NULL;
7273 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7274 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7275 rsurface.batchskeletalweight4ub = NULL;
7276 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7277 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7278 rsurface.batchelement3i = NULL;
7279 rsurface.batchelement3i_indexbuffer = NULL;
7280 rsurface.batchelement3i_bufferoffset = 0;
7281 rsurface.batchelement3s = NULL;
7282 rsurface.batchelement3s_indexbuffer = NULL;
7283 rsurface.batchelement3s_bufferoffset = 0;
7284 rsurface.forcecurrenttextureupdate = true;
7286 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7288 if ((wantnormals || wanttangents) && !normal3f)
7290 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7291 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7293 if (wanttangents && !svector3f)
7295 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7296 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7297 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7302 float RSurf_FogPoint(const float *v)
7304 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7305 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7306 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7307 float FogHeightFade = r_refdef.fogheightfade;
7309 unsigned int fogmasktableindex;
7310 if (r_refdef.fogplaneviewabove)
7311 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7313 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7314 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7315 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7318 float RSurf_FogVertex(const float *v)
7320 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7321 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7322 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7323 float FogHeightFade = rsurface.fogheightfade;
7325 unsigned int fogmasktableindex;
7326 if (r_refdef.fogplaneviewabove)
7327 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7329 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7330 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7331 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7334 void RSurf_UploadBuffersForBatch(void)
7336 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7337 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7338 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7339 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7340 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7341 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7342 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7343 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7344 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7345 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7346 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7347 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7348 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7349 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7350 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7351 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7352 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7353 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7354 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7355 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7357 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7358 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7359 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7360 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7362 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7363 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7364 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7365 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7366 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7367 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7368 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7369 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7370 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7371 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7374 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7377 for (i = 0;i < numelements;i++)
7378 outelement3i[i] = inelement3i[i] + adjust;
7381 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7382 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7390 int surfacefirsttriangle;
7391 int surfacenumtriangles;
7392 int surfacefirstvertex;
7393 int surfaceendvertex;
7394 int surfacenumvertices;
7395 int batchnumsurfaces = texturenumsurfaces;
7396 int batchnumvertices;
7397 int batchnumtriangles;
7400 qbool dynamicvertex;
7403 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7406 q3shaderinfo_deform_t *deform;
7407 const msurface_t *surface, *firstsurface;
7408 if (!texturenumsurfaces)
7410 // find vertex range of this surface batch
7412 firstsurface = texturesurfacelist[0];
7413 firsttriangle = firstsurface->num_firsttriangle;
7414 batchnumvertices = 0;
7415 batchnumtriangles = 0;
7416 firstvertex = endvertex = firstsurface->num_firstvertex;
7417 for (i = 0;i < texturenumsurfaces;i++)
7419 surface = texturesurfacelist[i];
7420 if (surface != firstsurface + i)
7422 surfacefirstvertex = surface->num_firstvertex;
7423 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7424 surfacenumvertices = surface->num_vertices;
7425 surfacenumtriangles = surface->num_triangles;
7426 if (firstvertex > surfacefirstvertex)
7427 firstvertex = surfacefirstvertex;
7428 if (endvertex < surfaceendvertex)
7429 endvertex = surfaceendvertex;
7430 batchnumvertices += surfacenumvertices;
7431 batchnumtriangles += surfacenumtriangles;
7434 r_refdef.stats[r_stat_batch_batches]++;
7436 r_refdef.stats[r_stat_batch_withgaps]++;
7437 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7438 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7439 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7441 // we now know the vertex range used, and if there are any gaps in it
7442 rsurface.batchfirstvertex = firstvertex;
7443 rsurface.batchnumvertices = endvertex - firstvertex;
7444 rsurface.batchfirsttriangle = firsttriangle;
7445 rsurface.batchnumtriangles = batchnumtriangles;
7447 // check if any dynamic vertex processing must occur
7448 dynamicvertex = false;
7450 // we must use vertexbuffers for rendering, we can upload vertex buffers
7451 // easily enough but if the basevertex is non-zero it becomes more
7452 // difficult, so force dynamicvertex path in that case - it's suboptimal
7453 // but the most optimal case is to have the geometry sources provide their
7455 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7456 dynamicvertex = true;
7458 // a cvar to force the dynamic vertex path to be taken, for debugging
7459 if (r_batch_debugdynamicvertexpath.integer)
7463 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7464 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7465 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7466 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7468 dynamicvertex = true;
7471 // if there is a chance of animated vertex colors, it's a dynamic batch
7472 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7476 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7477 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7478 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7479 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7481 dynamicvertex = true;
7484 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7486 switch (deform->deform)
7489 case Q3DEFORM_PROJECTIONSHADOW:
7490 case Q3DEFORM_TEXT0:
7491 case Q3DEFORM_TEXT1:
7492 case Q3DEFORM_TEXT2:
7493 case Q3DEFORM_TEXT3:
7494 case Q3DEFORM_TEXT4:
7495 case Q3DEFORM_TEXT5:
7496 case Q3DEFORM_TEXT6:
7497 case Q3DEFORM_TEXT7:
7500 case Q3DEFORM_AUTOSPRITE:
7503 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7504 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7505 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7506 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7508 dynamicvertex = true;
7509 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7511 case Q3DEFORM_AUTOSPRITE2:
7514 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7515 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7516 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7517 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7519 dynamicvertex = true;
7520 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7522 case Q3DEFORM_NORMAL:
7525 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7526 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7527 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7528 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7530 dynamicvertex = true;
7531 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7534 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7535 break; // if wavefunc is a nop, ignore this transform
7538 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7539 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7540 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7541 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7543 dynamicvertex = true;
7544 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7546 case Q3DEFORM_BULGE:
7549 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7550 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7551 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7552 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7554 dynamicvertex = true;
7555 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7558 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7559 break; // if wavefunc is a nop, ignore this transform
7562 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7563 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7564 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7565 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7567 dynamicvertex = true;
7568 batchneed |= BATCHNEED_ARRAY_VERTEX;
7572 if (rsurface.texture->materialshaderpass)
7574 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7577 case Q3TCGEN_TEXTURE:
7579 case Q3TCGEN_LIGHTMAP:
7582 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7583 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7584 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7585 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7587 dynamicvertex = true;
7588 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7590 case Q3TCGEN_VECTOR:
7593 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7594 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7595 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7596 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7598 dynamicvertex = true;
7599 batchneed |= BATCHNEED_ARRAY_VERTEX;
7601 case Q3TCGEN_ENVIRONMENT:
7604 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7605 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7606 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7607 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7609 dynamicvertex = true;
7610 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7613 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7617 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7618 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7619 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7620 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7622 dynamicvertex = true;
7623 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7627 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7628 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7629 // we ensure this by treating the vertex batch as dynamic...
7630 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7634 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7635 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7636 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7637 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7639 dynamicvertex = true;
7642 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7643 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7644 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7646 rsurface.batchvertex3f = rsurface.modelvertex3f;
7647 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7648 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7649 rsurface.batchsvector3f = rsurface.modelsvector3f;
7650 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7651 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7652 rsurface.batchtvector3f = rsurface.modeltvector3f;
7653 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7654 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7655 rsurface.batchnormal3f = rsurface.modelnormal3f;
7656 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7657 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7658 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7659 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7660 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7661 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7662 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7663 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7664 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7665 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7666 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7667 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7668 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7669 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7670 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7671 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7672 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7673 rsurface.batchelement3i = rsurface.modelelement3i;
7674 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7675 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7676 rsurface.batchelement3s = rsurface.modelelement3s;
7677 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7678 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7679 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7680 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7681 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7682 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7683 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7685 // if any dynamic vertex processing has to occur in software, we copy the
7686 // entire surface list together before processing to rebase the vertices
7687 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7689 // if any gaps exist and we do not have a static vertex buffer, we have to
7690 // copy the surface list together to avoid wasting upload bandwidth on the
7691 // vertices in the gaps.
7693 // if gaps exist and we have a static vertex buffer, we can choose whether
7694 // to combine the index buffer ranges into one dynamic index buffer or
7695 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7697 // in many cases the batch is reduced to one draw call.
7699 rsurface.batchmultidraw = false;
7700 rsurface.batchmultidrawnumsurfaces = 0;
7701 rsurface.batchmultidrawsurfacelist = NULL;
7705 // static vertex data, just set pointers...
7706 rsurface.batchgeneratedvertex = false;
7707 // if there are gaps, we want to build a combined index buffer,
7708 // otherwise use the original static buffer with an appropriate offset
7711 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7712 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7713 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7714 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7715 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7717 rsurface.batchmultidraw = true;
7718 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7719 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7722 // build a new triangle elements array for this batch
7723 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7724 rsurface.batchfirsttriangle = 0;
7726 for (i = 0;i < texturenumsurfaces;i++)
7728 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7729 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7730 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7731 numtriangles += surfacenumtriangles;
7733 rsurface.batchelement3i_indexbuffer = NULL;
7734 rsurface.batchelement3i_bufferoffset = 0;
7735 rsurface.batchelement3s = NULL;
7736 rsurface.batchelement3s_indexbuffer = NULL;
7737 rsurface.batchelement3s_bufferoffset = 0;
7738 if (endvertex <= 65536)
7740 // make a 16bit (unsigned short) index array if possible
7741 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7742 for (i = 0;i < numtriangles*3;i++)
7743 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7748 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7749 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7750 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7751 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7756 // something needs software processing, do it for real...
7757 // we only directly handle separate array data in this case and then
7758 // generate interleaved data if needed...
7759 rsurface.batchgeneratedvertex = true;
7760 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7761 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7762 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7763 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7765 // now copy the vertex data into a combined array and make an index array
7766 // (this is what Quake3 does all the time)
7767 // we also apply any skeletal animation here that would have been done in
7768 // the vertex shader, because most of the dynamic vertex animation cases
7769 // need actual vertex positions and normals
7770 //if (dynamicvertex)
7772 rsurface.batchvertex3f = NULL;
7773 rsurface.batchvertex3f_vertexbuffer = NULL;
7774 rsurface.batchvertex3f_bufferoffset = 0;
7775 rsurface.batchsvector3f = NULL;
7776 rsurface.batchsvector3f_vertexbuffer = NULL;
7777 rsurface.batchsvector3f_bufferoffset = 0;
7778 rsurface.batchtvector3f = NULL;
7779 rsurface.batchtvector3f_vertexbuffer = NULL;
7780 rsurface.batchtvector3f_bufferoffset = 0;
7781 rsurface.batchnormal3f = NULL;
7782 rsurface.batchnormal3f_vertexbuffer = NULL;
7783 rsurface.batchnormal3f_bufferoffset = 0;
7784 rsurface.batchlightmapcolor4f = NULL;
7785 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7786 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7787 rsurface.batchtexcoordtexture2f = NULL;
7788 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7789 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7790 rsurface.batchtexcoordlightmap2f = NULL;
7791 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7792 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7793 rsurface.batchskeletalindex4ub = NULL;
7794 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7795 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7796 rsurface.batchskeletalweight4ub = NULL;
7797 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7798 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7799 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7800 rsurface.batchelement3i_indexbuffer = NULL;
7801 rsurface.batchelement3i_bufferoffset = 0;
7802 rsurface.batchelement3s = NULL;
7803 rsurface.batchelement3s_indexbuffer = NULL;
7804 rsurface.batchelement3s_bufferoffset = 0;
7805 rsurface.batchskeletaltransform3x4buffer = NULL;
7806 rsurface.batchskeletaltransform3x4offset = 0;
7807 rsurface.batchskeletaltransform3x4size = 0;
7808 // we'll only be setting up certain arrays as needed
7809 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7810 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7811 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7812 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7813 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7815 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7816 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7818 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7819 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7820 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7821 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7822 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7823 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7824 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7826 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7827 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7831 for (i = 0;i < texturenumsurfaces;i++)
7833 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7834 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7835 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7836 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7837 // copy only the data requested
7838 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7840 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7842 if (rsurface.batchvertex3f)
7843 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7845 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7847 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7849 if (rsurface.modelnormal3f)
7850 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7852 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7854 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7856 if (rsurface.modelsvector3f)
7858 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7859 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7863 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7864 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7867 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7869 if (rsurface.modellightmapcolor4f)
7870 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7872 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7874 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7876 if (rsurface.modeltexcoordtexture2f)
7877 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7879 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7881 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7883 if (rsurface.modeltexcoordlightmap2f)
7884 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7886 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7888 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7890 if (rsurface.modelskeletalindex4ub)
7892 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7893 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7897 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7898 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7899 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7900 for (j = 0;j < surfacenumvertices;j++)
7905 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7906 numvertices += surfacenumvertices;
7907 numtriangles += surfacenumtriangles;
7910 // generate a 16bit index array as well if possible
7911 // (in general, dynamic batches fit)
7912 if (numvertices <= 65536)
7914 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7915 for (i = 0;i < numtriangles*3;i++)
7916 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7919 // since we've copied everything, the batch now starts at 0
7920 rsurface.batchfirstvertex = 0;
7921 rsurface.batchnumvertices = batchnumvertices;
7922 rsurface.batchfirsttriangle = 0;
7923 rsurface.batchnumtriangles = batchnumtriangles;
7926 // apply skeletal animation that would have been done in the vertex shader
7927 if (rsurface.batchskeletaltransform3x4)
7929 const unsigned char *si;
7930 const unsigned char *sw;
7932 const float *b = rsurface.batchskeletaltransform3x4;
7933 float *vp, *vs, *vt, *vn;
7935 float m[3][4], n[3][4];
7936 float tp[3], ts[3], tt[3], tn[3];
7937 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7938 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7939 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7940 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7941 si = rsurface.batchskeletalindex4ub;
7942 sw = rsurface.batchskeletalweight4ub;
7943 vp = rsurface.batchvertex3f;
7944 vs = rsurface.batchsvector3f;
7945 vt = rsurface.batchtvector3f;
7946 vn = rsurface.batchnormal3f;
7947 memset(m[0], 0, sizeof(m));
7948 memset(n[0], 0, sizeof(n));
7949 for (i = 0;i < batchnumvertices;i++)
7951 t[0] = b + si[0]*12;
7954 // common case - only one matrix
7968 else if (sw[2] + sw[3])
7971 t[1] = b + si[1]*12;
7972 t[2] = b + si[2]*12;
7973 t[3] = b + si[3]*12;
7974 w[0] = sw[0] * (1.0f / 255.0f);
7975 w[1] = sw[1] * (1.0f / 255.0f);
7976 w[2] = sw[2] * (1.0f / 255.0f);
7977 w[3] = sw[3] * (1.0f / 255.0f);
7978 // blend the matrices
7979 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
7980 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
7981 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
7982 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
7983 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
7984 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
7985 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
7986 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
7987 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
7988 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
7989 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
7990 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
7995 t[1] = b + si[1]*12;
7996 w[0] = sw[0] * (1.0f / 255.0f);
7997 w[1] = sw[1] * (1.0f / 255.0f);
7998 // blend the matrices
7999 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8000 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8001 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8002 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8003 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8004 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8005 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8006 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8007 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8008 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8009 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8010 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8014 // modify the vertex
8016 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8017 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8018 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8022 // the normal transformation matrix is a set of cross products...
8023 CrossProduct(m[1], m[2], n[0]);
8024 CrossProduct(m[2], m[0], n[1]);
8025 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8027 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8028 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8029 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8030 VectorNormalize(vn);
8035 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8036 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8037 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8038 VectorNormalize(vs);
8041 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8042 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8043 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8044 VectorNormalize(vt);
8049 rsurface.batchskeletaltransform3x4 = NULL;
8050 rsurface.batchskeletalnumtransforms = 0;
8053 // q1bsp surfaces rendered in vertex color mode have to have colors
8054 // calculated based on lightstyles
8055 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8057 // generate color arrays for the surfaces in this list
8062 const unsigned char *lm;
8063 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8064 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8065 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8067 for (i = 0;i < texturenumsurfaces;i++)
8069 surface = texturesurfacelist[i];
8070 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8071 surfacenumvertices = surface->num_vertices;
8072 if (surface->lightmapinfo->samples)
8074 for (j = 0;j < surfacenumvertices;j++)
8076 lm = surface->lightmapinfo->samples + offsets[j];
8077 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8078 VectorScale(lm, scale, c);
8079 if (surface->lightmapinfo->styles[1] != 255)
8081 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8083 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8084 VectorMA(c, scale, lm, c);
8085 if (surface->lightmapinfo->styles[2] != 255)
8088 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8089 VectorMA(c, scale, lm, c);
8090 if (surface->lightmapinfo->styles[3] != 255)
8093 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8094 VectorMA(c, scale, lm, c);
8101 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8107 for (j = 0;j < surfacenumvertices;j++)
8109 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8116 // if vertices are deformed (sprite flares and things in maps, possibly
8117 // water waves, bulges and other deformations), modify the copied vertices
8119 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8122 switch (deform->deform)
8125 case Q3DEFORM_PROJECTIONSHADOW:
8126 case Q3DEFORM_TEXT0:
8127 case Q3DEFORM_TEXT1:
8128 case Q3DEFORM_TEXT2:
8129 case Q3DEFORM_TEXT3:
8130 case Q3DEFORM_TEXT4:
8131 case Q3DEFORM_TEXT5:
8132 case Q3DEFORM_TEXT6:
8133 case Q3DEFORM_TEXT7:
8136 case Q3DEFORM_AUTOSPRITE:
8137 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8138 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8139 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8140 VectorNormalize(newforward);
8141 VectorNormalize(newright);
8142 VectorNormalize(newup);
8143 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8144 // rsurface.batchvertex3f_vertexbuffer = NULL;
8145 // rsurface.batchvertex3f_bufferoffset = 0;
8146 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8147 // rsurface.batchsvector3f_vertexbuffer = NULL;
8148 // rsurface.batchsvector3f_bufferoffset = 0;
8149 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8150 // rsurface.batchtvector3f_vertexbuffer = NULL;
8151 // rsurface.batchtvector3f_bufferoffset = 0;
8152 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8153 // rsurface.batchnormal3f_vertexbuffer = NULL;
8154 // rsurface.batchnormal3f_bufferoffset = 0;
8155 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8156 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8157 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8158 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8159 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8160 // a single autosprite surface can contain multiple sprites...
8161 for (j = 0;j < batchnumvertices - 3;j += 4)
8163 VectorClear(center);
8164 for (i = 0;i < 4;i++)
8165 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8166 VectorScale(center, 0.25f, center);
8167 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8168 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8169 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8170 for (i = 0;i < 4;i++)
8172 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8173 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8176 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8177 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8178 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8180 case Q3DEFORM_AUTOSPRITE2:
8181 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8182 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8183 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8184 VectorNormalize(newforward);
8185 VectorNormalize(newright);
8186 VectorNormalize(newup);
8187 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8188 // rsurface.batchvertex3f_vertexbuffer = NULL;
8189 // rsurface.batchvertex3f_bufferoffset = 0;
8191 const float *v1, *v2;
8201 memset(shortest, 0, sizeof(shortest));
8202 // a single autosprite surface can contain multiple sprites...
8203 for (j = 0;j < batchnumvertices - 3;j += 4)
8205 VectorClear(center);
8206 for (i = 0;i < 4;i++)
8207 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8208 VectorScale(center, 0.25f, center);
8209 // find the two shortest edges, then use them to define the
8210 // axis vectors for rotating around the central axis
8211 for (i = 0;i < 6;i++)
8213 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8214 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8215 l = VectorDistance2(v1, v2);
8216 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8218 l += (1.0f / 1024.0f);
8219 if (shortest[0].length2 > l || i == 0)
8221 shortest[1] = shortest[0];
8222 shortest[0].length2 = l;
8223 shortest[0].v1 = v1;
8224 shortest[0].v2 = v2;
8226 else if (shortest[1].length2 > l || i == 1)
8228 shortest[1].length2 = l;
8229 shortest[1].v1 = v1;
8230 shortest[1].v2 = v2;
8233 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8234 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8235 // this calculates the right vector from the shortest edge
8236 // and the up vector from the edge midpoints
8237 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8238 VectorNormalize(right);
8239 VectorSubtract(end, start, up);
8240 VectorNormalize(up);
8241 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8242 VectorSubtract(rsurface.localvieworigin, center, forward);
8243 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8244 VectorNegate(forward, forward);
8245 VectorReflect(forward, 0, up, forward);
8246 VectorNormalize(forward);
8247 CrossProduct(up, forward, newright);
8248 VectorNormalize(newright);
8249 // rotate the quad around the up axis vector, this is made
8250 // especially easy by the fact we know the quad is flat,
8251 // so we only have to subtract the center position and
8252 // measure distance along the right vector, and then
8253 // multiply that by the newright vector and add back the
8255 // we also need to subtract the old position to undo the
8256 // displacement from the center, which we do with a
8257 // DotProduct, the subtraction/addition of center is also
8258 // optimized into DotProducts here
8259 l = DotProduct(right, center);
8260 for (i = 0;i < 4;i++)
8262 v1 = rsurface.batchvertex3f + 3*(j+i);
8263 f = DotProduct(right, v1) - l;
8264 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8268 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8270 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8271 // rsurface.batchnormal3f_vertexbuffer = NULL;
8272 // rsurface.batchnormal3f_bufferoffset = 0;
8273 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8275 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8277 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8278 // rsurface.batchsvector3f_vertexbuffer = NULL;
8279 // rsurface.batchsvector3f_bufferoffset = 0;
8280 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8281 // rsurface.batchtvector3f_vertexbuffer = NULL;
8282 // rsurface.batchtvector3f_bufferoffset = 0;
8283 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8286 case Q3DEFORM_NORMAL:
8287 // deform the normals to make reflections wavey
8288 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8289 rsurface.batchnormal3f_vertexbuffer = NULL;
8290 rsurface.batchnormal3f_bufferoffset = 0;
8291 for (j = 0;j < batchnumvertices;j++)
8294 float *normal = rsurface.batchnormal3f + 3*j;
8295 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8296 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8297 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8298 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8299 VectorNormalize(normal);
8301 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8303 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8304 // rsurface.batchsvector3f_vertexbuffer = NULL;
8305 // rsurface.batchsvector3f_bufferoffset = 0;
8306 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8307 // rsurface.batchtvector3f_vertexbuffer = NULL;
8308 // rsurface.batchtvector3f_bufferoffset = 0;
8309 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8313 // deform vertex array to make wavey water and flags and such
8314 waveparms[0] = deform->waveparms[0];
8315 waveparms[1] = deform->waveparms[1];
8316 waveparms[2] = deform->waveparms[2];
8317 waveparms[3] = deform->waveparms[3];
8318 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8319 break; // if wavefunc is a nop, don't make a dynamic vertex array
8320 // this is how a divisor of vertex influence on deformation
8321 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8322 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8323 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8324 // rsurface.batchvertex3f_vertexbuffer = NULL;
8325 // rsurface.batchvertex3f_bufferoffset = 0;
8326 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8327 // rsurface.batchnormal3f_vertexbuffer = NULL;
8328 // rsurface.batchnormal3f_bufferoffset = 0;
8329 for (j = 0;j < batchnumvertices;j++)
8331 // if the wavefunc depends on time, evaluate it per-vertex
8334 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8335 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8337 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8339 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8340 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8341 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8343 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8344 // rsurface.batchsvector3f_vertexbuffer = NULL;
8345 // rsurface.batchsvector3f_bufferoffset = 0;
8346 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8347 // rsurface.batchtvector3f_vertexbuffer = NULL;
8348 // rsurface.batchtvector3f_bufferoffset = 0;
8349 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8352 case Q3DEFORM_BULGE:
8353 // deform vertex array to make the surface have moving bulges
8354 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8355 // rsurface.batchvertex3f_vertexbuffer = NULL;
8356 // rsurface.batchvertex3f_bufferoffset = 0;
8357 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8358 // rsurface.batchnormal3f_vertexbuffer = NULL;
8359 // rsurface.batchnormal3f_bufferoffset = 0;
8360 for (j = 0;j < batchnumvertices;j++)
8362 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8363 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8365 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8366 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8367 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8369 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8370 // rsurface.batchsvector3f_vertexbuffer = NULL;
8371 // rsurface.batchsvector3f_bufferoffset = 0;
8372 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8373 // rsurface.batchtvector3f_vertexbuffer = NULL;
8374 // rsurface.batchtvector3f_bufferoffset = 0;
8375 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8379 // deform vertex array
8380 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8381 break; // if wavefunc is a nop, don't make a dynamic vertex array
8382 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8383 VectorScale(deform->parms, scale, waveparms);
8384 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8385 // rsurface.batchvertex3f_vertexbuffer = NULL;
8386 // rsurface.batchvertex3f_bufferoffset = 0;
8387 for (j = 0;j < batchnumvertices;j++)
8388 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8393 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8395 // generate texcoords based on the chosen texcoord source
8396 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8399 case Q3TCGEN_TEXTURE:
8401 case Q3TCGEN_LIGHTMAP:
8402 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8403 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8404 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8405 if (rsurface.batchtexcoordlightmap2f)
8406 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8408 case Q3TCGEN_VECTOR:
8409 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8410 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8411 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8412 for (j = 0;j < batchnumvertices;j++)
8414 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8415 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8418 case Q3TCGEN_ENVIRONMENT:
8419 // make environment reflections using a spheremap
8420 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8421 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8422 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8423 for (j = 0;j < batchnumvertices;j++)
8425 // identical to Q3A's method, but executed in worldspace so
8426 // carried models can be shiny too
8428 float viewer[3], d, reflected[3], worldreflected[3];
8430 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8431 // VectorNormalize(viewer);
8433 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8435 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8436 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8437 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8438 // note: this is proportinal to viewer, so we can normalize later
8440 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8441 VectorNormalize(worldreflected);
8443 // note: this sphere map only uses world x and z!
8444 // so positive and negative y will LOOK THE SAME.
8445 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8446 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8450 // the only tcmod that needs software vertex processing is turbulent, so
8451 // check for it here and apply the changes if needed
8452 // and we only support that as the first one
8453 // (handling a mixture of turbulent and other tcmods would be problematic
8454 // without punting it entirely to a software path)
8455 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8457 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8458 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8459 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8460 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8461 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8462 for (j = 0;j < batchnumvertices;j++)
8464 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8465 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8471 void RSurf_DrawBatch(void)
8473 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8474 // through the pipeline, killing it earlier in the pipeline would have
8475 // per-surface overhead rather than per-batch overhead, so it's best to
8476 // reject it here, before it hits glDraw.
8477 if (rsurface.batchnumtriangles == 0)
8480 // batch debugging code
8481 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8487 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8488 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8491 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8493 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8495 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8496 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
8503 if (rsurface.batchmultidraw)
8505 // issue multiple draws rather than copying index data
8506 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8507 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8508 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8509 for (i = 0;i < numsurfaces;)
8511 // combine consecutive surfaces as one draw
8512 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8513 if (surfacelist[j] != surfacelist[k] + 1)
8515 firstvertex = surfacelist[i]->num_firstvertex;
8516 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8517 firsttriangle = surfacelist[i]->num_firsttriangle;
8518 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8519 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8525 // there is only one consecutive run of index data (may have been combined)
8526 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8530 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8532 // pick the closest matching water plane
8533 int planeindex, vertexindex, bestplaneindex = -1;
8537 r_waterstate_waterplane_t *p;
8538 qbool prepared = false;
8540 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8542 if(p->camera_entity != rsurface.texture->camera_entity)
8547 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8549 if(rsurface.batchnumvertices == 0)
8552 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8554 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8555 d += fabs(PlaneDiff(vert, &p->plane));
8557 if (bestd > d || bestplaneindex < 0)
8560 bestplaneindex = planeindex;
8563 return bestplaneindex;
8564 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8565 // this situation though, as it might be better to render single larger
8566 // batches with useless stuff (backface culled for example) than to
8567 // render multiple smaller batches
8570 void RSurf_SetupDepthAndCulling(void)
8572 // submodels are biased to avoid z-fighting with world surfaces that they
8573 // may be exactly overlapping (avoids z-fighting artifacts on certain
8574 // doors and things in Quake maps)
8575 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8576 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8577 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8578 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8581 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8585 float p[3], mins[3], maxs[3];
8587 // transparent sky would be ridiculous
8588 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8590 R_SetupShader_Generic_NoTexture(false, false);
8591 skyrenderlater = true;
8592 RSurf_SetupDepthAndCulling();
8595 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8596 if (r_sky_scissor.integer)
8598 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8599 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8601 Matrix4x4_Transform(&rsurface.matrix, v, p);
8604 if (mins[0] > p[0]) mins[0] = p[0];
8605 if (mins[1] > p[1]) mins[1] = p[1];
8606 if (mins[2] > p[2]) mins[2] = p[2];
8607 if (maxs[0] < p[0]) maxs[0] = p[0];
8608 if (maxs[1] < p[1]) maxs[1] = p[1];
8609 if (maxs[2] < p[2]) maxs[2] = p[2];
8613 VectorCopy(p, mins);
8614 VectorCopy(p, maxs);
8617 if (!R_ScissorForBBox(mins, maxs, scissor))
8621 if (skyscissor[0] > scissor[0])
8623 skyscissor[2] += skyscissor[0] - scissor[0];
8624 skyscissor[0] = scissor[0];
8626 if (skyscissor[1] > scissor[1])
8628 skyscissor[3] += skyscissor[1] - scissor[1];
8629 skyscissor[1] = scissor[1];
8631 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8632 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8633 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8634 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8637 Vector4Copy(scissor, skyscissor);
8641 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8642 // skymasking on them, and Quake3 never did sky masking (unlike
8643 // software Quake and software Quake2), so disable the sky masking
8644 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8645 // and skymasking also looks very bad when noclipping outside the
8646 // level, so don't use it then either.
8647 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8649 R_Mesh_ResetTextureState();
8650 if (skyrendermasked)
8652 R_SetupShader_DepthOrShadow(false, false, false);
8653 // depth-only (masking)
8654 GL_ColorMask(0, 0, 0, 0);
8655 // just to make sure that braindead drivers don't draw
8656 // anything despite that colormask...
8657 GL_BlendFunc(GL_ZERO, GL_ONE);
8658 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8659 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8663 R_SetupShader_Generic_NoTexture(false, false);
8665 GL_BlendFunc(GL_ONE, GL_ZERO);
8666 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8667 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8668 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8671 if (skyrendermasked)
8672 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8674 R_Mesh_ResetTextureState();
8675 GL_Color(1, 1, 1, 1);
8678 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8679 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8680 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8682 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8686 // render screenspace normalmap to texture
8688 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
8693 // bind lightmap texture
8695 // water/refraction/reflection/camera surfaces have to be handled specially
8696 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8698 int start, end, startplaneindex;
8699 for (start = 0;start < texturenumsurfaces;start = end)
8701 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8702 if(startplaneindex < 0)
8704 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8705 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8709 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8711 // now that we have a batch using the same planeindex, render it
8712 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8714 // render water or distortion background
8716 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8718 // blend surface on top
8719 GL_DepthMask(false);
8720 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
8723 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8725 // render surface with reflection texture as input
8726 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8727 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8734 // render surface batch normally
8735 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8736 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
8740 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8744 int texturesurfaceindex;
8746 const msurface_t *surface;
8747 float surfacecolor4f[4];
8749 // R_Mesh_ResetTextureState();
8750 R_SetupShader_Generic_NoTexture(false, false);
8752 GL_BlendFunc(GL_ONE, GL_ZERO);
8753 GL_DepthMask(writedepth);
8755 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8757 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8759 surface = texturesurfacelist[texturesurfaceindex];
8760 k = (int)(((size_t)surface) / sizeof(msurface_t));
8761 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8762 for (j = 0;j < surface->num_vertices;j++)
8764 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8768 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8772 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8775 RSurf_SetupDepthAndCulling();
8776 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8778 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8781 switch (vid.renderpath)
8783 case RENDERPATH_GL32:
8784 case RENDERPATH_GLES2:
8785 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8791 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8794 int texturenumsurfaces, endsurface;
8796 const msurface_t *surface;
8797 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8799 RSurf_ActiveModelEntity(ent, true, true, false);
8801 if (r_transparentdepthmasking.integer)
8803 qbool setup = false;
8804 for (i = 0;i < numsurfaces;i = j)
8807 surface = rsurface.modelsurfaces + surfacelist[i];
8808 texture = surface->texture;
8809 rsurface.texture = R_GetCurrentTexture(texture);
8810 rsurface.lightmaptexture = NULL;
8811 rsurface.deluxemaptexture = NULL;
8812 rsurface.uselightmaptexture = false;
8813 // scan ahead until we find a different texture
8814 endsurface = min(i + 1024, numsurfaces);
8815 texturenumsurfaces = 0;
8816 texturesurfacelist[texturenumsurfaces++] = surface;
8817 for (;j < endsurface;j++)
8819 surface = rsurface.modelsurfaces + surfacelist[j];
8820 if (texture != surface->texture)
8822 texturesurfacelist[texturenumsurfaces++] = surface;
8824 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8826 // render the range of surfaces as depth
8830 GL_ColorMask(0,0,0,0);
8833 GL_BlendFunc(GL_ONE, GL_ZERO);
8835 // R_Mesh_ResetTextureState();
8837 RSurf_SetupDepthAndCulling();
8838 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8839 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8840 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8844 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8847 for (i = 0;i < numsurfaces;i = j)
8850 surface = rsurface.modelsurfaces + surfacelist[i];
8851 texture = surface->texture;
8852 rsurface.texture = R_GetCurrentTexture(texture);
8853 // scan ahead until we find a different texture
8854 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8855 texturenumsurfaces = 0;
8856 texturesurfacelist[texturenumsurfaces++] = surface;
8857 rsurface.lightmaptexture = surface->lightmaptexture;
8858 rsurface.deluxemaptexture = surface->deluxemaptexture;
8859 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8860 for (;j < endsurface;j++)
8862 surface = rsurface.modelsurfaces + surfacelist[j];
8863 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8865 texturesurfacelist[texturenumsurfaces++] = surface;
8867 // render the range of surfaces
8868 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8870 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8873 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8875 // transparent surfaces get pushed off into the transparent queue
8876 int surfacelistindex;
8877 const msurface_t *surface;
8878 vec3_t tempcenter, center;
8879 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8881 surface = texturesurfacelist[surfacelistindex];
8882 if (r_transparent_sortsurfacesbynearest.integer)
8884 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8885 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8886 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8890 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8891 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8892 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8894 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8895 if (rsurface.entity->transparent_offset) // transparent offset
8897 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8898 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8899 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8901 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8905 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8907 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8909 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8911 RSurf_SetupDepthAndCulling();
8912 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8913 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8914 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8918 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8922 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8924 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8927 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8929 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8930 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8932 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8934 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8935 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8936 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8938 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8940 // in the deferred case, transparent surfaces were queued during prepass
8941 if (!r_shadow_usingdeferredprepass)
8942 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8946 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8947 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
8952 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8956 R_FrameData_SetMark();
8957 // break the surface list down into batches by texture and use of lightmapping
8958 for (i = 0;i < numsurfaces;i = j)
8961 // texture is the base texture pointer, rsurface.texture is the
8962 // current frame/skin the texture is directing us to use (for example
8963 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8964 // use skin 1 instead)
8965 texture = surfacelist[i]->texture;
8966 rsurface.texture = R_GetCurrentTexture(texture);
8967 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8969 // if this texture is not the kind we want, skip ahead to the next one
8970 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8974 if(depthonly || prepass)
8976 rsurface.lightmaptexture = NULL;
8977 rsurface.deluxemaptexture = NULL;
8978 rsurface.uselightmaptexture = false;
8979 // simply scan ahead until we find a different texture or lightmap state
8980 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8985 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
8986 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
8987 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8988 // simply scan ahead until we find a different texture or lightmap state
8989 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
8992 // render the range of surfaces
8993 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
8995 R_FrameData_ReturnToMark();
8998 float locboxvertex3f[6*4*3] =
9000 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9001 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9002 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9003 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9004 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9005 1,0,0, 0,0,0, 0,1,0, 1,1,0
9008 unsigned short locboxelements[6*2*3] =
9018 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9021 cl_locnode_t *loc = (cl_locnode_t *)ent;
9023 float vertex3f[6*4*3];
9025 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9026 GL_DepthMask(false);
9027 GL_DepthRange(0, 1);
9028 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9030 GL_CullFace(GL_NONE);
9031 R_EntityMatrix(&identitymatrix);
9033 // R_Mesh_ResetTextureState();
9036 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9037 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9038 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9039 surfacelist[0] < 0 ? 0.5f : 0.125f);
9041 if (VectorCompare(loc->mins, loc->maxs))
9043 VectorSet(size, 2, 2, 2);
9044 VectorMA(loc->mins, -0.5f, size, mins);
9048 VectorCopy(loc->mins, mins);
9049 VectorSubtract(loc->maxs, loc->mins, size);
9052 for (i = 0;i < 6*4*3;)
9053 for (j = 0;j < 3;j++, i++)
9054 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9056 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9057 R_SetupShader_Generic_NoTexture(false, false);
9058 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9061 void R_DrawLocs(void)
9064 cl_locnode_t *loc, *nearestloc;
9066 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9067 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9069 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9070 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9074 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9076 if (decalsystem->decals)
9077 Mem_Free(decalsystem->decals);
9078 memset(decalsystem, 0, sizeof(*decalsystem));
9081 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9087 // expand or initialize the system
9088 if (decalsystem->maxdecals <= decalsystem->numdecals)
9090 decalsystem_t old = *decalsystem;
9091 qbool useshortelements;
9092 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9093 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9094 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
9095 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9096 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9097 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9098 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9099 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9100 if (decalsystem->numdecals)
9101 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9103 Mem_Free(old.decals);
9104 for (i = 0;i < decalsystem->maxdecals*3;i++)
9105 decalsystem->element3i[i] = i;
9106 if (useshortelements)
9107 for (i = 0;i < decalsystem->maxdecals*3;i++)
9108 decalsystem->element3s[i] = i;
9111 // grab a decal and search for another free slot for the next one
9112 decals = decalsystem->decals;
9113 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9114 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9116 decalsystem->freedecal = i;
9117 if (decalsystem->numdecals <= i)
9118 decalsystem->numdecals = i + 1;
9120 // initialize the decal
9122 decal->triangleindex = triangleindex;
9123 decal->surfaceindex = surfaceindex;
9124 decal->decalsequence = decalsequence;
9125 decal->color4f[0][0] = c0[0];
9126 decal->color4f[0][1] = c0[1];
9127 decal->color4f[0][2] = c0[2];
9128 decal->color4f[0][3] = 1;
9129 decal->color4f[1][0] = c1[0];
9130 decal->color4f[1][1] = c1[1];
9131 decal->color4f[1][2] = c1[2];
9132 decal->color4f[1][3] = 1;
9133 decal->color4f[2][0] = c2[0];
9134 decal->color4f[2][1] = c2[1];
9135 decal->color4f[2][2] = c2[2];
9136 decal->color4f[2][3] = 1;
9137 decal->vertex3f[0][0] = v0[0];
9138 decal->vertex3f[0][1] = v0[1];
9139 decal->vertex3f[0][2] = v0[2];
9140 decal->vertex3f[1][0] = v1[0];
9141 decal->vertex3f[1][1] = v1[1];
9142 decal->vertex3f[1][2] = v1[2];
9143 decal->vertex3f[2][0] = v2[0];
9144 decal->vertex3f[2][1] = v2[1];
9145 decal->vertex3f[2][2] = v2[2];
9146 decal->texcoord2f[0][0] = t0[0];
9147 decal->texcoord2f[0][1] = t0[1];
9148 decal->texcoord2f[1][0] = t1[0];
9149 decal->texcoord2f[1][1] = t1[1];
9150 decal->texcoord2f[2][0] = t2[0];
9151 decal->texcoord2f[2][1] = t2[1];
9152 TriangleNormal(v0, v1, v2, decal->plane);
9153 VectorNormalize(decal->plane);
9154 decal->plane[3] = DotProduct(v0, decal->plane);
9157 extern cvar_t cl_decals_bias;
9158 extern cvar_t cl_decals_models;
9159 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9160 // baseparms, parms, temps
9161 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9166 const float *vertex3f;
9167 const float *normal3f;
9169 float points[2][9][3];
9176 e = rsurface.modelelement3i + 3*triangleindex;
9178 vertex3f = rsurface.modelvertex3f;
9179 normal3f = rsurface.modelnormal3f;
9183 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9185 index = 3*e[cornerindex];
9186 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9191 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9193 index = 3*e[cornerindex];
9194 VectorCopy(vertex3f + index, v[cornerindex]);
9199 //TriangleNormal(v[0], v[1], v[2], normal);
9200 //if (DotProduct(normal, localnormal) < 0.0f)
9202 // clip by each of the box planes formed from the projection matrix
9203 // if anything survives, we emit the decal
9204 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9207 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9210 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9213 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9216 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9219 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
9222 // some part of the triangle survived, so we have to accept it...
9225 // dynamic always uses the original triangle
9227 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9229 index = 3*e[cornerindex];
9230 VectorCopy(vertex3f + index, v[cornerindex]);
9233 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9235 // convert vertex positions to texcoords
9236 Matrix4x4_Transform(projection, v[cornerindex], temp);
9237 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9238 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9239 // calculate distance fade from the projection origin
9240 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9241 f = bound(0.0f, f, 1.0f);
9242 c[cornerindex][0] = r * f;
9243 c[cornerindex][1] = g * f;
9244 c[cornerindex][2] = b * f;
9245 c[cornerindex][3] = 1.0f;
9246 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9249 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
9251 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9252 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
9254 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9256 matrix4x4_t projection;
9257 decalsystem_t *decalsystem;
9260 const msurface_t *surface;
9261 const msurface_t *surfaces;
9262 const texture_t *texture;
9266 float localorigin[3];
9267 float localnormal[3];
9275 int bih_triangles_count;
9276 int bih_triangles[256];
9277 int bih_surfaces[256];
9279 decalsystem = &ent->decalsystem;
9281 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9283 R_DecalSystem_Reset(&ent->decalsystem);
9287 if (!model->brush.data_leafs && !cl_decals_models.integer)
9289 if (decalsystem->model)
9290 R_DecalSystem_Reset(decalsystem);
9294 if (decalsystem->model != model)
9295 R_DecalSystem_Reset(decalsystem);
9296 decalsystem->model = model;
9298 RSurf_ActiveModelEntity(ent, true, false, false);
9300 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9301 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9302 VectorNormalize(localnormal);
9303 localsize = worldsize*rsurface.inversematrixscale;
9304 localmins[0] = localorigin[0] - localsize;
9305 localmins[1] = localorigin[1] - localsize;
9306 localmins[2] = localorigin[2] - localsize;
9307 localmaxs[0] = localorigin[0] + localsize;
9308 localmaxs[1] = localorigin[1] + localsize;
9309 localmaxs[2] = localorigin[2] + localsize;
9311 //VectorCopy(localnormal, planes[4]);
9312 //VectorVectors(planes[4], planes[2], planes[0]);
9313 AnglesFromVectors(angles, localnormal, NULL, false);
9314 AngleVectors(angles, planes[0], planes[2], planes[4]);
9315 VectorNegate(planes[0], planes[1]);
9316 VectorNegate(planes[2], planes[3]);
9317 VectorNegate(planes[4], planes[5]);
9318 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9319 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9320 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9321 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9322 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9323 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9328 matrix4x4_t forwardprojection;
9329 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9330 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9335 float projectionvector[4][3];
9336 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9337 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9338 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9339 projectionvector[0][0] = planes[0][0] * ilocalsize;
9340 projectionvector[0][1] = planes[1][0] * ilocalsize;
9341 projectionvector[0][2] = planes[2][0] * ilocalsize;
9342 projectionvector[1][0] = planes[0][1] * ilocalsize;
9343 projectionvector[1][1] = planes[1][1] * ilocalsize;
9344 projectionvector[1][2] = planes[2][1] * ilocalsize;
9345 projectionvector[2][0] = planes[0][2] * ilocalsize;
9346 projectionvector[2][1] = planes[1][2] * ilocalsize;
9347 projectionvector[2][2] = planes[2][2] * ilocalsize;
9348 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9349 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9350 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9351 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9355 dynamic = model->surfmesh.isanimated;
9356 surfaces = model->data_surfaces;
9359 bih_triangles_count = -1;
9362 if(model->render_bih.numleafs)
9363 bih = &model->render_bih;
9364 else if(model->collision_bih.numleafs)
9365 bih = &model->collision_bih;
9368 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9369 if(bih_triangles_count == 0)
9371 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9373 if(bih_triangles_count > 0)
9375 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9377 surfaceindex = bih_surfaces[triangleindex];
9378 surface = surfaces + surfaceindex;
9379 texture = surface->texture;
9382 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9384 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9386 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9391 for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
9393 surface = surfaces + surfaceindex;
9394 // check cull box first because it rejects more than any other check
9395 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9397 // skip transparent surfaces
9398 texture = surface->texture;
9401 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9403 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9405 numtriangles = surface->num_triangles;
9406 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9407 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9412 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9413 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9415 int renderentityindex;
9418 entity_render_t *ent;
9420 worldmins[0] = worldorigin[0] - worldsize;
9421 worldmins[1] = worldorigin[1] - worldsize;
9422 worldmins[2] = worldorigin[2] - worldsize;
9423 worldmaxs[0] = worldorigin[0] + worldsize;
9424 worldmaxs[1] = worldorigin[1] + worldsize;
9425 worldmaxs[2] = worldorigin[2] + worldsize;
9427 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9429 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9431 ent = r_refdef.scene.entities[renderentityindex];
9432 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9435 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9439 typedef struct r_decalsystem_splatqueue_s
9446 unsigned int decalsequence;
9448 r_decalsystem_splatqueue_t;
9450 int r_decalsystem_numqueued = 0;
9451 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9453 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
9455 r_decalsystem_splatqueue_t *queue;
9457 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9460 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9461 VectorCopy(worldorigin, queue->worldorigin);
9462 VectorCopy(worldnormal, queue->worldnormal);
9463 Vector4Set(queue->color, r, g, b, a);
9464 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9465 queue->worldsize = worldsize;
9466 queue->decalsequence = cl.decalsequence++;
9469 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9472 r_decalsystem_splatqueue_t *queue;
9474 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9475 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
9476 r_decalsystem_numqueued = 0;
9479 extern cvar_t cl_decals_max;
9480 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9483 decalsystem_t *decalsystem = &ent->decalsystem;
9485 unsigned int killsequence;
9490 if (!decalsystem->numdecals)
9493 if (r_showsurfaces.integer)
9496 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9498 R_DecalSystem_Reset(decalsystem);
9502 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9503 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9505 if (decalsystem->lastupdatetime)
9506 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9509 decalsystem->lastupdatetime = r_refdef.scene.time;
9510 numdecals = decalsystem->numdecals;
9512 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9514 if (decal->color4f[0][3])
9516 decal->lived += frametime;
9517 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9519 memset(decal, 0, sizeof(*decal));
9520 if (decalsystem->freedecal > i)
9521 decalsystem->freedecal = i;
9525 decal = decalsystem->decals;
9526 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9529 // collapse the array by shuffling the tail decals into the gaps
9532 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9533 decalsystem->freedecal++;
9534 if (decalsystem->freedecal == numdecals)
9536 decal[decalsystem->freedecal] = decal[--numdecals];
9539 decalsystem->numdecals = numdecals;
9543 // if there are no decals left, reset decalsystem
9544 R_DecalSystem_Reset(decalsystem);
9548 extern skinframe_t *decalskinframe;
9549 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9552 decalsystem_t *decalsystem = &ent->decalsystem;
9561 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9564 numdecals = decalsystem->numdecals;
9568 if (r_showsurfaces.integer)
9571 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9573 R_DecalSystem_Reset(decalsystem);
9577 // if the model is static it doesn't matter what value we give for
9578 // wantnormals and wanttangents, so this logic uses only rules applicable
9579 // to a model, knowing that they are meaningless otherwise
9580 RSurf_ActiveModelEntity(ent, false, false, false);
9582 decalsystem->lastupdatetime = r_refdef.scene.time;
9584 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9586 // update vertex positions for animated models
9587 v3f = decalsystem->vertex3f;
9588 c4f = decalsystem->color4f;
9589 t2f = decalsystem->texcoord2f;
9590 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9592 if (!decal->color4f[0][3])
9595 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9599 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9602 // update color values for fading decals
9603 if (decal->lived >= cl_decals_time.value)
9604 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9608 c4f[ 0] = decal->color4f[0][0] * alpha;
9609 c4f[ 1] = decal->color4f[0][1] * alpha;
9610 c4f[ 2] = decal->color4f[0][2] * alpha;
9612 c4f[ 4] = decal->color4f[1][0] * alpha;
9613 c4f[ 5] = decal->color4f[1][1] * alpha;
9614 c4f[ 6] = decal->color4f[1][2] * alpha;
9616 c4f[ 8] = decal->color4f[2][0] * alpha;
9617 c4f[ 9] = decal->color4f[2][1] * alpha;
9618 c4f[10] = decal->color4f[2][2] * alpha;
9621 t2f[0] = decal->texcoord2f[0][0];
9622 t2f[1] = decal->texcoord2f[0][1];
9623 t2f[2] = decal->texcoord2f[1][0];
9624 t2f[3] = decal->texcoord2f[1][1];
9625 t2f[4] = decal->texcoord2f[2][0];
9626 t2f[5] = decal->texcoord2f[2][1];
9628 // update vertex positions for animated models
9629 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9631 e = rsurface.modelelement3i + 3*decal->triangleindex;
9632 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9633 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9634 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9638 VectorCopy(decal->vertex3f[0], v3f);
9639 VectorCopy(decal->vertex3f[1], v3f + 3);
9640 VectorCopy(decal->vertex3f[2], v3f + 6);
9643 if (r_refdef.fogenabled)
9645 alpha = RSurf_FogVertex(v3f);
9646 VectorScale(c4f, alpha, c4f);
9647 alpha = RSurf_FogVertex(v3f + 3);
9648 VectorScale(c4f + 4, alpha, c4f + 4);
9649 alpha = RSurf_FogVertex(v3f + 6);
9650 VectorScale(c4f + 8, alpha, c4f + 8);
9661 r_refdef.stats[r_stat_drawndecals] += numtris;
9663 // now render the decals all at once
9664 // (this assumes they all use one particle font texture!)
9665 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
9666 // R_Mesh_ResetTextureState();
9667 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9668 GL_DepthMask(false);
9669 GL_DepthRange(0, 1);
9670 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9672 GL_CullFace(GL_NONE);
9673 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9674 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9675 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9679 static void R_DrawModelDecals(void)
9683 // fade faster when there are too many decals
9684 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9685 for (i = 0;i < r_refdef.scene.numentities;i++)
9686 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9688 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9689 for (i = 0;i < r_refdef.scene.numentities;i++)
9690 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9691 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9693 R_DecalSystem_ApplySplatEntitiesQueue();
9695 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9696 for (i = 0;i < r_refdef.scene.numentities;i++)
9697 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9699 r_refdef.stats[r_stat_totaldecals] += numdecals;
9701 if (r_showsurfaces.integer || !r_drawdecals.integer)
9704 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9706 for (i = 0;i < r_refdef.scene.numentities;i++)
9708 if (!r_refdef.viewcache.entityvisible[i])
9710 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9711 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9715 static void R_DrawDebugModel(void)
9717 entity_render_t *ent = rsurface.entity;
9719 const msurface_t *surface;
9720 model_t *model = ent->model;
9722 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9725 if (r_showoverdraw.value > 0)
9727 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9728 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9729 R_SetupShader_Generic_NoTexture(false, false);
9730 GL_DepthTest(false);
9731 GL_DepthMask(false);
9732 GL_DepthRange(0, 1);
9733 GL_BlendFunc(GL_ONE, GL_ONE);
9734 for (j = model->submodelsurfaces_start;j < model->submodelsurfaces_end;j++)
9736 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9738 surface = model->data_surfaces + j;
9739 rsurface.texture = R_GetCurrentTexture(surface->texture);
9740 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9742 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9743 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9744 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9745 GL_Color(c, 0, 0, 1.0f);
9746 else if (ent == r_refdef.scene.worldentity)
9747 GL_Color(c, c, c, 1.0f);
9749 GL_Color(0, c, 0, 1.0f);
9750 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9754 rsurface.texture = NULL;
9757 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9759 // R_Mesh_ResetTextureState();
9760 R_SetupShader_Generic_NoTexture(false, false);
9761 GL_DepthRange(0, 1);
9762 GL_DepthTest(!r_showdisabledepthtest.integer);
9763 GL_DepthMask(false);
9764 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9766 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9770 qbool cullbox = false;
9771 const q3mbrush_t *brush;
9772 const bih_t *bih = &model->collision_bih;
9773 const bih_leaf_t *bihleaf;
9774 float vertex3f[3][3];
9775 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9776 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9778 if (cullbox && R_CullFrustum(bihleaf->mins, bihleaf->maxs))
9780 switch (bihleaf->type)
9783 brush = model->brush.data_brushes + bihleaf->itemindex;
9784 if (brush->colbrushf && brush->colbrushf->numtriangles)
9786 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9787 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9788 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9791 case BIH_COLLISIONTRIANGLE:
9792 triangleindex = bihleaf->itemindex;
9793 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9794 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9795 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9796 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9797 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9798 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9800 case BIH_RENDERTRIANGLE:
9801 triangleindex = bihleaf->itemindex;
9802 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9803 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9804 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9805 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9806 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9807 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9813 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9816 if (r_showtris.value > 0 && qglPolygonMode)
9818 if (r_showdisabledepthtest.integer)
9820 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9821 GL_DepthMask(false);
9825 GL_BlendFunc(GL_ONE, GL_ZERO);
9828 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9829 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9831 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9833 surface = model->data_surfaces + j;
9834 rsurface.texture = R_GetCurrentTexture(surface->texture);
9835 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9837 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9838 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9839 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9840 else if (ent == r_refdef.scene.worldentity)
9841 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9843 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9844 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9848 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9849 rsurface.texture = NULL;
9853 // FIXME! implement r_shownormals with just triangles
9854 if (r_shownormals.value != 0 && qglBegin)
9858 if (r_showdisabledepthtest.integer)
9860 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9861 GL_DepthMask(false);
9865 GL_BlendFunc(GL_ONE, GL_ZERO);
9868 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9870 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9872 surface = model->data_surfaces + j;
9873 rsurface.texture = R_GetCurrentTexture(surface->texture);
9874 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9876 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9878 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9880 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9882 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9883 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9884 qglVertex3f(v[0], v[1], v[2]);
9885 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9886 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9887 qglVertex3f(v[0], v[1], v[2]);
9890 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9892 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9894 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9895 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9896 qglVertex3f(v[0], v[1], v[2]);
9897 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9898 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9899 qglVertex3f(v[0], v[1], v[2]);
9902 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9904 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9906 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9907 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9908 qglVertex3f(v[0], v[1], v[2]);
9909 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9910 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9911 qglVertex3f(v[0], v[1], v[2]);
9914 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9916 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9918 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9919 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9920 qglVertex3f(v[0], v[1], v[2]);
9921 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9922 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9923 qglVertex3f(v[0], v[1], v[2]);
9930 rsurface.texture = NULL;
9936 int r_maxsurfacelist = 0;
9937 const msurface_t **r_surfacelist = NULL;
9938 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
9940 int i, j, flagsmask;
9941 model_t *model = ent->model;
9942 msurface_t *surfaces;
9943 unsigned char *update;
9944 int numsurfacelist = 0;
9948 if (r_maxsurfacelist < model->num_surfaces)
9950 r_maxsurfacelist = model->num_surfaces;
9952 Mem_Free((msurface_t **)r_surfacelist);
9953 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9956 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9957 RSurf_ActiveModelEntity(ent, false, false, false);
9959 RSurf_ActiveModelEntity(ent, true, true, true);
9961 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
9963 RSurf_ActiveModelEntity(ent, true, true, false);
9965 surfaces = model->data_surfaces;
9966 update = model->brushq1.lightmapupdateflags;
9968 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9973 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9977 // check if this is an empty model
9978 if (model->submodelsurfaces_start >= model->submodelsurfaces_end)
9981 rsurface.lightmaptexture = NULL;
9982 rsurface.deluxemaptexture = NULL;
9983 rsurface.uselightmaptexture = false;
9984 rsurface.texture = NULL;
9985 rsurface.rtlight = NULL;
9988 // add visible surfaces to draw list
9989 if (ent == r_refdef.scene.worldentity)
9991 // for the world entity, check surfacevisible
9992 for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++)
9994 j = model->modelsurfaces_sorted[i];
9995 if (r_refdef.viewcache.world_surfacevisible[j])
9996 r_surfacelist[numsurfacelist++] = surfaces + j;
9999 // don't do anything if there were no surfaces added (none of the world entity is visible)
10000 if (!numsurfacelist)
10002 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10008 // for ui we have to preserve the order of surfaces (not using modelsurfaces_sorted)
10009 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10010 r_surfacelist[numsurfacelist++] = surfaces + i;
10014 // add all surfaces
10015 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10016 r_surfacelist[numsurfacelist++] = surfaces + model->modelsurfaces_sorted[i];
10020 * Mark lightmaps as dirty if their lightstyle's value changed. We do this by
10021 * using style chains because most styles do not change on most frames, and most
10022 * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep)
10023 * break this rule and animate most surfaces.
10025 if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer)
10027 model_brush_lightstyleinfo_t *style;
10029 // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so
10030 for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++)
10032 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10034 int* list = style->surfacelist;
10035 style->value = r_refdef.scene.lightstylevalue[style->style];
10036 // Value changed - mark the surfaces belonging to this style chain as dirty
10037 for (j = 0; j < style->numsurfaces; j++)
10038 update[list[j]] = true;
10041 // Now check if update flags are set on any surfaces that are visible
10042 if (r_q1bsp_lightmap_updates_hidden_surfaces.integer)
10045 * We can do less frequent texture uploads (approximately 10hz for animated
10046 * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible.
10047 * For optimal efficiency, this includes the submodels of the worldmodel, so we
10048 * use model->num_surfaces, not nummodelsurfaces.
10050 for (i = 0; i < model->num_surfaces;i++)
10052 R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer);
10056 for (i = 0; i < numsurfacelist; i++)
10057 if (update[r_surfacelist[i] - surfaces])
10058 R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer);
10062 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10064 // add to stats if desired
10065 if (r_speeds.integer && !skysurfaces && !depthonly)
10067 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10068 for (j = 0;j < numsurfacelist;j++)
10069 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10072 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10075 void R_DebugLine(vec3_t start, vec3_t end)
10077 model_t *mod = CL_Mesh_UI();
10079 int e0, e1, e2, e3;
10080 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10081 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10082 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10085 // transform to screen coords first
10086 Vector4Set(w[0], start[0], start[1], start[2], 1);
10087 Vector4Set(w[1], end[0], end[1], end[2], 1);
10088 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10089 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10090 x1 = s[0][0] * vid_conwidth.value / vid.width;
10091 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10092 x2 = s[1][0] * vid_conwidth.value / vid.width;
10093 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10094 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10096 // add the line to the UI mesh for drawing later
10098 // width is measured in real pixels
10099 if (fabs(x2 - x1) > fabs(y2 - y1))
10102 offsety = 0.5f * width * vid_conheight.value / vid.height;
10106 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10109 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10110 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10111 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10112 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10113 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10114 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10115 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10120 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10122 static texture_t texture;
10124 // fake enough texture and surface state to render this geometry
10126 texture.update_lastrenderframe = -1; // regenerate this texture
10127 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10128 texture.basealpha = 1.0f;
10129 texture.currentskinframe = skinframe;
10130 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10131 texture.offsetmapping = OFFSETMAPPING_OFF;
10132 texture.offsetscale = 1;
10133 texture.specularscalemod = 1;
10134 texture.specularpowermod = 1;
10135 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10137 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10140 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10142 static msurface_t surface;
10143 const msurface_t *surfacelist = &surface;
10145 // fake enough texture and surface state to render this geometry
10146 surface.texture = texture;
10147 surface.num_triangles = numtriangles;
10148 surface.num_firsttriangle = firsttriangle;
10149 surface.num_vertices = numvertices;
10150 surface.num_firstvertex = firstvertex;
10153 rsurface.texture = R_GetCurrentTexture(surface.texture);
10154 rsurface.lightmaptexture = NULL;
10155 rsurface.deluxemaptexture = NULL;
10156 rsurface.uselightmaptexture = false;
10157 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);