2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
88 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
125 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
135 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading"};
136 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
138 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
139 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
140 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
141 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
142 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
143 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
144 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
145 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
147 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
148 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
150 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
151 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
152 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
154 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
155 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
156 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
157 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
158 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
159 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
160 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
161 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
162 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
164 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
165 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
166 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
167 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
168 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
169 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
170 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
171 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
172 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
173 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
174 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
180 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
181 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
183 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
184 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
185 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
186 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
187 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
188 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
189 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
190 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
191 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
193 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
194 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
195 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
196 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
198 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
199 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
201 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
202 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
203 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
204 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
205 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
207 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
208 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
209 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
210 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
211 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
212 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
213 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
214 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
215 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
216 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
218 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
220 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
222 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
224 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
226 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
227 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
229 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
231 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
233 extern cvar_t v_glslgamma;
234 extern cvar_t v_glslgamma_2d;
236 extern qboolean v_flipped_state;
238 r_framebufferstate_t r_fb;
240 /// shadow volume bsp struct with automatically growing nodes buffer
243 rtexture_t *r_texture_blanknormalmap;
244 rtexture_t *r_texture_white;
245 rtexture_t *r_texture_grey128;
246 rtexture_t *r_texture_black;
247 rtexture_t *r_texture_notexture;
248 rtexture_t *r_texture_whitecube;
249 rtexture_t *r_texture_normalizationcube;
250 rtexture_t *r_texture_fogattenuation;
251 rtexture_t *r_texture_fogheighttexture;
252 rtexture_t *r_texture_gammaramps;
253 unsigned int r_texture_gammaramps_serial;
254 //rtexture_t *r_texture_fogintensity;
255 rtexture_t *r_texture_reflectcube;
257 // TODO: hash lookups?
258 typedef struct cubemapinfo_s
265 int r_texture_numcubemaps;
266 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
268 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
269 unsigned int r_numqueries;
270 unsigned int r_maxqueries;
272 typedef struct r_qwskincache_s
274 char name[MAX_QPATH];
275 skinframe_t *skinframe;
279 static r_qwskincache_t *r_qwskincache;
280 static int r_qwskincache_size;
282 /// vertex coordinates for a quad that covers the screen exactly
283 extern const float r_screenvertex3f[12];
284 extern const float r_d3dscreenvertex3f[12];
285 const float r_screenvertex3f[12] =
292 const float r_d3dscreenvertex3f[12] =
300 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
303 for (i = 0;i < verts;i++)
314 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
317 for (i = 0;i < verts;i++)
327 // FIXME: move this to client?
330 if (gamemode == GAME_NEHAHRA)
332 Cvar_Set("gl_fogenable", "0");
333 Cvar_Set("gl_fogdensity", "0.2");
334 Cvar_Set("gl_fogred", "0.3");
335 Cvar_Set("gl_foggreen", "0.3");
336 Cvar_Set("gl_fogblue", "0.3");
338 r_refdef.fog_density = 0;
339 r_refdef.fog_red = 0;
340 r_refdef.fog_green = 0;
341 r_refdef.fog_blue = 0;
342 r_refdef.fog_alpha = 1;
343 r_refdef.fog_start = 0;
344 r_refdef.fog_end = 16384;
345 r_refdef.fog_height = 1<<30;
346 r_refdef.fog_fadedepth = 128;
347 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
350 static void R_BuildBlankTextures(void)
352 unsigned char data[4];
353 data[2] = 128; // normal X
354 data[1] = 128; // normal Y
355 data[0] = 255; // normal Z
356 data[3] = 255; // height
357 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
367 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
372 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
375 static void R_BuildNoTexture(void)
378 unsigned char pix[16][16][4];
379 // this makes a light grey/dark grey checkerboard texture
380 for (y = 0;y < 16;y++)
382 for (x = 0;x < 16;x++)
384 if ((y < 8) ^ (x < 8))
400 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], 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);
519 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
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 // LordHavoc: 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 *builtinshaderstring =
599 #include "shader_glsl.h"
602 const char *builtinhlslshaderstring =
603 #include "shader_hlsl.h"
606 char *glslshaderstring = NULL;
607 char *hlslshaderstring = NULL;
609 //=======================================================================================================================================================
611 typedef struct shaderpermutationinfo_s
616 shaderpermutationinfo_t;
618 typedef struct shadermodeinfo_s
620 const char *vertexfilename;
621 const char *geometryfilename;
622 const char *fragmentfilename;
628 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
629 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
631 {"#define USEDIFFUSE\n", " diffuse"},
632 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
633 {"#define USEVIEWTINT\n", " viewtint"},
634 {"#define USECOLORMAPPING\n", " colormapping"},
635 {"#define USESATURATION\n", " saturation"},
636 {"#define USEFOGINSIDE\n", " foginside"},
637 {"#define USEFOGOUTSIDE\n", " fogoutside"},
638 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
639 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
640 {"#define USEGAMMARAMPS\n", " gammaramps"},
641 {"#define USECUBEFILTER\n", " cubefilter"},
642 {"#define USEGLOW\n", " glow"},
643 {"#define USEBLOOM\n", " bloom"},
644 {"#define USESPECULAR\n", " specular"},
645 {"#define USEPOSTPROCESSING\n", " postprocessing"},
646 {"#define USEREFLECTION\n", " reflection"},
647 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
648 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
649 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
650 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
651 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
652 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
653 {"#define USEALPHAKILL\n", " alphakill"},
654 {"#define USEREFLECTCUBE\n", " reflectcube"},
655 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
656 {"#define USEBOUNCEGRID\n", " bouncegrid"},
657 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
658 {"#define USETRIPPY\n", " trippy"},
659 {"#define USEDEPTHRGB\n", " depthrgb"},
660 {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
663 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
664 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
682 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
683 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
686 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
704 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
705 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
708 struct r_glsl_permutation_s;
709 typedef struct r_glsl_permutation_s
712 struct r_glsl_permutation_s *hashnext;
714 unsigned int permutation;
716 /// indicates if we have tried compiling this permutation already
718 /// 0 if compilation failed
720 // texture units assigned to each detected uniform
721 int tex_Texture_First;
722 int tex_Texture_Second;
723 int tex_Texture_GammaRamps;
724 int tex_Texture_Normal;
725 int tex_Texture_Color;
726 int tex_Texture_Gloss;
727 int tex_Texture_Glow;
728 int tex_Texture_SecondaryNormal;
729 int tex_Texture_SecondaryColor;
730 int tex_Texture_SecondaryGloss;
731 int tex_Texture_SecondaryGlow;
732 int tex_Texture_Pants;
733 int tex_Texture_Shirt;
734 int tex_Texture_FogHeightTexture;
735 int tex_Texture_FogMask;
736 int tex_Texture_Lightmap;
737 int tex_Texture_Deluxemap;
738 int tex_Texture_Attenuation;
739 int tex_Texture_Cube;
740 int tex_Texture_Refraction;
741 int tex_Texture_Reflection;
742 int tex_Texture_ShadowMap2D;
743 int tex_Texture_CubeProjection;
744 int tex_Texture_ScreenNormalMap;
745 int tex_Texture_ScreenDiffuse;
746 int tex_Texture_ScreenSpecular;
747 int tex_Texture_ReflectMask;
748 int tex_Texture_ReflectCube;
749 int tex_Texture_BounceGrid;
750 /// locations of detected uniforms in program object, or -1 if not found
751 int loc_Texture_First;
752 int loc_Texture_Second;
753 int loc_Texture_GammaRamps;
754 int loc_Texture_Normal;
755 int loc_Texture_Color;
756 int loc_Texture_Gloss;
757 int loc_Texture_Glow;
758 int loc_Texture_SecondaryNormal;
759 int loc_Texture_SecondaryColor;
760 int loc_Texture_SecondaryGloss;
761 int loc_Texture_SecondaryGlow;
762 int loc_Texture_Pants;
763 int loc_Texture_Shirt;
764 int loc_Texture_FogHeightTexture;
765 int loc_Texture_FogMask;
766 int loc_Texture_Lightmap;
767 int loc_Texture_Deluxemap;
768 int loc_Texture_Attenuation;
769 int loc_Texture_Cube;
770 int loc_Texture_Refraction;
771 int loc_Texture_Reflection;
772 int loc_Texture_ShadowMap2D;
773 int loc_Texture_CubeProjection;
774 int loc_Texture_ScreenNormalMap;
775 int loc_Texture_ScreenDiffuse;
776 int loc_Texture_ScreenSpecular;
777 int loc_Texture_ReflectMask;
778 int loc_Texture_ReflectCube;
779 int loc_Texture_BounceGrid;
781 int loc_BloomBlur_Parameters;
783 int loc_Color_Ambient;
784 int loc_Color_Diffuse;
785 int loc_Color_Specular;
789 int loc_DeferredColor_Ambient;
790 int loc_DeferredColor_Diffuse;
791 int loc_DeferredColor_Specular;
792 int loc_DeferredMod_Diffuse;
793 int loc_DeferredMod_Specular;
794 int loc_DistortScaleRefractReflect;
797 int loc_FogHeightFade;
799 int loc_FogPlaneViewDist;
800 int loc_FogRangeRecip;
803 int loc_LightPosition;
804 int loc_OffsetMapping_ScaleSteps;
805 int loc_OffsetMapping_LodDistance;
806 int loc_OffsetMapping_Bias;
808 int loc_ReflectColor;
809 int loc_ReflectFactor;
810 int loc_ReflectOffset;
811 int loc_RefractColor;
813 int loc_ScreenCenterRefractReflect;
814 int loc_ScreenScaleRefractReflect;
815 int loc_ScreenToDepth;
816 int loc_ShadowMap_Parameters;
817 int loc_ShadowMap_TextureScale;
818 int loc_SpecularPower;
823 int loc_ViewTintColor;
825 int loc_ModelToLight;
827 int loc_BackgroundTexMatrix;
828 int loc_ModelViewProjectionMatrix;
829 int loc_ModelViewMatrix;
830 int loc_PixelToScreenTexCoord;
831 int loc_ModelToReflectCube;
832 int loc_ShadowMapMatrix;
833 int loc_BloomColorSubtract;
834 int loc_NormalmapScrollBlend;
835 int loc_BounceGridMatrix;
836 int loc_BounceGridIntensity;
838 r_glsl_permutation_t;
840 #define SHADERPERMUTATION_HASHSIZE 256
843 // non-degradable "lightweight" shader parameters to keep the permutations simpler
844 // these can NOT degrade! only use for simple stuff
847 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
848 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
849 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
851 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
852 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
853 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
854 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
855 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
856 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
857 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
858 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
859 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
861 #define SHADERSTATICPARMS_COUNT 13
863 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
864 static int shaderstaticparms_count = 0;
866 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
867 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
869 extern qboolean r_shadow_shadowmapsampler;
870 extern int r_shadow_shadowmappcf;
871 qboolean R_CompileShader_CheckStaticParms(void)
873 static int r_compileshader_staticparms_save[1];
874 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
875 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
878 if (r_glsl_saturation_redcompensate.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
880 if (r_glsl_vertextextureblend_usebothalphas.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
882 if (r_shadow_glossexact.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
884 if (r_glsl_postprocess.integer)
886 if (r_glsl_postprocess_uservec1_enable.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
888 if (r_glsl_postprocess_uservec2_enable.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
890 if (r_glsl_postprocess_uservec3_enable.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
892 if (r_glsl_postprocess_uservec4_enable.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
895 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
898 if (r_shadow_shadowmapsampler)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
900 if (r_shadow_shadowmappcf > 1)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
902 else if (r_shadow_shadowmappcf)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
904 else if (r_celshading.integer)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
906 else if (r_celoutlines.integer)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
909 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
912 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
913 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
914 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
916 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
917 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
919 shaderstaticparms_count = 0;
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
931 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
937 /// information about each possible shader permutation
938 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
939 /// currently selected permutation
940 r_glsl_permutation_t *r_glsl_permutation;
941 /// storage for permutations linked in the hash table
942 memexpandablearray_t r_glsl_permutationarray;
944 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
946 //unsigned int hashdepth = 0;
947 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
948 r_glsl_permutation_t *p;
949 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
951 if (p->mode == mode && p->permutation == permutation)
953 //if (hashdepth > 10)
954 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
961 p->permutation = permutation;
962 p->hashnext = r_glsl_permutationhash[mode][hashindex];
963 r_glsl_permutationhash[mode][hashindex] = p;
964 //if (hashdepth > 10)
965 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
969 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
972 if (!filename || !filename[0])
974 if (!strcmp(filename, "glsl/default.glsl"))
976 if (!glslshaderstring)
978 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
979 if (glslshaderstring)
980 Con_DPrintf("Loading shaders from file %s...\n", filename);
982 glslshaderstring = (char *)builtinshaderstring;
984 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
985 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
988 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
991 if (printfromdisknotice)
992 Con_DPrintf("from disk %s... ", filename);
998 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1002 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1003 char *vertexstring, *geometrystring, *fragmentstring;
1004 char permutationname[256];
1005 int vertstrings_count = 0;
1006 int geomstrings_count = 0;
1007 int fragstrings_count = 0;
1008 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1009 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1010 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1017 permutationname[0] = 0;
1018 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1019 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1020 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1022 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1024 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1025 if(vid.support.gl20shaders130)
1027 vertstrings_list[vertstrings_count++] = "#version 130\n";
1028 geomstrings_list[geomstrings_count++] = "#version 130\n";
1029 fragstrings_list[fragstrings_count++] = "#version 130\n";
1030 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1031 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1032 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1035 // the first pretext is which type of shader to compile as
1036 // (later these will all be bound together as a program object)
1037 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1038 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1039 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1041 // the second pretext is the mode (for example a light source)
1042 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1043 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1044 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1045 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1047 // now add all the permutation pretexts
1048 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1050 if (permutation & (1<<i))
1052 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1053 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1054 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1055 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1059 // keep line numbers correct
1060 vertstrings_list[vertstrings_count++] = "\n";
1061 geomstrings_list[geomstrings_count++] = "\n";
1062 fragstrings_list[fragstrings_count++] = "\n";
1067 R_CompileShader_AddStaticParms(mode, permutation);
1068 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1069 vertstrings_count += shaderstaticparms_count;
1070 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1071 geomstrings_count += shaderstaticparms_count;
1072 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1073 fragstrings_count += shaderstaticparms_count;
1075 // now append the shader text itself
1076 vertstrings_list[vertstrings_count++] = vertexstring;
1077 geomstrings_list[geomstrings_count++] = geometrystring;
1078 fragstrings_list[fragstrings_count++] = fragmentstring;
1080 // if any sources were NULL, clear the respective list
1082 vertstrings_count = 0;
1083 if (!geometrystring)
1084 geomstrings_count = 0;
1085 if (!fragmentstring)
1086 fragstrings_count = 0;
1088 // compile the shader program
1089 if (vertstrings_count + geomstrings_count + fragstrings_count)
1090 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1094 qglUseProgram(p->program);CHECKGLERROR
1095 // look up all the uniform variable names we care about, so we don't
1096 // have to look them up every time we set them
1098 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1099 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1100 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1101 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1102 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1103 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1104 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1105 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1106 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1107 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1108 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1109 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1110 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1111 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1112 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1113 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1114 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1115 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1116 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1117 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1118 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1119 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1120 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1121 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1122 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1123 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1124 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1125 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1126 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1127 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1128 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1129 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1130 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1131 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1132 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1133 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1134 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1135 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1136 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1137 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1138 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1139 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1140 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1141 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1142 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1143 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1144 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1145 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1146 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1147 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1148 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1149 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1150 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1151 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1152 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1153 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1154 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1155 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1156 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1157 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1158 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1159 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1160 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1161 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1162 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1163 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1164 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1165 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1166 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1167 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1168 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1169 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1170 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1171 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1172 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1173 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1174 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1175 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1176 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1177 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1178 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1179 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1180 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1181 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1182 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1183 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1184 // initialize the samplers to refer to the texture units we use
1185 p->tex_Texture_First = -1;
1186 p->tex_Texture_Second = -1;
1187 p->tex_Texture_GammaRamps = -1;
1188 p->tex_Texture_Normal = -1;
1189 p->tex_Texture_Color = -1;
1190 p->tex_Texture_Gloss = -1;
1191 p->tex_Texture_Glow = -1;
1192 p->tex_Texture_SecondaryNormal = -1;
1193 p->tex_Texture_SecondaryColor = -1;
1194 p->tex_Texture_SecondaryGloss = -1;
1195 p->tex_Texture_SecondaryGlow = -1;
1196 p->tex_Texture_Pants = -1;
1197 p->tex_Texture_Shirt = -1;
1198 p->tex_Texture_FogHeightTexture = -1;
1199 p->tex_Texture_FogMask = -1;
1200 p->tex_Texture_Lightmap = -1;
1201 p->tex_Texture_Deluxemap = -1;
1202 p->tex_Texture_Attenuation = -1;
1203 p->tex_Texture_Cube = -1;
1204 p->tex_Texture_Refraction = -1;
1205 p->tex_Texture_Reflection = -1;
1206 p->tex_Texture_ShadowMap2D = -1;
1207 p->tex_Texture_CubeProjection = -1;
1208 p->tex_Texture_ScreenNormalMap = -1;
1209 p->tex_Texture_ScreenDiffuse = -1;
1210 p->tex_Texture_ScreenSpecular = -1;
1211 p->tex_Texture_ReflectMask = -1;
1212 p->tex_Texture_ReflectCube = -1;
1213 p->tex_Texture_BounceGrid = -1;
1215 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1216 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1217 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1218 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1219 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1220 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1221 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1222 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1223 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1224 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1225 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1226 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1227 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1228 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1229 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1230 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1231 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1232 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1233 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1234 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1235 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1236 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1237 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1238 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1239 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1240 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1241 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1242 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1243 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1245 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1248 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1252 Mem_Free(vertexstring);
1254 Mem_Free(geometrystring);
1256 Mem_Free(fragmentstring);
1259 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1261 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1262 if (r_glsl_permutation != perm)
1264 r_glsl_permutation = perm;
1265 if (!r_glsl_permutation->program)
1267 if (!r_glsl_permutation->compiled)
1268 R_GLSL_CompilePermutation(perm, mode, permutation);
1269 if (!r_glsl_permutation->program)
1271 // remove features until we find a valid permutation
1273 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1275 // reduce i more quickly whenever it would not remove any bits
1276 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1277 if (!(permutation & j))
1280 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1281 if (!r_glsl_permutation->compiled)
1282 R_GLSL_CompilePermutation(perm, mode, permutation);
1283 if (r_glsl_permutation->program)
1286 if (i >= SHADERPERMUTATION_COUNT)
1288 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1289 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1290 qglUseProgram(0);CHECKGLERROR
1291 return; // no bit left to clear, entire mode is broken
1296 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1298 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1299 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1300 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1307 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1308 extern D3DCAPS9 vid_d3d9caps;
1311 struct r_hlsl_permutation_s;
1312 typedef struct r_hlsl_permutation_s
1314 /// hash lookup data
1315 struct r_hlsl_permutation_s *hashnext;
1317 unsigned int permutation;
1319 /// indicates if we have tried compiling this permutation already
1321 /// NULL if compilation failed
1322 IDirect3DVertexShader9 *vertexshader;
1323 IDirect3DPixelShader9 *pixelshader;
1325 r_hlsl_permutation_t;
1327 typedef enum D3DVSREGISTER_e
1329 D3DVSREGISTER_TexMatrix = 0, // float4x4
1330 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1331 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1332 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1333 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1334 D3DVSREGISTER_ModelToLight = 20, // float4x4
1335 D3DVSREGISTER_EyePosition = 24,
1336 D3DVSREGISTER_FogPlane = 25,
1337 D3DVSREGISTER_LightDir = 26,
1338 D3DVSREGISTER_LightPosition = 27,
1342 typedef enum D3DPSREGISTER_e
1344 D3DPSREGISTER_Alpha = 0,
1345 D3DPSREGISTER_BloomBlur_Parameters = 1,
1346 D3DPSREGISTER_ClientTime = 2,
1347 D3DPSREGISTER_Color_Ambient = 3,
1348 D3DPSREGISTER_Color_Diffuse = 4,
1349 D3DPSREGISTER_Color_Specular = 5,
1350 D3DPSREGISTER_Color_Glow = 6,
1351 D3DPSREGISTER_Color_Pants = 7,
1352 D3DPSREGISTER_Color_Shirt = 8,
1353 D3DPSREGISTER_DeferredColor_Ambient = 9,
1354 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1355 D3DPSREGISTER_DeferredColor_Specular = 11,
1356 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1357 D3DPSREGISTER_DeferredMod_Specular = 13,
1358 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1359 D3DPSREGISTER_EyePosition = 15, // unused
1360 D3DPSREGISTER_FogColor = 16,
1361 D3DPSREGISTER_FogHeightFade = 17,
1362 D3DPSREGISTER_FogPlane = 18,
1363 D3DPSREGISTER_FogPlaneViewDist = 19,
1364 D3DPSREGISTER_FogRangeRecip = 20,
1365 D3DPSREGISTER_LightColor = 21,
1366 D3DPSREGISTER_LightDir = 22, // unused
1367 D3DPSREGISTER_LightPosition = 23,
1368 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1369 D3DPSREGISTER_PixelSize = 25,
1370 D3DPSREGISTER_ReflectColor = 26,
1371 D3DPSREGISTER_ReflectFactor = 27,
1372 D3DPSREGISTER_ReflectOffset = 28,
1373 D3DPSREGISTER_RefractColor = 29,
1374 D3DPSREGISTER_Saturation = 30,
1375 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1376 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1377 D3DPSREGISTER_ScreenToDepth = 33,
1378 D3DPSREGISTER_ShadowMap_Parameters = 34,
1379 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1380 D3DPSREGISTER_SpecularPower = 36,
1381 D3DPSREGISTER_UserVec1 = 37,
1382 D3DPSREGISTER_UserVec2 = 38,
1383 D3DPSREGISTER_UserVec3 = 39,
1384 D3DPSREGISTER_UserVec4 = 40,
1385 D3DPSREGISTER_ViewTintColor = 41,
1386 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1387 D3DPSREGISTER_BloomColorSubtract = 43,
1388 D3DPSREGISTER_ViewToLight = 44, // float4x4
1389 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1390 D3DPSREGISTER_NormalmapScrollBlend = 52,
1391 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1392 D3DPSREGISTER_OffsetMapping_Bias = 54,
1397 /// information about each possible shader permutation
1398 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1399 /// currently selected permutation
1400 r_hlsl_permutation_t *r_hlsl_permutation;
1401 /// storage for permutations linked in the hash table
1402 memexpandablearray_t r_hlsl_permutationarray;
1404 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1406 //unsigned int hashdepth = 0;
1407 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1408 r_hlsl_permutation_t *p;
1409 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1411 if (p->mode == mode && p->permutation == permutation)
1413 //if (hashdepth > 10)
1414 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1419 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1421 p->permutation = permutation;
1422 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1423 r_hlsl_permutationhash[mode][hashindex] = p;
1424 //if (hashdepth > 10)
1425 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1429 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1432 if (!filename || !filename[0])
1434 if (!strcmp(filename, "hlsl/default.hlsl"))
1436 if (!hlslshaderstring)
1438 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1439 if (hlslshaderstring)
1440 Con_DPrintf("Loading shaders from file %s...\n", filename);
1442 hlslshaderstring = (char *)builtinhlslshaderstring;
1444 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1445 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1446 return shaderstring;
1448 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1451 if (printfromdisknotice)
1452 Con_DPrintf("from disk %s... ", filename);
1453 return shaderstring;
1455 return shaderstring;
1459 //#include <d3dx9shader.h>
1460 //#include <d3dx9mesh.h>
1462 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1464 DWORD *vsbin = NULL;
1465 DWORD *psbin = NULL;
1466 fs_offset_t vsbinsize;
1467 fs_offset_t psbinsize;
1468 // IDirect3DVertexShader9 *vs = NULL;
1469 // IDirect3DPixelShader9 *ps = NULL;
1470 ID3DXBuffer *vslog = NULL;
1471 ID3DXBuffer *vsbuffer = NULL;
1472 ID3DXConstantTable *vsconstanttable = NULL;
1473 ID3DXBuffer *pslog = NULL;
1474 ID3DXBuffer *psbuffer = NULL;
1475 ID3DXConstantTable *psconstanttable = NULL;
1478 char temp[MAX_INPUTLINE];
1479 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1481 qboolean debugshader = gl_paranoid.integer != 0;
1482 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1483 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1486 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1487 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1489 if ((!vsbin && vertstring) || (!psbin && fragstring))
1491 const char* dllnames_d3dx9 [] =
1515 dllhandle_t d3dx9_dll = NULL;
1516 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1517 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1518 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1519 dllfunction_t d3dx9_dllfuncs[] =
1521 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1522 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1523 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1526 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1528 DWORD shaderflags = 0;
1530 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1531 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1532 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1533 if (vertstring && vertstring[0])
1537 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1538 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1539 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1540 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1543 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1546 vsbinsize = vsbuffer->GetBufferSize();
1547 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1548 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1549 vsbuffer->Release();
1553 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1554 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1558 if (fragstring && fragstring[0])
1562 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1563 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1564 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1565 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1568 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1571 psbinsize = psbuffer->GetBufferSize();
1572 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1573 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1574 psbuffer->Release();
1578 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1579 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1583 Sys_UnloadLibrary(&d3dx9_dll);
1586 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1590 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1591 if (FAILED(vsresult))
1592 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1593 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1594 if (FAILED(psresult))
1595 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1597 // free the shader data
1598 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1599 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1602 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1605 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1606 int vertstring_length = 0;
1607 int geomstring_length = 0;
1608 int fragstring_length = 0;
1610 char *vertexstring, *geometrystring, *fragmentstring;
1611 char *vertstring, *geomstring, *fragstring;
1612 char permutationname[256];
1613 char cachename[256];
1614 int vertstrings_count = 0;
1615 int geomstrings_count = 0;
1616 int fragstrings_count = 0;
1617 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1618 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1619 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1624 p->vertexshader = NULL;
1625 p->pixelshader = NULL;
1627 permutationname[0] = 0;
1629 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1630 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1631 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1633 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1634 strlcat(cachename, "hlsl/", sizeof(cachename));
1636 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1637 vertstrings_count = 0;
1638 geomstrings_count = 0;
1639 fragstrings_count = 0;
1640 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1641 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1642 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1644 // the first pretext is which type of shader to compile as
1645 // (later these will all be bound together as a program object)
1646 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1647 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1648 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1650 // the second pretext is the mode (for example a light source)
1651 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1652 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1653 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1654 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1655 strlcat(cachename, modeinfo->name, sizeof(cachename));
1657 // now add all the permutation pretexts
1658 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1660 if (permutation & (1<<i))
1662 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1663 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1664 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1665 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1666 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1670 // keep line numbers correct
1671 vertstrings_list[vertstrings_count++] = "\n";
1672 geomstrings_list[geomstrings_count++] = "\n";
1673 fragstrings_list[fragstrings_count++] = "\n";
1678 R_CompileShader_AddStaticParms(mode, permutation);
1679 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1680 vertstrings_count += shaderstaticparms_count;
1681 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1682 geomstrings_count += shaderstaticparms_count;
1683 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1684 fragstrings_count += shaderstaticparms_count;
1686 // replace spaces in the cachename with _ characters
1687 for (i = 0;cachename[i];i++)
1688 if (cachename[i] == ' ')
1691 // now append the shader text itself
1692 vertstrings_list[vertstrings_count++] = vertexstring;
1693 geomstrings_list[geomstrings_count++] = geometrystring;
1694 fragstrings_list[fragstrings_count++] = fragmentstring;
1696 // if any sources were NULL, clear the respective list
1698 vertstrings_count = 0;
1699 if (!geometrystring)
1700 geomstrings_count = 0;
1701 if (!fragmentstring)
1702 fragstrings_count = 0;
1704 vertstring_length = 0;
1705 for (i = 0;i < vertstrings_count;i++)
1706 vertstring_length += strlen(vertstrings_list[i]);
1707 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1708 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1709 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1711 geomstring_length = 0;
1712 for (i = 0;i < geomstrings_count;i++)
1713 geomstring_length += strlen(geomstrings_list[i]);
1714 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1715 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1716 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1718 fragstring_length = 0;
1719 for (i = 0;i < fragstrings_count;i++)
1720 fragstring_length += strlen(fragstrings_list[i]);
1721 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1722 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1723 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1725 // try to load the cached shader, or generate one
1726 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1728 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1729 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1731 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1735 Mem_Free(vertstring);
1737 Mem_Free(geomstring);
1739 Mem_Free(fragstring);
1741 Mem_Free(vertexstring);
1743 Mem_Free(geometrystring);
1745 Mem_Free(fragmentstring);
1748 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1749 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1750 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1751 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1752 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1753 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1755 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1756 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1757 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1758 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1759 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1760 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1762 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1764 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1765 if (r_hlsl_permutation != perm)
1767 r_hlsl_permutation = perm;
1768 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1770 if (!r_hlsl_permutation->compiled)
1771 R_HLSL_CompilePermutation(perm, mode, permutation);
1772 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1774 // remove features until we find a valid permutation
1776 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1778 // reduce i more quickly whenever it would not remove any bits
1779 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1780 if (!(permutation & j))
1783 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1784 if (!r_hlsl_permutation->compiled)
1785 R_HLSL_CompilePermutation(perm, mode, permutation);
1786 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1789 if (i >= SHADERPERMUTATION_COUNT)
1791 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1792 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1793 return; // no bit left to clear, entire mode is broken
1797 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1798 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1800 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1801 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1802 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1806 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1808 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1809 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1810 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1811 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1814 void R_GLSL_Restart_f(void)
1816 unsigned int i, limit;
1817 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1818 Mem_Free(glslshaderstring);
1819 glslshaderstring = NULL;
1820 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1821 Mem_Free(hlslshaderstring);
1822 hlslshaderstring = NULL;
1823 switch(vid.renderpath)
1825 case RENDERPATH_D3D9:
1828 r_hlsl_permutation_t *p;
1829 r_hlsl_permutation = NULL;
1830 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1831 for (i = 0;i < limit;i++)
1833 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1835 if (p->vertexshader)
1836 IDirect3DVertexShader9_Release(p->vertexshader);
1838 IDirect3DPixelShader9_Release(p->pixelshader);
1839 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1842 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1846 case RENDERPATH_D3D10:
1847 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1849 case RENDERPATH_D3D11:
1850 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1852 case RENDERPATH_GL20:
1853 case RENDERPATH_GLES2:
1855 r_glsl_permutation_t *p;
1856 r_glsl_permutation = NULL;
1857 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1858 for (i = 0;i < limit;i++)
1860 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1862 GL_Backend_FreeProgram(p->program);
1863 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1866 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1869 case RENDERPATH_GL11:
1870 case RENDERPATH_GL13:
1871 case RENDERPATH_GLES1:
1873 case RENDERPATH_SOFT:
1878 static void R_GLSL_DumpShader_f(void)
1883 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1886 FS_Print(file, "/* The engine may define the following macros:\n");
1887 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1888 for (i = 0;i < SHADERMODE_COUNT;i++)
1889 FS_Print(file, glslshadermodeinfo[i].pretext);
1890 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1891 FS_Print(file, shaderpermutationinfo[i].pretext);
1892 FS_Print(file, "*/\n");
1893 FS_Print(file, builtinshaderstring);
1895 Con_Printf("glsl/default.glsl written\n");
1898 Con_Printf("failed to write to glsl/default.glsl\n");
1900 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1903 FS_Print(file, "/* The engine may define the following macros:\n");
1904 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1905 for (i = 0;i < SHADERMODE_COUNT;i++)
1906 FS_Print(file, hlslshadermodeinfo[i].pretext);
1907 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1908 FS_Print(file, shaderpermutationinfo[i].pretext);
1909 FS_Print(file, "*/\n");
1910 FS_Print(file, builtinhlslshaderstring);
1912 Con_Printf("hlsl/default.hlsl written\n");
1915 Con_Printf("failed to write to hlsl/default.hlsl\n");
1918 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1920 unsigned int permutation = 0;
1921 if (r_trippy.integer && !notrippy)
1922 permutation |= SHADERPERMUTATION_TRIPPY;
1923 permutation |= SHADERPERMUTATION_VIEWTINT;
1925 permutation |= SHADERPERMUTATION_DIFFUSE;
1927 permutation |= SHADERPERMUTATION_SPECULAR;
1928 if (texturemode == GL_MODULATE)
1929 permutation |= SHADERPERMUTATION_COLORMAPPING;
1930 else if (texturemode == GL_ADD)
1931 permutation |= SHADERPERMUTATION_GLOW;
1932 else if (texturemode == GL_DECAL)
1933 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1934 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1935 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1936 if (suppresstexalpha)
1937 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1939 texturemode = GL_MODULATE;
1940 if (vid.allowalphatocoverage)
1941 GL_AlphaToCoverage(false);
1942 switch (vid.renderpath)
1944 case RENDERPATH_D3D9:
1946 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1947 R_Mesh_TexBind(GL20TU_FIRST , first );
1948 R_Mesh_TexBind(GL20TU_SECOND, second);
1949 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1950 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1953 case RENDERPATH_D3D10:
1954 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1956 case RENDERPATH_D3D11:
1957 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1959 case RENDERPATH_GL20:
1960 case RENDERPATH_GLES2:
1961 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1962 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1963 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1964 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1965 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1967 case RENDERPATH_GL13:
1968 case RENDERPATH_GLES1:
1969 R_Mesh_TexBind(0, first );
1970 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1971 R_Mesh_TexBind(1, second);
1973 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1975 case RENDERPATH_GL11:
1976 R_Mesh_TexBind(0, first );
1978 case RENDERPATH_SOFT:
1979 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1980 R_Mesh_TexBind(GL20TU_FIRST , first );
1981 R_Mesh_TexBind(GL20TU_SECOND, second);
1986 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1988 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1991 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1993 unsigned int permutation = 0;
1994 if (r_trippy.integer && !notrippy)
1995 permutation |= SHADERPERMUTATION_TRIPPY;
1997 permutation |= SHADERPERMUTATION_DEPTHRGB;
1998 if (vid.allowalphatocoverage)
1999 GL_AlphaToCoverage(false);
2000 switch (vid.renderpath)
2002 case RENDERPATH_D3D9:
2004 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2007 case RENDERPATH_D3D10:
2008 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2010 case RENDERPATH_D3D11:
2011 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2013 case RENDERPATH_GL20:
2014 case RENDERPATH_GLES2:
2015 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2017 case RENDERPATH_GL13:
2018 case RENDERPATH_GLES1:
2019 R_Mesh_TexBind(0, 0);
2020 R_Mesh_TexBind(1, 0);
2022 case RENDERPATH_GL11:
2023 R_Mesh_TexBind(0, 0);
2025 case RENDERPATH_SOFT:
2026 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2031 void R_SetupShader_ShowDepth(qboolean notrippy)
2033 int permutation = 0;
2034 if (r_trippy.integer && !notrippy)
2035 permutation |= SHADERPERMUTATION_TRIPPY;
2036 if (vid.allowalphatocoverage)
2037 GL_AlphaToCoverage(false);
2038 switch (vid.renderpath)
2040 case RENDERPATH_D3D9:
2042 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2045 case RENDERPATH_D3D10:
2046 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2048 case RENDERPATH_D3D11:
2049 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2051 case RENDERPATH_GL20:
2052 case RENDERPATH_GLES2:
2053 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2055 case RENDERPATH_GL13:
2056 case RENDERPATH_GLES1:
2058 case RENDERPATH_GL11:
2060 case RENDERPATH_SOFT:
2061 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2066 extern qboolean r_shadow_usingdeferredprepass;
2067 extern rtexture_t *r_shadow_attenuationgradienttexture;
2068 extern rtexture_t *r_shadow_attenuation2dtexture;
2069 extern rtexture_t *r_shadow_attenuation3dtexture;
2070 extern qboolean r_shadow_usingshadowmap2d;
2071 extern qboolean r_shadow_usingshadowmaportho;
2072 extern float r_shadow_shadowmap_texturescale[2];
2073 extern float r_shadow_shadowmap_parameters[4];
2074 extern qboolean r_shadow_shadowmapvsdct;
2075 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2076 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2077 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2078 extern matrix4x4_t r_shadow_shadowmapmatrix;
2079 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2080 extern int r_shadow_prepass_width;
2081 extern int r_shadow_prepass_height;
2082 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2083 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2084 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2085 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2087 #define BLENDFUNC_ALLOWS_COLORMOD 1
2088 #define BLENDFUNC_ALLOWS_FOG 2
2089 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2090 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2091 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2092 static int R_BlendFuncFlags(int src, int dst)
2096 // a blendfunc allows colormod if:
2097 // a) it can never keep the destination pixel invariant, or
2098 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2099 // this is to prevent unintended side effects from colormod
2101 // a blendfunc allows fog if:
2102 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2103 // this is to prevent unintended side effects from fog
2105 // these checks are the output of fogeval.pl
2107 r |= BLENDFUNC_ALLOWS_COLORMOD;
2108 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2109 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2110 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2112 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2113 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2114 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2115 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2116 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2117 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2118 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2119 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2120 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2121 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2122 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2123 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2124 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2125 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2126 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2127 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2128 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2133 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2135 // select a permutation of the lighting shader appropriate to this
2136 // combination of texture, entity, light source, and fogging, only use the
2137 // minimum features necessary to avoid wasting rendering time in the
2138 // fragment shader on features that are not being used
2139 unsigned int permutation = 0;
2140 unsigned int mode = 0;
2142 static float dummy_colormod[3] = {1, 1, 1};
2143 float *colormod = rsurface.colormod;
2145 matrix4x4_t tempmatrix;
2146 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2147 if (r_trippy.integer && !notrippy)
2148 permutation |= SHADERPERMUTATION_TRIPPY;
2149 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2150 permutation |= SHADERPERMUTATION_ALPHAKILL;
2151 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2152 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2153 if (rsurfacepass == RSURFPASS_BACKGROUND)
2155 // distorted background
2156 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2158 mode = SHADERMODE_WATER;
2159 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2160 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2161 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2163 // this is the right thing to do for wateralpha
2164 GL_BlendFunc(GL_ONE, GL_ZERO);
2165 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2169 // this is the right thing to do for entity alpha
2170 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2171 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2174 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2176 mode = SHADERMODE_REFRACTION;
2177 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2178 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2179 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2180 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2184 mode = SHADERMODE_GENERIC;
2185 permutation |= SHADERPERMUTATION_DIFFUSE;
2186 GL_BlendFunc(GL_ONE, GL_ZERO);
2187 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2189 if (vid.allowalphatocoverage)
2190 GL_AlphaToCoverage(false);
2192 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2194 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2196 switch(rsurface.texture->offsetmapping)
2198 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2199 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2200 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2201 case OFFSETMAPPING_OFF: break;
2204 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2205 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2206 // normalmap (deferred prepass), may use alpha test on diffuse
2207 mode = SHADERMODE_DEFERREDGEOMETRY;
2208 GL_BlendFunc(GL_ONE, GL_ZERO);
2209 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2210 if (vid.allowalphatocoverage)
2211 GL_AlphaToCoverage(false);
2213 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2215 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2217 switch(rsurface.texture->offsetmapping)
2219 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2220 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2221 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2222 case OFFSETMAPPING_OFF: break;
2225 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2226 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2227 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2228 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2230 mode = SHADERMODE_LIGHTSOURCE;
2231 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2232 permutation |= SHADERPERMUTATION_CUBEFILTER;
2233 if (diffusescale > 0)
2234 permutation |= SHADERPERMUTATION_DIFFUSE;
2235 if (specularscale > 0)
2236 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2237 if (r_refdef.fogenabled)
2238 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2239 if (rsurface.texture->colormapping)
2240 permutation |= SHADERPERMUTATION_COLORMAPPING;
2241 if (r_shadow_usingshadowmap2d)
2243 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2244 if(r_shadow_shadowmapvsdct)
2245 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2247 if (r_shadow_shadowmap2ddepthbuffer)
2248 permutation |= SHADERPERMUTATION_DEPTHRGB;
2250 if (rsurface.texture->reflectmasktexture)
2251 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2252 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2253 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2254 if (vid.allowalphatocoverage)
2255 GL_AlphaToCoverage(false);
2257 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2259 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2261 switch(rsurface.texture->offsetmapping)
2263 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2264 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2265 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2266 case OFFSETMAPPING_OFF: break;
2269 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2270 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2271 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2272 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2273 // unshaded geometry (fullbright or ambient model lighting)
2274 mode = SHADERMODE_FLATCOLOR;
2275 ambientscale = diffusescale = specularscale = 0;
2276 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2277 permutation |= SHADERPERMUTATION_GLOW;
2278 if (r_refdef.fogenabled)
2279 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2280 if (rsurface.texture->colormapping)
2281 permutation |= SHADERPERMUTATION_COLORMAPPING;
2282 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2284 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2285 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2287 if (r_shadow_shadowmap2ddepthbuffer)
2288 permutation |= SHADERPERMUTATION_DEPTHRGB;
2290 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2291 permutation |= SHADERPERMUTATION_REFLECTION;
2292 if (rsurface.texture->reflectmasktexture)
2293 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2294 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2295 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2296 // when using alphatocoverage, we don't need alphakill
2297 if (vid.allowalphatocoverage)
2299 if (r_transparent_alphatocoverage.integer)
2301 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2302 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2305 GL_AlphaToCoverage(false);
2308 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2310 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2312 switch(rsurface.texture->offsetmapping)
2314 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2315 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2316 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2317 case OFFSETMAPPING_OFF: break;
2320 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2321 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2322 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2323 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2324 // directional model lighting
2325 mode = SHADERMODE_LIGHTDIRECTION;
2326 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2327 permutation |= SHADERPERMUTATION_GLOW;
2328 permutation |= SHADERPERMUTATION_DIFFUSE;
2329 if (specularscale > 0)
2330 permutation |= SHADERPERMUTATION_SPECULAR;
2331 if (r_refdef.fogenabled)
2332 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2333 if (rsurface.texture->colormapping)
2334 permutation |= SHADERPERMUTATION_COLORMAPPING;
2335 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2337 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2338 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2340 if (r_shadow_shadowmap2ddepthbuffer)
2341 permutation |= SHADERPERMUTATION_DEPTHRGB;
2343 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2344 permutation |= SHADERPERMUTATION_REFLECTION;
2345 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2346 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2347 if (rsurface.texture->reflectmasktexture)
2348 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2349 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2351 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2352 if (r_shadow_bouncegriddirectional)
2353 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2355 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2356 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2357 // when using alphatocoverage, we don't need alphakill
2358 if (vid.allowalphatocoverage)
2360 if (r_transparent_alphatocoverage.integer)
2362 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2363 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2366 GL_AlphaToCoverage(false);
2369 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2371 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2373 switch(rsurface.texture->offsetmapping)
2375 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2376 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2377 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2378 case OFFSETMAPPING_OFF: break;
2381 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2382 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2383 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2384 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2385 // ambient model lighting
2386 mode = SHADERMODE_LIGHTDIRECTION;
2387 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2388 permutation |= SHADERPERMUTATION_GLOW;
2389 if (r_refdef.fogenabled)
2390 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2391 if (rsurface.texture->colormapping)
2392 permutation |= SHADERPERMUTATION_COLORMAPPING;
2393 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2395 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2396 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2398 if (r_shadow_shadowmap2ddepthbuffer)
2399 permutation |= SHADERPERMUTATION_DEPTHRGB;
2401 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2402 permutation |= SHADERPERMUTATION_REFLECTION;
2403 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2404 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2405 if (rsurface.texture->reflectmasktexture)
2406 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2407 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2409 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2410 if (r_shadow_bouncegriddirectional)
2411 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2413 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2414 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2415 // when using alphatocoverage, we don't need alphakill
2416 if (vid.allowalphatocoverage)
2418 if (r_transparent_alphatocoverage.integer)
2420 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2421 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2424 GL_AlphaToCoverage(false);
2429 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2431 switch(rsurface.texture->offsetmapping)
2433 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2434 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2435 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2436 case OFFSETMAPPING_OFF: break;
2439 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2440 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2442 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2444 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2445 permutation |= SHADERPERMUTATION_GLOW;
2446 if (r_refdef.fogenabled)
2447 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2448 if (rsurface.texture->colormapping)
2449 permutation |= SHADERPERMUTATION_COLORMAPPING;
2450 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2452 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2453 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2455 if (r_shadow_shadowmap2ddepthbuffer)
2456 permutation |= SHADERPERMUTATION_DEPTHRGB;
2458 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2459 permutation |= SHADERPERMUTATION_REFLECTION;
2460 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2461 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2462 if (rsurface.texture->reflectmasktexture)
2463 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2464 if (FAKELIGHT_ENABLED)
2466 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2467 mode = SHADERMODE_FAKELIGHT;
2468 permutation |= SHADERPERMUTATION_DIFFUSE;
2469 if (specularscale > 0)
2470 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2472 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2474 // deluxemapping (light direction texture)
2475 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2476 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2478 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2479 permutation |= SHADERPERMUTATION_DIFFUSE;
2480 if (specularscale > 0)
2481 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2483 else if (r_glsl_deluxemapping.integer >= 2)
2485 // fake deluxemapping (uniform light direction in tangentspace)
2486 if (rsurface.uselightmaptexture)
2487 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2489 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2490 permutation |= SHADERPERMUTATION_DIFFUSE;
2491 if (specularscale > 0)
2492 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2494 else if (rsurface.uselightmaptexture)
2496 // ordinary lightmapping (q1bsp, q3bsp)
2497 mode = SHADERMODE_LIGHTMAP;
2501 // ordinary vertex coloring (q3bsp)
2502 mode = SHADERMODE_VERTEXCOLOR;
2504 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2506 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2507 if (r_shadow_bouncegriddirectional)
2508 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2510 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2511 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2512 // when using alphatocoverage, we don't need alphakill
2513 if (vid.allowalphatocoverage)
2515 if (r_transparent_alphatocoverage.integer)
2517 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2518 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2521 GL_AlphaToCoverage(false);
2524 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2525 colormod = dummy_colormod;
2526 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2527 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2528 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2529 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2530 switch(vid.renderpath)
2532 case RENDERPATH_D3D9:
2534 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2535 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2536 R_SetupShader_SetPermutationHLSL(mode, permutation);
2537 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2538 if (mode == SHADERMODE_LIGHTSOURCE)
2540 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2541 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2545 if (mode == SHADERMODE_LIGHTDIRECTION)
2547 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2550 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2551 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2552 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2553 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2554 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2556 if (mode == SHADERMODE_LIGHTSOURCE)
2558 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2559 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2564 // additive passes are only darkened by fog, not tinted
2565 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2566 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2570 if (mode == SHADERMODE_FLATCOLOR)
2572 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2574 else if (mode == SHADERMODE_LIGHTDIRECTION)
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2577 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2579 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2581 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2582 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2586 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2587 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2588 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2589 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2590 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2592 // additive passes are only darkened by fog, not tinted
2593 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2594 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2596 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2597 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2598 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2599 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2600 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2601 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2602 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2603 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2604 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2605 if (mode == SHADERMODE_WATER)
2606 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2608 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2609 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2610 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2611 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2612 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2613 if (rsurface.texture->pantstexture)
2614 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2616 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2617 if (rsurface.texture->shirttexture)
2618 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2620 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2621 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2622 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2623 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2624 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2625 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2626 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2627 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2628 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2629 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2631 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2632 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2633 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2634 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2636 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2637 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2638 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2639 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2640 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2641 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2642 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2643 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2644 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2645 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2646 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2647 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2648 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2649 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2650 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2651 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2652 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2653 if (rsurfacepass == RSURFPASS_BACKGROUND)
2655 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2656 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2657 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2661 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2663 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2664 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2665 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2666 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2668 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2669 if (rsurface.rtlight)
2671 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2672 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2677 case RENDERPATH_D3D10:
2678 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2680 case RENDERPATH_D3D11:
2681 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2683 case RENDERPATH_GL20:
2684 case RENDERPATH_GLES2:
2685 if (!vid.useinterleavedarrays)
2687 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), texturenumsurfaces, texturesurfacelist);
2688 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2689 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2690 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2691 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2692 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2693 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2694 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2698 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2699 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2701 R_SetupShader_SetPermutationGLSL(mode, permutation);
2702 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2703 if (mode == SHADERMODE_LIGHTSOURCE)
2705 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2706 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2707 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2708 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2709 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2710 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2712 // additive passes are only darkened by fog, not tinted
2713 if (r_glsl_permutation->loc_FogColor >= 0)
2714 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2715 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2719 if (mode == SHADERMODE_FLATCOLOR)
2721 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2723 else if (mode == SHADERMODE_LIGHTDIRECTION)
2725 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2726 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2727 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2728 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2729 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2730 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2731 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2735 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2736 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2737 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2738 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2739 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2741 // additive passes are only darkened by fog, not tinted
2742 if (r_glsl_permutation->loc_FogColor >= 0)
2744 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2745 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2747 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2749 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2750 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]);
2751 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]);
2752 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2753 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2754 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2755 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2756 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2757 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2759 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2760 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2761 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2762 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2763 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2765 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2766 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2767 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2768 if (r_glsl_permutation->loc_Color_Pants >= 0)
2770 if (rsurface.texture->pantstexture)
2771 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2773 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2775 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2777 if (rsurface.texture->shirttexture)
2778 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2780 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2782 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]);
2783 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2784 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2785 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2786 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2787 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2788 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2789 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2790 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2792 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);
2793 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2794 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]);
2795 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2796 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2797 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2799 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2800 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2801 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2802 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2803 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2804 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2805 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2806 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2807 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2808 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2809 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2810 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2811 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2812 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2813 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2814 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2815 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2816 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2817 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2818 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2819 if (rsurfacepass == RSURFPASS_BACKGROUND)
2821 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2822 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2823 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2827 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2829 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2830 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2831 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2832 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2834 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2835 if (rsurface.rtlight)
2837 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2838 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2841 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2844 case RENDERPATH_GL11:
2845 case RENDERPATH_GL13:
2846 case RENDERPATH_GLES1:
2848 case RENDERPATH_SOFT:
2849 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), texturenumsurfaces, texturesurfacelist);
2850 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2851 R_SetupShader_SetPermutationSoft(mode, permutation);
2852 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2853 if (mode == SHADERMODE_LIGHTSOURCE)
2855 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2858 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2862 // additive passes are only darkened by fog, not tinted
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2864 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2868 if (mode == SHADERMODE_FLATCOLOR)
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2872 else if (mode == SHADERMODE_LIGHTDIRECTION)
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2888 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2890 // additive passes are only darkened by fog, not tinted
2891 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2892 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2894 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2895 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2896 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2897 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2898 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2899 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2900 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2901 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2902 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2903 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2905 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2906 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2907 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2908 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2909 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2911 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2912 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2913 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2914 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2916 if (rsurface.texture->pantstexture)
2917 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2921 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2923 if (rsurface.texture->shirttexture)
2924 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2926 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2928 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2930 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2931 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2932 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2933 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2934 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2935 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2936 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2938 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2939 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2940 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2941 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2943 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2944 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2945 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2946 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2947 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2948 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2949 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2950 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2951 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2952 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2953 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2954 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2955 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2956 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2957 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2958 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2959 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2960 if (rsurfacepass == RSURFPASS_BACKGROUND)
2962 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2963 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2964 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2968 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2970 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2971 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2972 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2973 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2975 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2976 if (rsurface.rtlight)
2978 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2979 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2986 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2988 // select a permutation of the lighting shader appropriate to this
2989 // combination of texture, entity, light source, and fogging, only use the
2990 // minimum features necessary to avoid wasting rendering time in the
2991 // fragment shader on features that are not being used
2992 unsigned int permutation = 0;
2993 unsigned int mode = 0;
2994 const float *lightcolorbase = rtlight->currentcolor;
2995 float ambientscale = rtlight->ambientscale;
2996 float diffusescale = rtlight->diffusescale;
2997 float specularscale = rtlight->specularscale;
2998 // this is the location of the light in view space
2999 vec3_t viewlightorigin;
3000 // this transforms from view space (camera) to light space (cubemap)
3001 matrix4x4_t viewtolight;
3002 matrix4x4_t lighttoview;
3003 float viewtolight16f[16];
3005 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3006 if (rtlight->currentcubemap != r_texture_whitecube)
3007 permutation |= SHADERPERMUTATION_CUBEFILTER;
3008 if (diffusescale > 0)
3009 permutation |= SHADERPERMUTATION_DIFFUSE;
3010 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3011 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3012 if (r_shadow_usingshadowmap2d)
3014 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3015 if (r_shadow_shadowmapvsdct)
3016 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3018 if (r_shadow_shadowmap2ddepthbuffer)
3019 permutation |= SHADERPERMUTATION_DEPTHRGB;
3021 if (vid.allowalphatocoverage)
3022 GL_AlphaToCoverage(false);
3023 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3024 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3025 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3026 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3027 switch(vid.renderpath)
3029 case RENDERPATH_D3D9:
3031 R_SetupShader_SetPermutationHLSL(mode, permutation);
3032 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3033 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3034 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3035 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3036 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3037 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3038 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3039 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3040 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3041 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3043 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3044 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3045 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3046 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3047 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3050 case RENDERPATH_D3D10:
3051 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3053 case RENDERPATH_D3D11:
3054 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3056 case RENDERPATH_GL20:
3057 case RENDERPATH_GLES2:
3058 R_SetupShader_SetPermutationGLSL(mode, permutation);
3059 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3060 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3061 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3062 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3063 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3064 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3065 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3066 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);
3067 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]);
3068 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3070 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3071 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3072 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3073 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3074 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3076 case RENDERPATH_GL11:
3077 case RENDERPATH_GL13:
3078 case RENDERPATH_GLES1:
3080 case RENDERPATH_SOFT:
3081 R_SetupShader_SetPermutationGLSL(mode, permutation);
3082 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3083 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3084 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3085 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3086 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3087 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3088 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3089 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3090 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3091 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3093 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3094 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3095 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3096 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3097 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3102 #define SKINFRAME_HASH 1024
3106 int loadsequence; // incremented each level change
3107 memexpandablearray_t array;
3108 skinframe_t *hash[SKINFRAME_HASH];
3111 r_skinframe_t r_skinframe;
3113 void R_SkinFrame_PrepareForPurge(void)
3115 r_skinframe.loadsequence++;
3116 // wrap it without hitting zero
3117 if (r_skinframe.loadsequence >= 200)
3118 r_skinframe.loadsequence = 1;
3121 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3125 // mark the skinframe as used for the purging code
3126 skinframe->loadsequence = r_skinframe.loadsequence;
3129 void R_SkinFrame_Purge(void)
3133 for (i = 0;i < SKINFRAME_HASH;i++)
3135 for (s = r_skinframe.hash[i];s;s = s->next)
3137 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3139 if (s->merged == s->base)
3141 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3142 R_PurgeTexture(s->stain );s->stain = NULL;
3143 R_PurgeTexture(s->merged);s->merged = NULL;
3144 R_PurgeTexture(s->base );s->base = NULL;
3145 R_PurgeTexture(s->pants );s->pants = NULL;
3146 R_PurgeTexture(s->shirt );s->shirt = NULL;
3147 R_PurgeTexture(s->nmap );s->nmap = NULL;
3148 R_PurgeTexture(s->gloss );s->gloss = NULL;
3149 R_PurgeTexture(s->glow );s->glow = NULL;
3150 R_PurgeTexture(s->fog );s->fog = NULL;
3151 R_PurgeTexture(s->reflect);s->reflect = NULL;
3152 s->loadsequence = 0;
3158 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3160 char basename[MAX_QPATH];
3162 Image_StripImageExtension(name, basename, sizeof(basename));
3164 if( last == NULL ) {
3166 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3167 item = r_skinframe.hash[hashindex];
3172 // linearly search through the hash bucket
3173 for( ; item ; item = item->next ) {
3174 if( !strcmp( item->basename, basename ) ) {
3181 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3185 char basename[MAX_QPATH];
3187 Image_StripImageExtension(name, basename, sizeof(basename));
3189 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3190 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3191 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3195 rtexture_t *dyntexture;
3196 // check whether its a dynamic texture
3197 dyntexture = CL_GetDynTexture( basename );
3198 if (!add && !dyntexture)
3200 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3201 memset(item, 0, sizeof(*item));
3202 strlcpy(item->basename, basename, sizeof(item->basename));
3203 item->base = dyntexture; // either NULL or dyntexture handle
3204 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3205 item->comparewidth = comparewidth;
3206 item->compareheight = compareheight;
3207 item->comparecrc = comparecrc;
3208 item->next = r_skinframe.hash[hashindex];
3209 r_skinframe.hash[hashindex] = item;
3211 else if (textureflags & TEXF_FORCE_RELOAD)
3213 rtexture_t *dyntexture;
3214 // check whether its a dynamic texture
3215 dyntexture = CL_GetDynTexture( basename );
3216 if (!add && !dyntexture)
3218 if (item->merged == item->base)
3219 item->merged = NULL;
3220 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3221 R_PurgeTexture(item->stain );item->stain = NULL;
3222 R_PurgeTexture(item->merged);item->merged = NULL;
3223 R_PurgeTexture(item->base );item->base = NULL;
3224 R_PurgeTexture(item->pants );item->pants = NULL;
3225 R_PurgeTexture(item->shirt );item->shirt = NULL;
3226 R_PurgeTexture(item->nmap );item->nmap = NULL;
3227 R_PurgeTexture(item->gloss );item->gloss = NULL;
3228 R_PurgeTexture(item->glow );item->glow = NULL;
3229 R_PurgeTexture(item->fog );item->fog = NULL;
3230 R_PurgeTexture(item->reflect);item->reflect = NULL;
3231 item->loadsequence = 0;
3233 else if( item->base == NULL )
3235 rtexture_t *dyntexture;
3236 // check whether its a dynamic texture
3237 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3238 dyntexture = CL_GetDynTexture( basename );
3239 item->base = dyntexture; // either NULL or dyntexture handle
3242 R_SkinFrame_MarkUsed(item);
3246 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3248 unsigned long long avgcolor[5], wsum; \
3256 for(pix = 0; pix < cnt; ++pix) \
3259 for(comp = 0; comp < 3; ++comp) \
3261 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3264 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3266 for(comp = 0; comp < 3; ++comp) \
3267 avgcolor[comp] += getpixel * w; \
3270 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3271 avgcolor[4] += getpixel; \
3273 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3275 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3276 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3277 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3278 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3281 extern cvar_t gl_picmip;
3282 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3285 unsigned char *pixels;
3286 unsigned char *bumppixels;
3287 unsigned char *basepixels = NULL;
3288 int basepixels_width = 0;
3289 int basepixels_height = 0;
3290 skinframe_t *skinframe;
3291 rtexture_t *ddsbase = NULL;
3292 qboolean ddshasalpha = false;
3293 float ddsavgcolor[4];
3294 char basename[MAX_QPATH];
3295 int miplevel = R_PicmipForFlags(textureflags);
3296 int savemiplevel = miplevel;
3300 if (cls.state == ca_dedicated)
3303 // return an existing skinframe if already loaded
3304 // if loading of the first image fails, don't make a new skinframe as it
3305 // would cause all future lookups of this to be missing
3306 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3307 if (skinframe && skinframe->base)
3310 Image_StripImageExtension(name, basename, sizeof(basename));
3312 // check for DDS texture file first
3313 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3315 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3316 if (basepixels == NULL)
3320 // FIXME handle miplevel
3322 if (developer_loading.integer)
3323 Con_Printf("loading skin \"%s\"\n", name);
3325 // we've got some pixels to store, so really allocate this new texture now
3327 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3328 textureflags &= ~TEXF_FORCE_RELOAD;
3329 skinframe->stain = NULL;
3330 skinframe->merged = NULL;
3331 skinframe->base = NULL;
3332 skinframe->pants = NULL;
3333 skinframe->shirt = NULL;
3334 skinframe->nmap = NULL;
3335 skinframe->gloss = NULL;
3336 skinframe->glow = NULL;
3337 skinframe->fog = NULL;
3338 skinframe->reflect = NULL;
3339 skinframe->hasalpha = false;
3343 skinframe->base = ddsbase;
3344 skinframe->hasalpha = ddshasalpha;
3345 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3346 if (r_loadfog && skinframe->hasalpha)
3347 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3348 //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]);
3352 basepixels_width = image_width;
3353 basepixels_height = image_height;
3354 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);
3355 if (textureflags & TEXF_ALPHA)
3357 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3359 if (basepixels[j] < 255)
3361 skinframe->hasalpha = true;
3365 if (r_loadfog && skinframe->hasalpha)
3367 // has transparent pixels
3368 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3369 for (j = 0;j < image_width * image_height * 4;j += 4)
3374 pixels[j+3] = basepixels[j+3];
3376 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);
3380 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3382 //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]);
3383 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3384 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3385 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3386 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3392 mymiplevel = savemiplevel;
3393 if (r_loadnormalmap)
3394 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);
3395 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3397 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3398 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3399 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3400 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3403 // _norm is the name used by tenebrae and has been adopted as standard
3404 if (r_loadnormalmap && skinframe->nmap == NULL)
3406 mymiplevel = savemiplevel;
3407 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3409 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);
3413 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3415 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3416 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3417 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);
3419 Mem_Free(bumppixels);
3421 else if (r_shadow_bumpscale_basetexture.value > 0)
3423 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3424 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3425 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);
3429 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3430 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3434 // _luma is supported only for tenebrae compatibility
3435 // _glow is the preferred name
3436 mymiplevel = savemiplevel;
3437 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3439 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);
3441 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3442 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3444 Mem_Free(pixels);pixels = NULL;
3447 mymiplevel = savemiplevel;
3448 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3450 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);
3452 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3453 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3459 mymiplevel = savemiplevel;
3460 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3462 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);
3464 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3465 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3471 mymiplevel = savemiplevel;
3472 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3474 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);
3476 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3477 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3483 mymiplevel = savemiplevel;
3484 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3486 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);
3488 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3489 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3496 Mem_Free(basepixels);
3501 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3502 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3505 unsigned char *temp1, *temp2;
3506 skinframe_t *skinframe;
3509 if (cls.state == ca_dedicated)
3512 // if already loaded just return it, otherwise make a new skinframe
3513 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3514 if (skinframe && skinframe->base)
3516 textureflags &= ~TEXF_FORCE_RELOAD;
3518 skinframe->stain = NULL;
3519 skinframe->merged = NULL;
3520 skinframe->base = NULL;
3521 skinframe->pants = NULL;
3522 skinframe->shirt = NULL;
3523 skinframe->nmap = NULL;
3524 skinframe->gloss = NULL;
3525 skinframe->glow = NULL;
3526 skinframe->fog = NULL;
3527 skinframe->reflect = NULL;
3528 skinframe->hasalpha = false;
3530 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3534 if (developer_loading.integer)
3535 Con_Printf("loading 32bit skin \"%s\"\n", name);
3537 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3539 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3540 temp2 = temp1 + width * height * 4;
3541 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3542 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3545 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3546 if (textureflags & TEXF_ALPHA)
3548 for (i = 3;i < width * height * 4;i += 4)
3550 if (skindata[i] < 255)
3552 skinframe->hasalpha = true;
3556 if (r_loadfog && skinframe->hasalpha)
3558 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3559 memcpy(fogpixels, skindata, width * height * 4);
3560 for (i = 0;i < width * height * 4;i += 4)
3561 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3562 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3563 Mem_Free(fogpixels);
3567 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3568 //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]);
3573 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3577 skinframe_t *skinframe;
3579 if (cls.state == ca_dedicated)
3582 // if already loaded just return it, otherwise make a new skinframe
3583 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3584 if (skinframe && skinframe->base)
3586 textureflags &= ~TEXF_FORCE_RELOAD;
3588 skinframe->stain = NULL;
3589 skinframe->merged = NULL;
3590 skinframe->base = NULL;
3591 skinframe->pants = NULL;
3592 skinframe->shirt = NULL;
3593 skinframe->nmap = NULL;
3594 skinframe->gloss = NULL;
3595 skinframe->glow = NULL;
3596 skinframe->fog = NULL;
3597 skinframe->reflect = NULL;
3598 skinframe->hasalpha = false;
3600 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3604 if (developer_loading.integer)
3605 Con_Printf("loading quake skin \"%s\"\n", name);
3607 // 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)
3608 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3609 memcpy(skinframe->qpixels, skindata, width*height);
3610 skinframe->qwidth = width;
3611 skinframe->qheight = height;
3614 for (i = 0;i < width * height;i++)
3615 featuresmask |= palette_featureflags[skindata[i]];
3617 skinframe->hasalpha = false;
3618 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3619 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3620 skinframe->qgeneratemerged = true;
3621 skinframe->qgeneratebase = skinframe->qhascolormapping;
3622 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3624 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3625 //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]);
3630 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3634 unsigned char *skindata;
3637 if (!skinframe->qpixels)
3640 if (!skinframe->qhascolormapping)
3641 colormapped = false;
3645 if (!skinframe->qgeneratebase)
3650 if (!skinframe->qgeneratemerged)
3654 width = skinframe->qwidth;
3655 height = skinframe->qheight;
3656 skindata = skinframe->qpixels;
3658 if (skinframe->qgeneratenmap)
3660 unsigned char *temp1, *temp2;
3661 skinframe->qgeneratenmap = false;
3662 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3663 temp2 = temp1 + width * height * 4;
3664 // use either a custom palette or the quake palette
3665 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3666 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3667 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3671 if (skinframe->qgenerateglow)
3673 skinframe->qgenerateglow = false;
3674 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
3679 skinframe->qgeneratebase = false;
3680 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);
3681 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);
3682 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);
3686 skinframe->qgeneratemerged = false;
3687 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);
3690 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3692 Mem_Free(skinframe->qpixels);
3693 skinframe->qpixels = NULL;
3697 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)
3700 skinframe_t *skinframe;
3703 if (cls.state == ca_dedicated)
3706 // if already loaded just return it, otherwise make a new skinframe
3707 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3708 if (skinframe && skinframe->base)
3710 textureflags &= ~TEXF_FORCE_RELOAD;
3712 skinframe->stain = NULL;
3713 skinframe->merged = NULL;
3714 skinframe->base = NULL;
3715 skinframe->pants = NULL;
3716 skinframe->shirt = NULL;
3717 skinframe->nmap = NULL;
3718 skinframe->gloss = NULL;
3719 skinframe->glow = NULL;
3720 skinframe->fog = NULL;
3721 skinframe->reflect = NULL;
3722 skinframe->hasalpha = false;
3724 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3728 if (developer_loading.integer)
3729 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3731 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3732 if (textureflags & TEXF_ALPHA)
3734 for (i = 0;i < width * height;i++)
3736 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3738 skinframe->hasalpha = true;
3742 if (r_loadfog && skinframe->hasalpha)
3743 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3746 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3747 //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]);
3752 skinframe_t *R_SkinFrame_LoadMissing(void)
3754 skinframe_t *skinframe;
3756 if (cls.state == ca_dedicated)
3759 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3760 skinframe->stain = NULL;
3761 skinframe->merged = NULL;
3762 skinframe->base = NULL;
3763 skinframe->pants = NULL;
3764 skinframe->shirt = NULL;
3765 skinframe->nmap = NULL;
3766 skinframe->gloss = NULL;
3767 skinframe->glow = NULL;
3768 skinframe->fog = NULL;
3769 skinframe->reflect = NULL;
3770 skinframe->hasalpha = false;
3772 skinframe->avgcolor[0] = rand() / RAND_MAX;
3773 skinframe->avgcolor[1] = rand() / RAND_MAX;
3774 skinframe->avgcolor[2] = rand() / RAND_MAX;
3775 skinframe->avgcolor[3] = 1;
3780 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3781 typedef struct suffixinfo_s
3784 qboolean flipx, flipy, flipdiagonal;
3787 static suffixinfo_t suffix[3][6] =
3790 {"px", false, false, false},
3791 {"nx", false, false, false},
3792 {"py", false, false, false},
3793 {"ny", false, false, false},
3794 {"pz", false, false, false},
3795 {"nz", false, false, false}
3798 {"posx", false, false, false},
3799 {"negx", false, false, false},
3800 {"posy", false, false, false},
3801 {"negy", false, false, false},
3802 {"posz", false, false, false},
3803 {"negz", false, false, false}
3806 {"rt", true, false, true},
3807 {"lf", false, true, true},
3808 {"ft", true, true, false},
3809 {"bk", false, false, false},
3810 {"up", true, false, true},
3811 {"dn", true, false, true}
3815 static int componentorder[4] = {0, 1, 2, 3};
3817 static rtexture_t *R_LoadCubemap(const char *basename)
3819 int i, j, cubemapsize;
3820 unsigned char *cubemappixels, *image_buffer;
3821 rtexture_t *cubemaptexture;
3823 // must start 0 so the first loadimagepixels has no requested width/height
3825 cubemappixels = NULL;
3826 cubemaptexture = NULL;
3827 // keep trying different suffix groups (posx, px, rt) until one loads
3828 for (j = 0;j < 3 && !cubemappixels;j++)
3830 // load the 6 images in the suffix group
3831 for (i = 0;i < 6;i++)
3833 // generate an image name based on the base and and suffix
3834 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3836 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3838 // an image loaded, make sure width and height are equal
3839 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3841 // if this is the first image to load successfully, allocate the cubemap memory
3842 if (!cubemappixels && image_width >= 1)
3844 cubemapsize = image_width;
3845 // note this clears to black, so unavailable sides are black
3846 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3848 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3850 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);
3853 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3855 Mem_Free(image_buffer);
3859 // if a cubemap loaded, upload it
3862 if (developer_loading.integer)
3863 Con_Printf("loading cubemap \"%s\"\n", basename);
3865 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3866 Mem_Free(cubemappixels);
3870 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3871 if (developer_loading.integer)
3873 Con_Printf("(tried tried images ");
3874 for (j = 0;j < 3;j++)
3875 for (i = 0;i < 6;i++)
3876 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3877 Con_Print(" and was unable to find any of them).\n");
3880 return cubemaptexture;
3883 rtexture_t *R_GetCubemap(const char *basename)
3886 for (i = 0;i < r_texture_numcubemaps;i++)
3887 if (r_texture_cubemaps[i] != NULL)
3888 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3889 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3890 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3891 return r_texture_whitecube;
3892 r_texture_numcubemaps++;
3893 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3894 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3895 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3896 return r_texture_cubemaps[i]->texture;
3899 static void R_Main_FreeViewCache(void)
3901 if (r_refdef.viewcache.entityvisible)
3902 Mem_Free(r_refdef.viewcache.entityvisible);
3903 if (r_refdef.viewcache.world_pvsbits)
3904 Mem_Free(r_refdef.viewcache.world_pvsbits);
3905 if (r_refdef.viewcache.world_leafvisible)
3906 Mem_Free(r_refdef.viewcache.world_leafvisible);
3907 if (r_refdef.viewcache.world_surfacevisible)
3908 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3909 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3912 static void R_Main_ResizeViewCache(void)
3914 int numentities = r_refdef.scene.numentities;
3915 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3916 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3917 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3918 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3919 if (r_refdef.viewcache.maxentities < numentities)
3921 r_refdef.viewcache.maxentities = numentities;
3922 if (r_refdef.viewcache.entityvisible)
3923 Mem_Free(r_refdef.viewcache.entityvisible);
3924 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3926 if (r_refdef.viewcache.world_numclusters != numclusters)
3928 r_refdef.viewcache.world_numclusters = numclusters;
3929 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3930 if (r_refdef.viewcache.world_pvsbits)
3931 Mem_Free(r_refdef.viewcache.world_pvsbits);
3932 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3934 if (r_refdef.viewcache.world_numleafs != numleafs)
3936 r_refdef.viewcache.world_numleafs = numleafs;
3937 if (r_refdef.viewcache.world_leafvisible)
3938 Mem_Free(r_refdef.viewcache.world_leafvisible);
3939 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3941 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3943 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3944 if (r_refdef.viewcache.world_surfacevisible)
3945 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3946 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3950 extern rtexture_t *loadingscreentexture;
3951 static void gl_main_start(void)
3953 loadingscreentexture = NULL;
3954 r_texture_blanknormalmap = NULL;
3955 r_texture_white = NULL;
3956 r_texture_grey128 = NULL;
3957 r_texture_black = NULL;
3958 r_texture_whitecube = NULL;
3959 r_texture_normalizationcube = NULL;
3960 r_texture_fogattenuation = NULL;
3961 r_texture_fogheighttexture = NULL;
3962 r_texture_gammaramps = NULL;
3963 r_texture_numcubemaps = 0;
3965 r_loaddds = r_texture_dds_load.integer != 0;
3966 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3968 switch(vid.renderpath)
3970 case RENDERPATH_GL20:
3971 case RENDERPATH_D3D9:
3972 case RENDERPATH_D3D10:
3973 case RENDERPATH_D3D11:
3974 case RENDERPATH_SOFT:
3975 case RENDERPATH_GLES2:
3976 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3977 Cvar_SetValueQuick(&gl_combine, 1);
3978 Cvar_SetValueQuick(&r_glsl, 1);
3979 r_loadnormalmap = true;
3983 case RENDERPATH_GL13:
3984 case RENDERPATH_GLES1:
3985 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3986 Cvar_SetValueQuick(&gl_combine, 1);
3987 Cvar_SetValueQuick(&r_glsl, 0);
3988 r_loadnormalmap = false;
3989 r_loadgloss = false;
3992 case RENDERPATH_GL11:
3993 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3994 Cvar_SetValueQuick(&gl_combine, 0);
3995 Cvar_SetValueQuick(&r_glsl, 0);
3996 r_loadnormalmap = false;
3997 r_loadgloss = false;
4003 R_FrameData_Reset();
4007 memset(r_queries, 0, sizeof(r_queries));
4009 r_qwskincache = NULL;
4010 r_qwskincache_size = 0;
4012 // due to caching of texture_t references, the collision cache must be reset
4013 Collision_Cache_Reset(true);
4015 // set up r_skinframe loading system for textures
4016 memset(&r_skinframe, 0, sizeof(r_skinframe));
4017 r_skinframe.loadsequence = 1;
4018 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4020 r_main_texturepool = R_AllocTexturePool();
4021 R_BuildBlankTextures();
4023 if (vid.support.arb_texture_cube_map)
4026 R_BuildNormalizationCube();
4028 r_texture_fogattenuation = NULL;
4029 r_texture_fogheighttexture = NULL;
4030 r_texture_gammaramps = NULL;
4031 //r_texture_fogintensity = NULL;
4032 memset(&r_fb, 0, sizeof(r_fb));
4033 r_glsl_permutation = NULL;
4034 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4035 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4036 glslshaderstring = NULL;
4038 r_hlsl_permutation = NULL;
4039 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4040 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4042 hlslshaderstring = NULL;
4043 memset(&r_svbsp, 0, sizeof (r_svbsp));
4045 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4046 r_texture_numcubemaps = 0;
4048 r_refdef.fogmasktable_density = 0;
4051 static void gl_main_shutdown(void)
4054 R_FrameData_Reset();
4056 R_Main_FreeViewCache();
4058 switch(vid.renderpath)
4060 case RENDERPATH_GL11:
4061 case RENDERPATH_GL13:
4062 case RENDERPATH_GL20:
4063 case RENDERPATH_GLES1:
4064 case RENDERPATH_GLES2:
4065 #ifdef GL_SAMPLES_PASSED_ARB
4067 qglDeleteQueriesARB(r_maxqueries, r_queries);
4070 case RENDERPATH_D3D9:
4071 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4073 case RENDERPATH_D3D10:
4074 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4076 case RENDERPATH_D3D11:
4077 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4079 case RENDERPATH_SOFT:
4085 memset(r_queries, 0, sizeof(r_queries));
4087 r_qwskincache = NULL;
4088 r_qwskincache_size = 0;
4090 // clear out the r_skinframe state
4091 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4092 memset(&r_skinframe, 0, sizeof(r_skinframe));
4095 Mem_Free(r_svbsp.nodes);
4096 memset(&r_svbsp, 0, sizeof (r_svbsp));
4097 R_FreeTexturePool(&r_main_texturepool);
4098 loadingscreentexture = NULL;
4099 r_texture_blanknormalmap = NULL;
4100 r_texture_white = NULL;
4101 r_texture_grey128 = NULL;
4102 r_texture_black = NULL;
4103 r_texture_whitecube = NULL;
4104 r_texture_normalizationcube = NULL;
4105 r_texture_fogattenuation = NULL;
4106 r_texture_fogheighttexture = NULL;
4107 r_texture_gammaramps = NULL;
4108 r_texture_numcubemaps = 0;
4109 //r_texture_fogintensity = NULL;
4110 memset(&r_fb, 0, sizeof(r_fb));
4113 r_glsl_permutation = NULL;
4114 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4115 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4116 glslshaderstring = NULL;
4118 r_hlsl_permutation = NULL;
4119 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4120 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4122 hlslshaderstring = NULL;
4125 static void gl_main_newmap(void)
4127 // FIXME: move this code to client
4128 char *entities, entname[MAX_QPATH];
4130 Mem_Free(r_qwskincache);
4131 r_qwskincache = NULL;
4132 r_qwskincache_size = 0;
4135 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4136 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4138 CL_ParseEntityLump(entities);
4142 if (cl.worldmodel->brush.entities)
4143 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4145 R_Main_FreeViewCache();
4147 R_FrameData_Reset();
4150 void GL_Main_Init(void)
4152 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4154 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4155 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4156 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4157 if (gamemode == GAME_NEHAHRA)
4159 Cvar_RegisterVariable (&gl_fogenable);
4160 Cvar_RegisterVariable (&gl_fogdensity);
4161 Cvar_RegisterVariable (&gl_fogred);
4162 Cvar_RegisterVariable (&gl_foggreen);
4163 Cvar_RegisterVariable (&gl_fogblue);
4164 Cvar_RegisterVariable (&gl_fogstart);
4165 Cvar_RegisterVariable (&gl_fogend);
4166 Cvar_RegisterVariable (&gl_skyclip);
4168 Cvar_RegisterVariable(&r_motionblur);
4169 Cvar_RegisterVariable(&r_damageblur);
4170 Cvar_RegisterVariable(&r_motionblur_averaging);
4171 Cvar_RegisterVariable(&r_motionblur_randomize);
4172 Cvar_RegisterVariable(&r_motionblur_minblur);
4173 Cvar_RegisterVariable(&r_motionblur_maxblur);
4174 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4175 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4176 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4177 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4178 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4179 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4180 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4181 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4182 Cvar_RegisterVariable(&r_equalize_entities_by);
4183 Cvar_RegisterVariable(&r_equalize_entities_to);
4184 Cvar_RegisterVariable(&r_depthfirst);
4185 Cvar_RegisterVariable(&r_useinfinitefarclip);
4186 Cvar_RegisterVariable(&r_farclip_base);
4187 Cvar_RegisterVariable(&r_farclip_world);
4188 Cvar_RegisterVariable(&r_nearclip);
4189 Cvar_RegisterVariable(&r_deformvertexes);
4190 Cvar_RegisterVariable(&r_transparent);
4191 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4192 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4193 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4194 Cvar_RegisterVariable(&r_showoverdraw);
4195 Cvar_RegisterVariable(&r_showbboxes);
4196 Cvar_RegisterVariable(&r_showsurfaces);
4197 Cvar_RegisterVariable(&r_showtris);
4198 Cvar_RegisterVariable(&r_shownormals);
4199 Cvar_RegisterVariable(&r_showlighting);
4200 Cvar_RegisterVariable(&r_showshadowvolumes);
4201 Cvar_RegisterVariable(&r_showcollisionbrushes);
4202 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4203 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4204 Cvar_RegisterVariable(&r_showdisabledepthtest);
4205 Cvar_RegisterVariable(&r_drawportals);
4206 Cvar_RegisterVariable(&r_drawentities);
4207 Cvar_RegisterVariable(&r_draw2d);
4208 Cvar_RegisterVariable(&r_drawworld);
4209 Cvar_RegisterVariable(&r_cullentities_trace);
4210 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4211 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4212 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4213 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4214 Cvar_RegisterVariable(&r_sortentities);
4215 Cvar_RegisterVariable(&r_drawviewmodel);
4216 Cvar_RegisterVariable(&r_drawexteriormodel);
4217 Cvar_RegisterVariable(&r_speeds);
4218 Cvar_RegisterVariable(&r_fullbrights);
4219 Cvar_RegisterVariable(&r_wateralpha);
4220 Cvar_RegisterVariable(&r_dynamic);
4221 Cvar_RegisterVariable(&r_fakelight);
4222 Cvar_RegisterVariable(&r_fakelight_intensity);
4223 Cvar_RegisterVariable(&r_fullbright);
4224 Cvar_RegisterVariable(&r_shadows);
4225 Cvar_RegisterVariable(&r_shadows_darken);
4226 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4227 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4228 Cvar_RegisterVariable(&r_shadows_throwdistance);
4229 Cvar_RegisterVariable(&r_shadows_throwdirection);
4230 Cvar_RegisterVariable(&r_shadows_focus);
4231 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4232 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4233 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4234 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4235 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4236 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4237 Cvar_RegisterVariable(&r_fog_exp2);
4238 Cvar_RegisterVariable(&r_fog_clear);
4239 Cvar_RegisterVariable(&r_drawfog);
4240 Cvar_RegisterVariable(&r_transparentdepthmasking);
4241 Cvar_RegisterVariable(&r_transparent_sortmindist);
4242 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4243 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4244 Cvar_RegisterVariable(&r_texture_dds_load);
4245 Cvar_RegisterVariable(&r_texture_dds_save);
4246 Cvar_RegisterVariable(&r_textureunits);
4247 Cvar_RegisterVariable(&gl_combine);
4248 Cvar_RegisterVariable(&r_usedepthtextures);
4249 Cvar_RegisterVariable(&r_viewfbo);
4250 Cvar_RegisterVariable(&r_viewscale);
4251 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4252 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4253 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4254 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4255 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4256 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4257 Cvar_RegisterVariable(&r_glsl);
4258 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4259 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4260 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4261 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4262 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4263 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4264 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4265 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4266 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4267 Cvar_RegisterVariable(&r_glsl_postprocess);
4268 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4269 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4275 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4276 Cvar_RegisterVariable(&r_celshading);
4277 Cvar_RegisterVariable(&r_celoutlines);
4279 Cvar_RegisterVariable(&r_water);
4280 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4281 Cvar_RegisterVariable(&r_water_clippingplanebias);
4282 Cvar_RegisterVariable(&r_water_refractdistort);
4283 Cvar_RegisterVariable(&r_water_reflectdistort);
4284 Cvar_RegisterVariable(&r_water_scissormode);
4285 Cvar_RegisterVariable(&r_water_lowquality);
4286 Cvar_RegisterVariable(&r_water_hideplayer);
4287 Cvar_RegisterVariable(&r_water_fbo);
4289 Cvar_RegisterVariable(&r_lerpsprites);
4290 Cvar_RegisterVariable(&r_lerpmodels);
4291 Cvar_RegisterVariable(&r_lerplightstyles);
4292 Cvar_RegisterVariable(&r_waterscroll);
4293 Cvar_RegisterVariable(&r_bloom);
4294 Cvar_RegisterVariable(&r_bloom_colorscale);
4295 Cvar_RegisterVariable(&r_bloom_brighten);
4296 Cvar_RegisterVariable(&r_bloom_blur);
4297 Cvar_RegisterVariable(&r_bloom_resolution);
4298 Cvar_RegisterVariable(&r_bloom_colorexponent);
4299 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4300 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4301 Cvar_RegisterVariable(&r_hdr_glowintensity);
4302 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4303 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4304 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4305 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4306 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4307 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4308 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4309 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4310 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4311 Cvar_RegisterVariable(&developer_texturelogging);
4312 Cvar_RegisterVariable(&gl_lightmaps);
4313 Cvar_RegisterVariable(&r_test);
4314 Cvar_RegisterVariable(&r_glsl_saturation);
4315 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4316 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4317 Cvar_RegisterVariable(&r_framedatasize);
4318 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4319 Cvar_SetValue("r_fullbrights", 0);
4320 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4323 void Render_Init(void)
4336 R_LightningBeams_Init();
4346 extern char *ENGINE_EXTENSIONS;
4349 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4350 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4351 gl_version = (const char *)qglGetString(GL_VERSION);
4352 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4356 if (!gl_platformextensions)
4357 gl_platformextensions = "";
4359 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4360 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4361 Con_Printf("GL_VERSION: %s\n", gl_version);
4362 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4363 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4365 VID_CheckExtensions();
4367 // LordHavoc: report supported extensions
4368 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4370 // clear to black (loading plaque will be seen over this)
4371 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4375 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4379 if (r_trippy.integer)
4381 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4383 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4386 p = r_refdef.view.frustum + i;
4391 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4395 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4399 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4403 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4407 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4411 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4415 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4419 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4427 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4431 if (r_trippy.integer)
4433 for (i = 0;i < numplanes;i++)
4440 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4444 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4448 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4452 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4456 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4460 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4464 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4468 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4476 //==================================================================================
4478 // LordHavoc: this stores temporary data used within the same frame
4480 typedef struct r_framedata_mem_s
4482 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4483 size_t size; // how much usable space
4484 size_t current; // how much space in use
4485 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4486 size_t wantedsize; // how much space was allocated
4487 unsigned char *data; // start of real data (16byte aligned)
4491 static r_framedata_mem_t *r_framedata_mem;
4493 void R_FrameData_Reset(void)
4495 while (r_framedata_mem)
4497 r_framedata_mem_t *next = r_framedata_mem->purge;
4498 Mem_Free(r_framedata_mem);
4499 r_framedata_mem = next;
4503 static void R_FrameData_Resize(void)
4506 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4507 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4508 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4510 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4511 newmem->wantedsize = wantedsize;
4512 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4513 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4514 newmem->current = 0;
4516 newmem->purge = r_framedata_mem;
4517 r_framedata_mem = newmem;
4521 void R_FrameData_NewFrame(void)
4523 R_FrameData_Resize();
4524 if (!r_framedata_mem)
4526 // if we ran out of space on the last frame, free the old memory now
4527 while (r_framedata_mem->purge)
4529 // repeatedly remove the second item in the list, leaving only head
4530 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4531 Mem_Free(r_framedata_mem->purge);
4532 r_framedata_mem->purge = next;
4534 // reset the current mem pointer
4535 r_framedata_mem->current = 0;
4536 r_framedata_mem->mark = 0;
4539 void *R_FrameData_Alloc(size_t size)
4543 // align to 16 byte boundary - the data pointer is already aligned, so we
4544 // only need to ensure the size of every allocation is also aligned
4545 size = (size + 15) & ~15;
4547 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4549 // emergency - we ran out of space, allocate more memory
4550 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4551 R_FrameData_Resize();
4554 data = r_framedata_mem->data + r_framedata_mem->current;
4555 r_framedata_mem->current += size;
4557 // count the usage for stats
4558 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4559 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4561 return (void *)data;
4564 void *R_FrameData_Store(size_t size, void *data)
4566 void *d = R_FrameData_Alloc(size);
4568 memcpy(d, data, size);
4572 void R_FrameData_SetMark(void)
4574 if (!r_framedata_mem)
4576 r_framedata_mem->mark = r_framedata_mem->current;
4579 void R_FrameData_ReturnToMark(void)
4581 if (!r_framedata_mem)
4583 r_framedata_mem->current = r_framedata_mem->mark;
4586 //==================================================================================
4588 // LordHavoc: animcache originally written by Echon, rewritten since then
4591 * Animation cache prevents re-generating mesh data for an animated model
4592 * multiple times in one frame for lighting, shadowing, reflections, etc.
4595 void R_AnimCache_Free(void)
4599 void R_AnimCache_ClearCache(void)
4602 entity_render_t *ent;
4604 for (i = 0;i < r_refdef.scene.numentities;i++)
4606 ent = r_refdef.scene.entities[i];
4607 ent->animcache_vertex3f = NULL;
4608 ent->animcache_normal3f = NULL;
4609 ent->animcache_svector3f = NULL;
4610 ent->animcache_tvector3f = NULL;
4611 ent->animcache_vertexmesh = NULL;
4612 ent->animcache_vertex3fbuffer = NULL;
4613 ent->animcache_vertexmeshbuffer = NULL;
4617 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4621 // check if we need the meshbuffers
4622 if (!vid.useinterleavedarrays)
4625 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4626 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4627 // TODO: upload vertex3f buffer?
4628 if (ent->animcache_vertexmesh)
4630 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4631 for (i = 0;i < numvertices;i++)
4632 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4633 if (ent->animcache_svector3f)
4634 for (i = 0;i < numvertices;i++)
4635 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4636 if (ent->animcache_tvector3f)
4637 for (i = 0;i < numvertices;i++)
4638 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4639 if (ent->animcache_normal3f)
4640 for (i = 0;i < numvertices;i++)
4641 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4642 // TODO: upload vertexmeshbuffer?
4646 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4648 dp_model_t *model = ent->model;
4650 // see if it's already cached this frame
4651 if (ent->animcache_vertex3f)
4653 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4654 if (wantnormals || wanttangents)
4656 if (ent->animcache_normal3f)
4657 wantnormals = false;
4658 if (ent->animcache_svector3f)
4659 wanttangents = false;
4660 if (wantnormals || wanttangents)
4662 numvertices = model->surfmesh.num_vertices;
4664 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4667 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4668 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4670 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4671 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4677 // see if this ent is worth caching
4678 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4680 // get some memory for this entity and generate mesh data
4681 numvertices = model->surfmesh.num_vertices;
4682 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4684 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4687 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4688 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4690 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4691 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4696 void R_AnimCache_CacheVisibleEntities(void)
4699 qboolean wantnormals = true;
4700 qboolean wanttangents = !r_showsurfaces.integer;
4702 switch(vid.renderpath)
4704 case RENDERPATH_GL20:
4705 case RENDERPATH_D3D9:
4706 case RENDERPATH_D3D10:
4707 case RENDERPATH_D3D11:
4708 case RENDERPATH_GLES2:
4710 case RENDERPATH_GL11:
4711 case RENDERPATH_GL13:
4712 case RENDERPATH_GLES1:
4713 wanttangents = false;
4715 case RENDERPATH_SOFT:
4719 if (r_shownormals.integer)
4720 wanttangents = wantnormals = true;
4722 // TODO: thread this
4723 // NOTE: R_PrepareRTLights() also caches entities
4725 for (i = 0;i < r_refdef.scene.numentities;i++)
4726 if (r_refdef.viewcache.entityvisible[i])
4727 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4730 //==================================================================================
4732 extern cvar_t r_overheadsprites_pushback;
4734 static void R_View_UpdateEntityLighting (void)
4737 entity_render_t *ent;
4738 vec3_t tempdiffusenormal, avg;
4739 vec_t f, fa, fd, fdd;
4740 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4742 for (i = 0;i < r_refdef.scene.numentities;i++)
4744 ent = r_refdef.scene.entities[i];
4746 // skip unseen models
4747 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4751 if (ent->model && ent->model == cl.worldmodel)
4753 // TODO: use modellight for r_ambient settings on world?
4754 VectorSet(ent->modellight_ambient, 0, 0, 0);
4755 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4756 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4760 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4762 // aleady updated by CSQC
4763 // TODO: force modellight on BSP models in this case?
4764 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4768 // fetch the lighting from the worldmodel data
4769 VectorClear(ent->modellight_ambient);
4770 VectorClear(ent->modellight_diffuse);
4771 VectorClear(tempdiffusenormal);
4772 if (ent->flags & RENDER_LIGHT)
4775 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4777 // complete lightning for lit sprites
4778 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4779 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4781 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4782 org[2] = org[2] + r_overheadsprites_pushback.value;
4783 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4786 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4788 if(ent->flags & RENDER_EQUALIZE)
4790 // first fix up ambient lighting...
4791 if(r_equalize_entities_minambient.value > 0)
4793 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4796 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4797 if(fa < r_equalize_entities_minambient.value * fd)
4800 // fa'/fd' = minambient
4801 // fa'+0.25*fd' = fa+0.25*fd
4803 // fa' = fd' * minambient
4804 // fd'*(0.25+minambient) = fa+0.25*fd
4806 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4807 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4809 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4810 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4811 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4812 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4817 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4819 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4820 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4824 // adjust brightness and saturation to target
4825 avg[0] = avg[1] = avg[2] = fa / f;
4826 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4827 avg[0] = avg[1] = avg[2] = fd / f;
4828 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4834 VectorSet(ent->modellight_ambient, 1, 1, 1);
4837 // move the light direction into modelspace coordinates for lighting code
4838 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4839 if(VectorLength2(ent->modellight_lightdir) == 0)
4840 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4841 VectorNormalize(ent->modellight_lightdir);
4845 #define MAX_LINEOFSIGHTTRACES 64
4847 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4850 vec3_t boxmins, boxmaxs;
4853 dp_model_t *model = r_refdef.scene.worldmodel;
4855 if (!model || !model->brush.TraceLineOfSight)
4858 // expand the box a little
4859 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4860 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4861 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4862 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4863 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4864 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4866 // return true if eye is inside enlarged box
4867 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4871 VectorCopy(eye, start);
4872 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4873 if (model->brush.TraceLineOfSight(model, start, end))
4876 // try various random positions
4877 for (i = 0;i < numsamples;i++)
4879 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4880 if (model->brush.TraceLineOfSight(model, start, end))
4888 static void R_View_UpdateEntityVisible (void)
4893 entity_render_t *ent;
4895 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4896 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4897 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4898 : RENDER_EXTERIORMODEL;
4899 if (!r_drawviewmodel.integer)
4900 renderimask |= RENDER_VIEWMODEL;
4901 if (!r_drawexteriormodel.integer)
4902 renderimask |= RENDER_EXTERIORMODEL;
4903 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4905 // worldmodel can check visibility
4906 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4907 for (i = 0;i < r_refdef.scene.numentities;i++)
4909 ent = r_refdef.scene.entities[i];
4910 if (!(ent->flags & renderimask))
4911 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4912 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))
4913 r_refdef.viewcache.entityvisible[i] = true;
4918 // no worldmodel or it can't check visibility
4919 for (i = 0;i < r_refdef.scene.numentities;i++)
4921 ent = r_refdef.scene.entities[i];
4922 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4925 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4926 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4928 for (i = 0;i < r_refdef.scene.numentities;i++)
4930 if (!r_refdef.viewcache.entityvisible[i])
4932 ent = r_refdef.scene.entities[i];
4933 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4935 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4937 continue; // temp entities do pvs only
4938 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4939 ent->last_trace_visibility = realtime;
4940 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4941 r_refdef.viewcache.entityvisible[i] = 0;
4947 /// only used if skyrendermasked, and normally returns false
4948 static int R_DrawBrushModelsSky (void)
4951 entity_render_t *ent;
4954 for (i = 0;i < r_refdef.scene.numentities;i++)
4956 if (!r_refdef.viewcache.entityvisible[i])
4958 ent = r_refdef.scene.entities[i];
4959 if (!ent->model || !ent->model->DrawSky)
4961 ent->model->DrawSky(ent);
4967 static void R_DrawNoModel(entity_render_t *ent);
4968 static void R_DrawModels(void)
4971 entity_render_t *ent;
4973 for (i = 0;i < r_refdef.scene.numentities;i++)
4975 if (!r_refdef.viewcache.entityvisible[i])
4977 ent = r_refdef.scene.entities[i];
4978 r_refdef.stats.entities++;
4980 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4983 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4984 Con_Printf("R_DrawModels\n");
4985 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4986 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4987 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4990 if (ent->model && ent->model->Draw != NULL)
4991 ent->model->Draw(ent);
4997 static void R_DrawModelsDepth(void)
5000 entity_render_t *ent;
5002 for (i = 0;i < r_refdef.scene.numentities;i++)
5004 if (!r_refdef.viewcache.entityvisible[i])
5006 ent = r_refdef.scene.entities[i];
5007 if (ent->model && ent->model->DrawDepth != NULL)
5008 ent->model->DrawDepth(ent);
5012 static void R_DrawModelsDebug(void)
5015 entity_render_t *ent;
5017 for (i = 0;i < r_refdef.scene.numentities;i++)
5019 if (!r_refdef.viewcache.entityvisible[i])
5021 ent = r_refdef.scene.entities[i];
5022 if (ent->model && ent->model->DrawDebug != NULL)
5023 ent->model->DrawDebug(ent);
5027 static void R_DrawModelsAddWaterPlanes(void)
5030 entity_render_t *ent;
5032 for (i = 0;i < r_refdef.scene.numentities;i++)
5034 if (!r_refdef.viewcache.entityvisible[i])
5036 ent = r_refdef.scene.entities[i];
5037 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5038 ent->model->DrawAddWaterPlanes(ent);
5042 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}};
5044 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5046 if (r_hdr_irisadaptation.integer)
5051 vec3_t diffusenormal;
5053 vec_t brightness = 0.0f;
5058 VectorCopy(r_refdef.view.forward, forward);
5059 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5061 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5062 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5063 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5064 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5065 d = DotProduct(forward, diffusenormal);
5066 brightness += VectorLength(ambient);
5068 brightness += d * VectorLength(diffuse);
5070 brightness *= 1.0f / c;
5071 brightness += 0.00001f; // make sure it's never zero
5072 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5073 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5074 current = r_hdr_irisadaptation_value.value;
5076 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5077 else if (current > goal)
5078 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5079 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5080 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5082 else if (r_hdr_irisadaptation_value.value != 1.0f)
5083 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5086 static void R_View_SetFrustum(const int *scissor)
5089 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5090 vec3_t forward, left, up, origin, v;
5094 // flipped x coordinates (because x points left here)
5095 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5096 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5098 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5099 switch(vid.renderpath)
5101 case RENDERPATH_D3D9:
5102 case RENDERPATH_D3D10:
5103 case RENDERPATH_D3D11:
5104 // non-flipped y coordinates
5105 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5106 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5108 case RENDERPATH_SOFT:
5109 case RENDERPATH_GL11:
5110 case RENDERPATH_GL13:
5111 case RENDERPATH_GL20:
5112 case RENDERPATH_GLES1:
5113 case RENDERPATH_GLES2:
5114 // non-flipped y coordinates
5115 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5116 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5121 // we can't trust r_refdef.view.forward and friends in reflected scenes
5122 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5125 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5126 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5127 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5128 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5129 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5130 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5131 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5132 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5133 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5134 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5135 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5136 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5140 zNear = r_refdef.nearclip;
5141 nudge = 1.0 - 1.0 / (1<<23);
5142 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5143 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5144 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5145 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5146 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5147 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5148 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5149 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5155 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5156 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5157 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5158 r_refdef.view.frustum[0].dist = m[15] - m[12];
5160 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5161 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5162 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5163 r_refdef.view.frustum[1].dist = m[15] + m[12];
5165 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5166 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5167 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5168 r_refdef.view.frustum[2].dist = m[15] - m[13];
5170 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5171 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5172 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5173 r_refdef.view.frustum[3].dist = m[15] + m[13];
5175 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5176 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5177 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5178 r_refdef.view.frustum[4].dist = m[15] - m[14];
5180 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5181 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5182 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5183 r_refdef.view.frustum[5].dist = m[15] + m[14];
5186 if (r_refdef.view.useperspective)
5188 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5189 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]);
5190 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]);
5191 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]);
5192 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]);
5194 // then the normals from the corners relative to origin
5195 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5196 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5197 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5198 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5200 // in a NORMAL view, forward cross left == up
5201 // in a REFLECTED view, forward cross left == down
5202 // so our cross products above need to be adjusted for a left handed coordinate system
5203 CrossProduct(forward, left, v);
5204 if(DotProduct(v, up) < 0)
5206 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5207 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5208 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5209 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5212 // Leaving those out was a mistake, those were in the old code, and they
5213 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5214 // I couldn't reproduce it after adding those normalizations. --blub
5215 VectorNormalize(r_refdef.view.frustum[0].normal);
5216 VectorNormalize(r_refdef.view.frustum[1].normal);
5217 VectorNormalize(r_refdef.view.frustum[2].normal);
5218 VectorNormalize(r_refdef.view.frustum[3].normal);
5220 // make the corners absolute
5221 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5222 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5223 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5224 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5227 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5229 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5230 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5231 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5232 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5233 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5237 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5238 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5239 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5240 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5241 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5242 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5243 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5244 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5245 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5246 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5248 r_refdef.view.numfrustumplanes = 5;
5250 if (r_refdef.view.useclipplane)
5252 r_refdef.view.numfrustumplanes = 6;
5253 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5256 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5257 PlaneClassify(r_refdef.view.frustum + i);
5259 // LordHavoc: note to all quake engine coders, Quake had a special case
5260 // for 90 degrees which assumed a square view (wrong), so I removed it,
5261 // Quake2 has it disabled as well.
5263 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5264 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5265 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5266 //PlaneClassify(&frustum[0]);
5268 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5269 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5270 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5271 //PlaneClassify(&frustum[1]);
5273 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5274 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5275 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5276 //PlaneClassify(&frustum[2]);
5278 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5279 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5280 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5281 //PlaneClassify(&frustum[3]);
5284 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5285 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5286 //PlaneClassify(&frustum[4]);
5289 static void R_View_UpdateWithScissor(const int *myscissor)
5291 R_Main_ResizeViewCache();
5292 R_View_SetFrustum(myscissor);
5293 R_View_WorldVisibility(r_refdef.view.useclipplane);
5294 R_View_UpdateEntityVisible();
5295 R_View_UpdateEntityLighting();
5296 R_AnimCache_CacheVisibleEntities();
5299 static void R_View_Update(void)
5301 R_Main_ResizeViewCache();
5302 R_View_SetFrustum(NULL);
5303 R_View_WorldVisibility(r_refdef.view.useclipplane);
5304 R_View_UpdateEntityVisible();
5305 R_View_UpdateEntityLighting();
5306 R_AnimCache_CacheVisibleEntities();
5309 float viewscalefpsadjusted = 1.0f;
5311 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5313 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5314 scale = bound(0.03125f, scale, 1.0f);
5315 *outwidth = (int)ceil(width * scale);
5316 *outheight = (int)ceil(height * scale);
5319 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5321 const float *customclipplane = NULL;
5323 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5324 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5326 // LordHavoc: couldn't figure out how to make this approach the
5327 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5328 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5329 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5330 dist = r_refdef.view.clipplane.dist;
5331 plane[0] = r_refdef.view.clipplane.normal[0];
5332 plane[1] = r_refdef.view.clipplane.normal[1];
5333 plane[2] = r_refdef.view.clipplane.normal[2];
5335 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5338 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5339 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5341 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5342 if (!r_refdef.view.useperspective)
5343 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5344 else if (vid.stencil && r_useinfinitefarclip.integer)
5345 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5347 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5348 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5349 R_SetViewport(&r_refdef.view.viewport);
5350 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5352 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5353 float screenplane[4];
5354 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5355 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5356 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5357 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5358 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5362 void R_EntityMatrix(const matrix4x4_t *matrix)
5364 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5366 gl_modelmatrixchanged = false;
5367 gl_modelmatrix = *matrix;
5368 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5369 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5370 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5371 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5373 switch(vid.renderpath)
5375 case RENDERPATH_D3D9:
5377 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5378 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5381 case RENDERPATH_D3D10:
5382 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5384 case RENDERPATH_D3D11:
5385 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5387 case RENDERPATH_GL11:
5388 case RENDERPATH_GL13:
5389 case RENDERPATH_GLES1:
5390 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5392 case RENDERPATH_SOFT:
5393 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5394 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5396 case RENDERPATH_GL20:
5397 case RENDERPATH_GLES2:
5398 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5399 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5405 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5407 r_viewport_t viewport;
5411 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5412 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5413 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5414 R_SetViewport(&viewport);
5415 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5416 GL_Color(1, 1, 1, 1);
5417 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5418 GL_BlendFunc(GL_ONE, GL_ZERO);
5419 GL_ScissorTest(false);
5420 GL_DepthMask(false);
5421 GL_DepthRange(0, 1);
5422 GL_DepthTest(false);
5423 GL_DepthFunc(GL_LEQUAL);
5424 R_EntityMatrix(&identitymatrix);
5425 R_Mesh_ResetTextureState();
5426 GL_PolygonOffset(0, 0);
5427 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5428 switch(vid.renderpath)
5430 case RENDERPATH_GL11:
5431 case RENDERPATH_GL13:
5432 case RENDERPATH_GL20:
5433 case RENDERPATH_GLES1:
5434 case RENDERPATH_GLES2:
5435 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5437 case RENDERPATH_D3D9:
5438 case RENDERPATH_D3D10:
5439 case RENDERPATH_D3D11:
5440 case RENDERPATH_SOFT:
5443 GL_CullFace(GL_NONE);
5448 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5452 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5455 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5459 R_SetupView(true, fbo, depthtexture, colortexture);
5460 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5461 GL_Color(1, 1, 1, 1);
5462 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5463 GL_BlendFunc(GL_ONE, GL_ZERO);
5464 GL_ScissorTest(true);
5466 GL_DepthRange(0, 1);
5468 GL_DepthFunc(GL_LEQUAL);
5469 R_EntityMatrix(&identitymatrix);
5470 R_Mesh_ResetTextureState();
5471 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5472 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5473 switch(vid.renderpath)
5475 case RENDERPATH_GL11:
5476 case RENDERPATH_GL13:
5477 case RENDERPATH_GL20:
5478 case RENDERPATH_GLES1:
5479 case RENDERPATH_GLES2:
5480 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5482 case RENDERPATH_D3D9:
5483 case RENDERPATH_D3D10:
5484 case RENDERPATH_D3D11:
5485 case RENDERPATH_SOFT:
5488 GL_CullFace(r_refdef.view.cullface_back);
5493 R_RenderView_UpdateViewVectors
5496 void R_RenderView_UpdateViewVectors(void)
5498 // break apart the view matrix into vectors for various purposes
5499 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5500 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5501 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5502 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5503 // make an inverted copy of the view matrix for tracking sprites
5504 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5507 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5508 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5510 static void R_Water_StartFrame(void)
5513 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5514 r_waterstate_waterplane_t *p;
5515 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5517 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5520 switch(vid.renderpath)
5522 case RENDERPATH_GL20:
5523 case RENDERPATH_D3D9:
5524 case RENDERPATH_D3D10:
5525 case RENDERPATH_D3D11:
5526 case RENDERPATH_SOFT:
5527 case RENDERPATH_GLES2:
5529 case RENDERPATH_GL11:
5530 case RENDERPATH_GL13:
5531 case RENDERPATH_GLES1:
5535 // set waterwidth and waterheight to the water resolution that will be
5536 // used (often less than the screen resolution for faster rendering)
5537 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5539 // calculate desired texture sizes
5540 // can't use water if the card does not support the texture size
5541 if (!r_water.integer || r_showsurfaces.integer)
5542 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5543 else if (vid.support.arb_texture_non_power_of_two)
5545 texturewidth = waterwidth;
5546 textureheight = waterheight;
5547 camerawidth = waterwidth;
5548 cameraheight = waterheight;
5552 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5553 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5554 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5555 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5558 // allocate textures as needed
5559 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5561 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5562 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5564 if (p->texture_refraction)
5565 R_FreeTexture(p->texture_refraction);
5566 p->texture_refraction = NULL;
5567 if (p->fbo_refraction)
5568 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5569 p->fbo_refraction = 0;
5570 if (p->texture_reflection)
5571 R_FreeTexture(p->texture_reflection);
5572 p->texture_reflection = NULL;
5573 if (p->fbo_reflection)
5574 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5575 p->fbo_reflection = 0;
5576 if (p->texture_camera)
5577 R_FreeTexture(p->texture_camera);
5578 p->texture_camera = NULL;
5580 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5583 memset(&r_fb.water, 0, sizeof(r_fb.water));
5584 r_fb.water.texturewidth = texturewidth;
5585 r_fb.water.textureheight = textureheight;
5586 r_fb.water.camerawidth = camerawidth;
5587 r_fb.water.cameraheight = cameraheight;
5590 if (r_fb.water.texturewidth)
5592 int scaledwidth, scaledheight;
5594 r_fb.water.enabled = true;
5596 // water resolution is usually reduced
5597 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5598 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5599 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5601 // set up variables that will be used in shader setup
5602 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5603 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5604 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5605 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5608 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5609 r_fb.water.numwaterplanes = 0;
5612 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5614 int planeindex, bestplaneindex, vertexindex;
5615 vec3_t mins, maxs, normal, center, v, n;
5616 vec_t planescore, bestplanescore;
5618 r_waterstate_waterplane_t *p;
5619 texture_t *t = R_GetCurrentTexture(surface->texture);
5621 rsurface.texture = t;
5622 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5623 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5624 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5626 // average the vertex normals, find the surface bounds (after deformvertexes)
5627 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5628 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5629 VectorCopy(n, normal);
5630 VectorCopy(v, mins);
5631 VectorCopy(v, maxs);
5632 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5634 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5635 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5636 VectorAdd(normal, n, normal);
5637 mins[0] = min(mins[0], v[0]);
5638 mins[1] = min(mins[1], v[1]);
5639 mins[2] = min(mins[2], v[2]);
5640 maxs[0] = max(maxs[0], v[0]);
5641 maxs[1] = max(maxs[1], v[1]);
5642 maxs[2] = max(maxs[2], v[2]);
5644 VectorNormalize(normal);
5645 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5647 VectorCopy(normal, plane.normal);
5648 VectorNormalize(plane.normal);
5649 plane.dist = DotProduct(center, plane.normal);
5650 PlaneClassify(&plane);
5651 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5653 // skip backfaces (except if nocullface is set)
5654 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5656 VectorNegate(plane.normal, plane.normal);
5658 PlaneClassify(&plane);
5662 // find a matching plane if there is one
5663 bestplaneindex = -1;
5664 bestplanescore = 1048576.0f;
5665 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5667 if(p->camera_entity == t->camera_entity)
5669 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5670 if (bestplaneindex < 0 || bestplanescore > planescore)
5672 bestplaneindex = planeindex;
5673 bestplanescore = planescore;
5677 planeindex = bestplaneindex;
5678 p = r_fb.water.waterplanes + planeindex;
5680 // if this surface does not fit any known plane rendered this frame, add one
5681 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5683 // store the new plane
5684 planeindex = r_fb.water.numwaterplanes++;
5685 p = r_fb.water.waterplanes + planeindex;
5687 // clear materialflags and pvs
5688 p->materialflags = 0;
5689 p->pvsvalid = false;
5690 p->camera_entity = t->camera_entity;
5691 VectorCopy(mins, p->mins);
5692 VectorCopy(maxs, p->maxs);
5696 // merge mins/maxs when we're adding this surface to the plane
5697 p->mins[0] = min(p->mins[0], mins[0]);
5698 p->mins[1] = min(p->mins[1], mins[1]);
5699 p->mins[2] = min(p->mins[2], mins[2]);
5700 p->maxs[0] = max(p->maxs[0], maxs[0]);
5701 p->maxs[1] = max(p->maxs[1], maxs[1]);
5702 p->maxs[2] = max(p->maxs[2], maxs[2]);
5704 // merge this surface's materialflags into the waterplane
5705 p->materialflags |= t->currentmaterialflags;
5706 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5708 // merge this surface's PVS into the waterplane
5709 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5710 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5712 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5718 extern cvar_t r_drawparticles;
5719 extern cvar_t r_drawdecals;
5721 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5724 r_refdef_view_t originalview;
5725 r_refdef_view_t myview;
5726 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;
5727 r_waterstate_waterplane_t *p;
5729 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5732 originalview = r_refdef.view;
5734 // lowquality hack, temporarily shut down some cvars and restore afterwards
5735 qualityreduction = r_water_lowquality.integer;
5736 if (qualityreduction > 0)
5738 if (qualityreduction >= 1)
5740 old_r_shadows = r_shadows.integer;
5741 old_r_worldrtlight = r_shadow_realtime_world.integer;
5742 old_r_dlight = r_shadow_realtime_dlight.integer;
5743 Cvar_SetValueQuick(&r_shadows, 0);
5744 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5745 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5747 if (qualityreduction >= 2)
5749 old_r_dynamic = r_dynamic.integer;
5750 old_r_particles = r_drawparticles.integer;
5751 old_r_decals = r_drawdecals.integer;
5752 Cvar_SetValueQuick(&r_dynamic, 0);
5753 Cvar_SetValueQuick(&r_drawparticles, 0);
5754 Cvar_SetValueQuick(&r_drawdecals, 0);
5758 // make sure enough textures are allocated
5759 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5761 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5763 if (!p->texture_refraction)
5764 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5765 if (!p->texture_refraction)
5769 if (r_fb.water.depthtexture == NULL)
5770 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5771 if (p->fbo_refraction == 0)
5772 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5775 else if (p->materialflags & MATERIALFLAG_CAMERA)
5777 if (!p->texture_camera)
5778 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5779 if (!p->texture_camera)
5783 if (r_fb.water.depthtexture == NULL)
5784 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5785 if (p->fbo_camera == 0)
5786 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5790 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5792 if (!p->texture_reflection)
5793 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5794 if (!p->texture_reflection)
5798 if (r_fb.water.depthtexture == NULL)
5799 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5800 if (p->fbo_reflection == 0)
5801 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5807 r_refdef.view = originalview;
5808 r_refdef.view.showdebug = false;
5809 r_refdef.view.width = r_fb.water.waterwidth;
5810 r_refdef.view.height = r_fb.water.waterheight;
5811 r_refdef.view.useclipplane = true;
5812 myview = r_refdef.view;
5813 r_fb.water.renderingscene = true;
5814 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5816 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5818 r_refdef.view = myview;
5819 if(r_water_scissormode.integer)
5821 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5822 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5823 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5826 // render reflected scene and copy into texture
5827 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5828 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5829 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5830 r_refdef.view.clipplane = p->plane;
5831 // reverse the cullface settings for this render
5832 r_refdef.view.cullface_front = GL_FRONT;
5833 r_refdef.view.cullface_back = GL_BACK;
5834 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5836 r_refdef.view.usecustompvs = true;
5838 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5840 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5843 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5844 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5845 R_ClearScreen(r_refdef.fogenabled);
5846 if(r_water_scissormode.integer & 2)
5847 R_View_UpdateWithScissor(myscissor);
5850 if(r_water_scissormode.integer & 1)
5851 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5852 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5854 if (!p->fbo_reflection)
5855 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5856 r_fb.water.hideplayer = false;
5859 // render the normal view scene and copy into texture
5860 // (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)
5861 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5863 r_refdef.view = myview;
5864 if(r_water_scissormode.integer)
5866 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5867 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5868 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5871 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5873 r_refdef.view.clipplane = p->plane;
5874 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5875 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5877 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5879 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5880 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5881 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5882 R_RenderView_UpdateViewVectors();
5883 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5885 r_refdef.view.usecustompvs = true;
5886 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);
5890 PlaneClassify(&r_refdef.view.clipplane);
5892 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5893 R_ClearScreen(r_refdef.fogenabled);
5894 if(r_water_scissormode.integer & 2)
5895 R_View_UpdateWithScissor(myscissor);
5898 if(r_water_scissormode.integer & 1)
5899 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5900 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5902 if (!p->fbo_refraction)
5903 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5904 r_fb.water.hideplayer = false;
5906 else if (p->materialflags & MATERIALFLAG_CAMERA)
5908 r_refdef.view = myview;
5910 r_refdef.view.clipplane = p->plane;
5911 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5912 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5914 r_refdef.view.width = r_fb.water.camerawidth;
5915 r_refdef.view.height = r_fb.water.cameraheight;
5916 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5917 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5918 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5919 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5921 if(p->camera_entity)
5923 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5924 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5927 // note: all of the view is used for displaying... so
5928 // there is no use in scissoring
5930 // reverse the cullface settings for this render
5931 r_refdef.view.cullface_front = GL_FRONT;
5932 r_refdef.view.cullface_back = GL_BACK;
5933 // also reverse the view matrix
5934 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
5935 R_RenderView_UpdateViewVectors();
5936 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5938 r_refdef.view.usecustompvs = true;
5939 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);
5942 // camera needs no clipplane
5943 r_refdef.view.useclipplane = false;
5945 PlaneClassify(&r_refdef.view.clipplane);
5947 r_fb.water.hideplayer = false;
5949 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5950 R_ClearScreen(r_refdef.fogenabled);
5952 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5955 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5956 r_fb.water.hideplayer = false;
5960 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5961 r_fb.water.renderingscene = false;
5962 r_refdef.view = originalview;
5963 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5964 if (!r_fb.water.depthtexture)
5965 R_ClearScreen(r_refdef.fogenabled);
5969 r_refdef.view = originalview;
5970 r_fb.water.renderingscene = false;
5971 Cvar_SetValueQuick(&r_water, 0);
5972 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5974 // lowquality hack, restore cvars
5975 if (qualityreduction > 0)
5977 if (qualityreduction >= 1)
5979 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5980 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5981 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5983 if (qualityreduction >= 2)
5985 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5986 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5987 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5992 static void R_Bloom_StartFrame(void)
5995 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5996 int viewwidth, viewheight;
5997 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5998 textype_t textype = TEXTYPE_COLORBUFFER;
6000 switch (vid.renderpath)
6002 case RENDERPATH_GL20:
6003 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6004 if (vid.support.ext_framebuffer_object)
6006 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6007 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6010 case RENDERPATH_GL11:
6011 case RENDERPATH_GL13:
6012 case RENDERPATH_GLES1:
6013 case RENDERPATH_GLES2:
6014 case RENDERPATH_D3D9:
6015 case RENDERPATH_D3D10:
6016 case RENDERPATH_D3D11:
6017 r_fb.usedepthtextures = false;
6019 case RENDERPATH_SOFT:
6020 r_fb.usedepthtextures = true;
6024 if (r_viewscale_fpsscaling.integer)
6026 double actualframetime;
6027 double targetframetime;
6029 actualframetime = r_refdef.lastdrawscreentime;
6030 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6031 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6032 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6033 if (r_viewscale_fpsscaling_stepsize.value > 0)
6034 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6035 viewscalefpsadjusted += adjust;
6036 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6039 viewscalefpsadjusted = 1.0f;
6041 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6043 switch(vid.renderpath)
6045 case RENDERPATH_GL20:
6046 case RENDERPATH_D3D9:
6047 case RENDERPATH_D3D10:
6048 case RENDERPATH_D3D11:
6049 case RENDERPATH_SOFT:
6050 case RENDERPATH_GLES2:
6052 case RENDERPATH_GL11:
6053 case RENDERPATH_GL13:
6054 case RENDERPATH_GLES1:
6058 // set bloomwidth and bloomheight to the bloom resolution that will be
6059 // used (often less than the screen resolution for faster rendering)
6060 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6061 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6062 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6063 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6064 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6066 // calculate desired texture sizes
6067 if (vid.support.arb_texture_non_power_of_two)
6069 screentexturewidth = vid.width;
6070 screentextureheight = vid.height;
6071 bloomtexturewidth = r_fb.bloomwidth;
6072 bloomtextureheight = r_fb.bloomheight;
6076 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6077 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6078 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6079 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6082 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))
6084 Cvar_SetValueQuick(&r_bloom, 0);
6085 Cvar_SetValueQuick(&r_motionblur, 0);
6086 Cvar_SetValueQuick(&r_damageblur, 0);
6089 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6091 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6093 && r_viewscale.value == 1.0f
6094 && !r_viewscale_fpsscaling.integer)
6095 screentexturewidth = screentextureheight = 0;
6096 if (!r_bloom.integer)
6097 bloomtexturewidth = bloomtextureheight = 0;
6099 // allocate textures as needed
6100 if (r_fb.screentexturewidth != screentexturewidth
6101 || r_fb.screentextureheight != screentextureheight
6102 || r_fb.bloomtexturewidth != bloomtexturewidth
6103 || r_fb.bloomtextureheight != bloomtextureheight
6104 || r_fb.textype != textype
6105 || useviewfbo != (r_fb.fbo != 0))
6107 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6109 if (r_fb.bloomtexture[i])
6110 R_FreeTexture(r_fb.bloomtexture[i]);
6111 r_fb.bloomtexture[i] = NULL;
6113 if (r_fb.bloomfbo[i])
6114 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6115 r_fb.bloomfbo[i] = 0;
6119 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6122 if (r_fb.colortexture)
6123 R_FreeTexture(r_fb.colortexture);
6124 r_fb.colortexture = NULL;
6126 if (r_fb.depthtexture)
6127 R_FreeTexture(r_fb.depthtexture);
6128 r_fb.depthtexture = NULL;
6130 if (r_fb.ghosttexture)
6131 R_FreeTexture(r_fb.ghosttexture);
6132 r_fb.ghosttexture = NULL;
6134 r_fb.screentexturewidth = screentexturewidth;
6135 r_fb.screentextureheight = screentextureheight;
6136 r_fb.bloomtexturewidth = bloomtexturewidth;
6137 r_fb.bloomtextureheight = bloomtextureheight;
6138 r_fb.textype = textype;
6140 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6142 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6143 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);
6144 r_fb.ghosttexture_valid = false;
6145 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6148 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6149 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6150 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6154 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6156 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6158 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6160 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6165 // bloom texture is a different resolution
6166 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6167 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6168 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6169 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6170 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6172 // set up a texcoord array for the full resolution screen image
6173 // (we have to keep this around to copy back during final render)
6174 r_fb.screentexcoord2f[0] = 0;
6175 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6176 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6177 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6178 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6179 r_fb.screentexcoord2f[5] = 0;
6180 r_fb.screentexcoord2f[6] = 0;
6181 r_fb.screentexcoord2f[7] = 0;
6185 for (i = 1;i < 8;i += 2)
6187 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6191 // set up a texcoord array for the reduced resolution bloom image
6192 // (which will be additive blended over the screen image)
6193 r_fb.bloomtexcoord2f[0] = 0;
6194 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6195 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6196 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6197 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6198 r_fb.bloomtexcoord2f[5] = 0;
6199 r_fb.bloomtexcoord2f[6] = 0;
6200 r_fb.bloomtexcoord2f[7] = 0;
6202 switch(vid.renderpath)
6204 case RENDERPATH_GL11:
6205 case RENDERPATH_GL13:
6206 case RENDERPATH_GL20:
6207 case RENDERPATH_SOFT:
6208 case RENDERPATH_GLES1:
6209 case RENDERPATH_GLES2:
6211 case RENDERPATH_D3D9:
6212 case RENDERPATH_D3D10:
6213 case RENDERPATH_D3D11:
6214 for (i = 0;i < 4;i++)
6216 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6217 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6218 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6219 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6224 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6227 r_refdef.view.clear = true;
6230 static void R_Bloom_MakeTexture(void)
6233 float xoffset, yoffset, r, brighten;
6235 float colorscale = r_bloom_colorscale.value;
6237 r_refdef.stats.bloom++;
6240 // this copy is unnecessary since it happens in R_BlendView already
6243 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6244 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6248 // scale down screen texture to the bloom texture size
6250 r_fb.bloomindex = 0;
6251 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6252 R_SetViewport(&r_fb.bloomviewport);
6253 GL_DepthTest(false);
6254 GL_BlendFunc(GL_ONE, GL_ZERO);
6255 GL_Color(colorscale, colorscale, colorscale, 1);
6256 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6257 switch(vid.renderpath)
6259 case RENDERPATH_GL11:
6260 case RENDERPATH_GL13:
6261 case RENDERPATH_GL20:
6262 case RENDERPATH_GLES1:
6263 case RENDERPATH_GLES2:
6264 case RENDERPATH_SOFT:
6265 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6267 case RENDERPATH_D3D9:
6268 case RENDERPATH_D3D10:
6269 case RENDERPATH_D3D11:
6270 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6273 // TODO: do boxfilter scale-down in shader?
6274 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6275 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6276 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6278 // we now have a properly scaled bloom image
6279 if (!r_fb.bloomfbo[r_fb.bloomindex])
6281 // copy it into the bloom texture
6282 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6283 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6286 // multiply bloom image by itself as many times as desired
6287 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6289 intex = r_fb.bloomtexture[r_fb.bloomindex];
6290 r_fb.bloomindex ^= 1;
6291 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6293 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6294 if (!r_fb.bloomfbo[r_fb.bloomindex])
6296 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6297 GL_Color(r,r,r,1); // apply fix factor
6302 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6303 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6304 GL_Color(1,1,1,1); // no fix factor supported here
6306 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6307 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6308 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6309 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6311 if (!r_fb.bloomfbo[r_fb.bloomindex])
6313 // copy the darkened image to a texture
6314 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6315 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6319 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6320 brighten = r_bloom_brighten.value;
6321 brighten = sqrt(brighten);
6323 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6325 for (dir = 0;dir < 2;dir++)
6327 intex = r_fb.bloomtexture[r_fb.bloomindex];
6328 r_fb.bloomindex ^= 1;
6329 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6330 // blend on at multiple vertical offsets to achieve a vertical blur
6331 // TODO: do offset blends using GLSL
6332 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6333 GL_BlendFunc(GL_ONE, GL_ZERO);
6334 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6335 for (x = -range;x <= range;x++)
6337 if (!dir){xoffset = 0;yoffset = x;}
6338 else {xoffset = x;yoffset = 0;}
6339 xoffset /= (float)r_fb.bloomtexturewidth;
6340 yoffset /= (float)r_fb.bloomtextureheight;
6341 // compute a texcoord array with the specified x and y offset
6342 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6343 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6344 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6345 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6346 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6347 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6348 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6349 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6350 // this r value looks like a 'dot' particle, fading sharply to
6351 // black at the edges
6352 // (probably not realistic but looks good enough)
6353 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6354 //r = brighten/(range*2+1);
6355 r = brighten / (range * 2 + 1);
6357 r *= (1 - x*x/(float)(range*range));
6358 GL_Color(r, r, r, 1);
6359 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6360 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6361 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6362 GL_BlendFunc(GL_ONE, GL_ONE);
6365 if (!r_fb.bloomfbo[r_fb.bloomindex])
6367 // copy the vertically or horizontally blurred bloom view to a texture
6368 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6369 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6374 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6376 unsigned int permutation;
6377 float uservecs[4][4];
6379 switch (vid.renderpath)
6381 case RENDERPATH_GL20:
6382 case RENDERPATH_D3D9:
6383 case RENDERPATH_D3D10:
6384 case RENDERPATH_D3D11:
6385 case RENDERPATH_SOFT:
6386 case RENDERPATH_GLES2:
6388 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6389 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6390 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6391 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6392 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6394 if (r_fb.colortexture)
6398 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6399 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6402 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6404 // declare variables
6405 float blur_factor, blur_mouseaccel, blur_velocity;
6406 static float blur_average;
6407 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6409 // set a goal for the factoring
6410 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6411 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6412 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6413 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6414 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6415 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6417 // from the goal, pick an averaged value between goal and last value
6418 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6419 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6421 // enforce minimum amount of blur
6422 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6424 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6426 // calculate values into a standard alpha
6427 cl.motionbluralpha = 1 - exp(-
6429 (r_motionblur.value * blur_factor / 80)
6431 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6434 max(0.0001, cl.time - cl.oldtime) // fps independent
6437 // randomization for the blur value to combat persistent ghosting
6438 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6439 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6442 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6443 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6445 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6446 GL_Color(1, 1, 1, cl.motionbluralpha);
6447 switch(vid.renderpath)
6449 case RENDERPATH_GL11:
6450 case RENDERPATH_GL13:
6451 case RENDERPATH_GL20:
6452 case RENDERPATH_GLES1:
6453 case RENDERPATH_GLES2:
6454 case RENDERPATH_SOFT:
6455 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6457 case RENDERPATH_D3D9:
6458 case RENDERPATH_D3D10:
6459 case RENDERPATH_D3D11:
6460 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6463 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6464 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6465 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6468 // updates old view angles for next pass
6469 VectorCopy(cl.viewangles, blur_oldangles);
6471 // copy view into the ghost texture
6472 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6473 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6474 r_fb.ghosttexture_valid = true;
6479 // no r_fb.colortexture means we're rendering to the real fb
6480 // we may still have to do view tint...
6481 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6483 // apply a color tint to the whole view
6484 R_ResetViewRendering2D(0, NULL, NULL);
6485 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6486 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6487 R_SetupShader_Generic_NoTexture(false, true);
6488 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6489 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6491 break; // no screen processing, no bloom, skip it
6494 if (r_fb.bloomtexture[0])
6496 // make the bloom texture
6497 R_Bloom_MakeTexture();
6500 #if _MSC_VER >= 1400
6501 #define sscanf sscanf_s
6503 memset(uservecs, 0, sizeof(uservecs));
6504 if (r_glsl_postprocess_uservec1_enable.integer)
6505 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6506 if (r_glsl_postprocess_uservec2_enable.integer)
6507 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6508 if (r_glsl_postprocess_uservec3_enable.integer)
6509 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6510 if (r_glsl_postprocess_uservec4_enable.integer)
6511 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6513 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6514 GL_Color(1, 1, 1, 1);
6515 GL_BlendFunc(GL_ONE, GL_ZERO);
6517 switch(vid.renderpath)
6519 case RENDERPATH_GL20:
6520 case RENDERPATH_GLES2:
6521 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6522 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6523 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6524 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6525 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6526 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]);
6527 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6528 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]);
6529 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]);
6530 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]);
6531 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]);
6532 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6533 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6534 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);
6536 case RENDERPATH_D3D9:
6538 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6539 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6540 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6541 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6542 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6543 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6544 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6545 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6546 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6547 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6548 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6549 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6550 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6551 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6552 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6555 case RENDERPATH_D3D10:
6556 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6558 case RENDERPATH_D3D11:
6559 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6561 case RENDERPATH_SOFT:
6562 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6563 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6564 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6565 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6566 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6567 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6568 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6569 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6570 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6571 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6572 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6573 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6574 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6575 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6580 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6581 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6583 case RENDERPATH_GL11:
6584 case RENDERPATH_GL13:
6585 case RENDERPATH_GLES1:
6586 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6588 // apply a color tint to the whole view
6589 R_ResetViewRendering2D(0, NULL, NULL);
6590 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6591 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6592 R_SetupShader_Generic_NoTexture(false, true);
6593 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6594 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6600 matrix4x4_t r_waterscrollmatrix;
6602 void R_UpdateFog(void)
6605 if (gamemode == GAME_NEHAHRA)
6607 if (gl_fogenable.integer)
6609 r_refdef.oldgl_fogenable = true;
6610 r_refdef.fog_density = gl_fogdensity.value;
6611 r_refdef.fog_red = gl_fogred.value;
6612 r_refdef.fog_green = gl_foggreen.value;
6613 r_refdef.fog_blue = gl_fogblue.value;
6614 r_refdef.fog_alpha = 1;
6615 r_refdef.fog_start = 0;
6616 r_refdef.fog_end = gl_skyclip.value;
6617 r_refdef.fog_height = 1<<30;
6618 r_refdef.fog_fadedepth = 128;
6620 else if (r_refdef.oldgl_fogenable)
6622 r_refdef.oldgl_fogenable = false;
6623 r_refdef.fog_density = 0;
6624 r_refdef.fog_red = 0;
6625 r_refdef.fog_green = 0;
6626 r_refdef.fog_blue = 0;
6627 r_refdef.fog_alpha = 0;
6628 r_refdef.fog_start = 0;
6629 r_refdef.fog_end = 0;
6630 r_refdef.fog_height = 1<<30;
6631 r_refdef.fog_fadedepth = 128;
6636 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6637 r_refdef.fog_start = max(0, r_refdef.fog_start);
6638 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6640 if (r_refdef.fog_density && r_drawfog.integer)
6642 r_refdef.fogenabled = true;
6643 // this is the point where the fog reaches 0.9986 alpha, which we
6644 // consider a good enough cutoff point for the texture
6645 // (0.9986 * 256 == 255.6)
6646 if (r_fog_exp2.integer)
6647 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6649 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6650 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6651 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6652 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6653 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6654 R_BuildFogHeightTexture();
6655 // fog color was already set
6656 // update the fog texture
6657 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)
6658 R_BuildFogTexture();
6659 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6660 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6663 r_refdef.fogenabled = false;
6666 if (r_refdef.fog_density)
6668 r_refdef.fogcolor[0] = r_refdef.fog_red;
6669 r_refdef.fogcolor[1] = r_refdef.fog_green;
6670 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6672 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6673 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6674 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6675 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6679 VectorCopy(r_refdef.fogcolor, fogvec);
6680 // color.rgb *= ContrastBoost * SceneBrightness;
6681 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6682 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6683 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6684 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6689 void R_UpdateVariables(void)
6693 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6695 r_refdef.farclip = r_farclip_base.value;
6696 if (r_refdef.scene.worldmodel)
6697 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6698 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6700 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6701 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6702 r_refdef.polygonfactor = 0;
6703 r_refdef.polygonoffset = 0;
6704 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6705 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6707 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6708 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6709 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6710 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6711 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6712 if (FAKELIGHT_ENABLED)
6714 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6716 else if (r_refdef.scene.worldmodel)
6718 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6720 if (r_showsurfaces.integer)
6722 r_refdef.scene.rtworld = false;
6723 r_refdef.scene.rtworldshadows = false;
6724 r_refdef.scene.rtdlight = false;
6725 r_refdef.scene.rtdlightshadows = false;
6726 r_refdef.lightmapintensity = 0;
6729 switch(vid.renderpath)
6731 case RENDERPATH_GL20:
6732 case RENDERPATH_D3D9:
6733 case RENDERPATH_D3D10:
6734 case RENDERPATH_D3D11:
6735 case RENDERPATH_SOFT:
6736 case RENDERPATH_GLES2:
6737 if(v_glslgamma.integer && !vid_gammatables_trivial)
6739 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6741 // build GLSL gamma texture
6742 #define RAMPWIDTH 256
6743 unsigned short ramp[RAMPWIDTH * 3];
6744 unsigned char rampbgr[RAMPWIDTH][4];
6747 r_texture_gammaramps_serial = vid_gammatables_serial;
6749 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6750 for(i = 0; i < RAMPWIDTH; ++i)
6752 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6753 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6754 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6757 if (r_texture_gammaramps)
6759 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6763 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6769 // remove GLSL gamma texture
6772 case RENDERPATH_GL11:
6773 case RENDERPATH_GL13:
6774 case RENDERPATH_GLES1:
6779 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6780 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6786 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6787 if( scenetype != r_currentscenetype ) {
6788 // store the old scenetype
6789 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6790 r_currentscenetype = scenetype;
6791 // move in the new scene
6792 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6801 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6803 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6804 if( scenetype == r_currentscenetype ) {
6805 return &r_refdef.scene;
6807 return &r_scenes_store[ scenetype ];
6811 static int R_SortEntities_Compare(const void *ap, const void *bp)
6813 const entity_render_t *a = *(const entity_render_t **)ap;
6814 const entity_render_t *b = *(const entity_render_t **)bp;
6817 if(a->model < b->model)
6819 if(a->model > b->model)
6823 // TODO possibly calculate the REAL skinnum here first using
6825 if(a->skinnum < b->skinnum)
6827 if(a->skinnum > b->skinnum)
6830 // everything we compared is equal
6833 static void R_SortEntities(void)
6835 // below or equal 2 ents, sorting never gains anything
6836 if(r_refdef.scene.numentities <= 2)
6839 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6847 int dpsoftrast_test;
6848 extern cvar_t r_shadow_bouncegrid;
6849 void R_RenderView(void)
6851 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6853 rtexture_t *depthtexture;
6854 rtexture_t *colortexture;
6856 dpsoftrast_test = r_test.integer;
6858 if (r_timereport_active)
6859 R_TimeReport("start");
6860 r_textureframe++; // used only by R_GetCurrentTexture
6861 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6863 if(R_CompileShader_CheckStaticParms())
6866 if (!r_drawentities.integer)
6867 r_refdef.scene.numentities = 0;
6868 else if (r_sortentities.integer)
6871 R_AnimCache_ClearCache();
6872 R_FrameData_NewFrame();
6874 /* adjust for stereo display */
6875 if(R_Stereo_Active())
6877 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);
6878 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6881 if (r_refdef.view.isoverlay)
6883 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6884 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6885 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6886 R_TimeReport("depthclear");
6888 r_refdef.view.showdebug = false;
6890 r_fb.water.enabled = false;
6891 r_fb.water.numwaterplanes = 0;
6893 R_RenderScene(0, NULL, NULL);
6895 r_refdef.view.matrix = originalmatrix;
6901 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6903 r_refdef.view.matrix = originalmatrix;
6907 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6909 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6910 // in sRGB fallback, behave similar to true sRGB: convert this
6911 // value from linear to sRGB
6912 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6914 R_RenderView_UpdateViewVectors();
6916 R_Shadow_UpdateWorldLightSelection();
6918 R_Bloom_StartFrame();
6919 R_Water_StartFrame();
6921 // now we probably have an fbo to render into
6923 depthtexture = r_fb.depthtexture;
6924 colortexture = r_fb.colortexture;
6927 if (r_timereport_active)
6928 R_TimeReport("viewsetup");
6930 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6932 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6934 R_ClearScreen(r_refdef.fogenabled);
6935 if (r_timereport_active)
6936 R_TimeReport("viewclear");
6938 r_refdef.view.clear = true;
6940 r_refdef.view.showdebug = true;
6943 if (r_timereport_active)
6944 R_TimeReport("visibility");
6946 R_Shadow_UpdateBounceGridTexture();
6947 if (r_timereport_active && r_shadow_bouncegrid.integer)
6948 R_TimeReport("bouncegrid");
6950 r_fb.water.numwaterplanes = 0;
6951 if (r_fb.water.enabled)
6952 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6954 R_RenderScene(fbo, depthtexture, colortexture);
6955 r_fb.water.numwaterplanes = 0;
6957 R_BlendView(fbo, depthtexture, colortexture);
6958 if (r_timereport_active)
6959 R_TimeReport("blendview");
6961 GL_Scissor(0, 0, vid.width, vid.height);
6962 GL_ScissorTest(false);
6964 r_refdef.view.matrix = originalmatrix;
6969 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6971 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6973 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6974 if (r_timereport_active)
6975 R_TimeReport("waterworld");
6978 // don't let sound skip if going slow
6979 if (r_refdef.scene.extraupdate)
6982 R_DrawModelsAddWaterPlanes();
6983 if (r_timereport_active)
6984 R_TimeReport("watermodels");
6986 if (r_fb.water.numwaterplanes)
6988 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6989 if (r_timereport_active)
6990 R_TimeReport("waterscenes");
6994 extern cvar_t cl_locs_show;
6995 static void R_DrawLocs(void);
6996 static void R_DrawEntityBBoxes(void);
6997 static void R_DrawModelDecals(void);
6998 extern cvar_t cl_decals_newsystem;
6999 extern qboolean r_shadow_usingdeferredprepass;
7000 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7002 qboolean shadowmapping = false;
7004 if (r_timereport_active)
7005 R_TimeReport("beginscene");
7007 r_refdef.stats.renders++;
7011 // don't let sound skip if going slow
7012 if (r_refdef.scene.extraupdate)
7015 R_MeshQueue_BeginScene();
7019 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);
7021 if (r_timereport_active)
7022 R_TimeReport("skystartframe");
7024 if (cl.csqc_vidvars.drawworld)
7026 // don't let sound skip if going slow
7027 if (r_refdef.scene.extraupdate)
7030 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7032 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7033 if (r_timereport_active)
7034 R_TimeReport("worldsky");
7037 if (R_DrawBrushModelsSky() && r_timereport_active)
7038 R_TimeReport("bmodelsky");
7040 if (skyrendermasked && skyrenderlater)
7042 // we have to force off the water clipping plane while rendering sky
7043 R_SetupView(false, fbo, depthtexture, colortexture);
7045 R_SetupView(true, fbo, depthtexture, colortexture);
7046 if (r_timereport_active)
7047 R_TimeReport("sky");
7051 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7052 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7053 R_Shadow_PrepareModelShadows();
7054 if (r_timereport_active)
7055 R_TimeReport("preparelights");
7057 if (R_Shadow_ShadowMappingEnabled())
7058 shadowmapping = true;
7060 if (r_shadow_usingdeferredprepass)
7061 R_Shadow_DrawPrepass();
7063 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7065 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7066 if (r_timereport_active)
7067 R_TimeReport("worlddepth");
7069 if (r_depthfirst.integer >= 2)
7071 R_DrawModelsDepth();
7072 if (r_timereport_active)
7073 R_TimeReport("modeldepth");
7076 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7078 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7079 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7080 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7081 // don't let sound skip if going slow
7082 if (r_refdef.scene.extraupdate)
7086 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7088 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7089 if (r_timereport_active)
7090 R_TimeReport("world");
7093 // don't let sound skip if going slow
7094 if (r_refdef.scene.extraupdate)
7098 if (r_timereport_active)
7099 R_TimeReport("models");
7101 // don't let sound skip if going slow
7102 if (r_refdef.scene.extraupdate)
7105 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7107 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7108 R_DrawModelShadows(fbo, depthtexture, colortexture);
7109 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7110 // don't let sound skip if going slow
7111 if (r_refdef.scene.extraupdate)
7115 if (!r_shadow_usingdeferredprepass)
7117 R_Shadow_DrawLights();
7118 if (r_timereport_active)
7119 R_TimeReport("rtlights");
7122 // don't let sound skip if going slow
7123 if (r_refdef.scene.extraupdate)
7126 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7128 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7129 R_DrawModelShadows(fbo, depthtexture, colortexture);
7130 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7131 // don't let sound skip if going slow
7132 if (r_refdef.scene.extraupdate)
7136 if (cl.csqc_vidvars.drawworld)
7138 if (cl_decals_newsystem.integer)
7140 R_DrawModelDecals();
7141 if (r_timereport_active)
7142 R_TimeReport("modeldecals");
7147 if (r_timereport_active)
7148 R_TimeReport("decals");
7152 if (r_timereport_active)
7153 R_TimeReport("particles");
7156 if (r_timereport_active)
7157 R_TimeReport("explosions");
7159 R_DrawLightningBeams();
7160 if (r_timereport_active)
7161 R_TimeReport("lightning");
7165 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7167 if (r_refdef.view.showdebug)
7169 if (cl_locs_show.integer)
7172 if (r_timereport_active)
7173 R_TimeReport("showlocs");
7176 if (r_drawportals.integer)
7179 if (r_timereport_active)
7180 R_TimeReport("portals");
7183 if (r_showbboxes.value > 0)
7185 R_DrawEntityBBoxes();
7186 if (r_timereport_active)
7187 R_TimeReport("bboxes");
7191 if (r_transparent.integer)
7193 R_MeshQueue_RenderTransparent();
7194 if (r_timereport_active)
7195 R_TimeReport("drawtrans");
7198 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))
7200 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7201 if (r_timereport_active)
7202 R_TimeReport("worlddebug");
7203 R_DrawModelsDebug();
7204 if (r_timereport_active)
7205 R_TimeReport("modeldebug");
7208 if (cl.csqc_vidvars.drawworld)
7210 R_Shadow_DrawCoronas();
7211 if (r_timereport_active)
7212 R_TimeReport("coronas");
7217 GL_DepthTest(false);
7218 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7219 GL_Color(1, 1, 1, 1);
7220 qglBegin(GL_POLYGON);
7221 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7222 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7223 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7224 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7226 qglBegin(GL_POLYGON);
7227 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7228 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7229 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7230 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7232 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7236 // don't let sound skip if going slow
7237 if (r_refdef.scene.extraupdate)
7241 static const unsigned short bboxelements[36] =
7251 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7254 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7256 RSurf_ActiveWorldEntity();
7258 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7259 GL_DepthMask(false);
7260 GL_DepthRange(0, 1);
7261 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7262 // R_Mesh_ResetTextureState();
7264 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7265 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7266 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7267 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7268 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7269 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7270 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7271 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7272 R_FillColors(color4f, 8, cr, cg, cb, ca);
7273 if (r_refdef.fogenabled)
7275 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7277 f1 = RSurf_FogVertex(v);
7279 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7280 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7281 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7284 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7285 R_Mesh_ResetTextureState();
7286 R_SetupShader_Generic_NoTexture(false, false);
7287 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7290 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7292 prvm_prog_t *prog = SVVM_prog;
7295 prvm_edict_t *edict;
7297 // this function draws bounding boxes of server entities
7301 GL_CullFace(GL_NONE);
7302 R_SetupShader_Generic_NoTexture(false, false);
7304 for (i = 0;i < numsurfaces;i++)
7306 edict = PRVM_EDICT_NUM(surfacelist[i]);
7307 switch ((int)PRVM_serveredictfloat(edict, solid))
7309 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7310 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7311 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7312 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7313 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7314 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7315 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7317 color[3] *= r_showbboxes.value;
7318 color[3] = bound(0, color[3], 1);
7319 GL_DepthTest(!r_showdisabledepthtest.integer);
7320 GL_CullFace(r_refdef.view.cullface_front);
7321 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7325 static void R_DrawEntityBBoxes(void)
7328 prvm_edict_t *edict;
7330 prvm_prog_t *prog = SVVM_prog;
7332 // this function draws bounding boxes of server entities
7336 for (i = 0;i < prog->num_edicts;i++)
7338 edict = PRVM_EDICT_NUM(i);
7339 if (edict->priv.server->free)
7341 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7342 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7344 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7346 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7347 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7351 static const int nomodelelement3i[24] =
7363 static const unsigned short nomodelelement3s[24] =
7375 static const float nomodelvertex3f[6*3] =
7385 static const float nomodelcolor4f[6*4] =
7387 0.0f, 0.0f, 0.5f, 1.0f,
7388 0.0f, 0.0f, 0.5f, 1.0f,
7389 0.0f, 0.5f, 0.0f, 1.0f,
7390 0.0f, 0.5f, 0.0f, 1.0f,
7391 0.5f, 0.0f, 0.0f, 1.0f,
7392 0.5f, 0.0f, 0.0f, 1.0f
7395 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7401 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);
7403 // this is only called once per entity so numsurfaces is always 1, and
7404 // surfacelist is always {0}, so this code does not handle batches
7406 if (rsurface.ent_flags & RENDER_ADDITIVE)
7408 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7409 GL_DepthMask(false);
7411 else if (rsurface.colormod[3] < 1)
7413 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7414 GL_DepthMask(false);
7418 GL_BlendFunc(GL_ONE, GL_ZERO);
7421 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7422 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7423 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7424 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7425 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7426 for (i = 0, c = color4f;i < 6;i++, c += 4)
7428 c[0] *= rsurface.colormod[0];
7429 c[1] *= rsurface.colormod[1];
7430 c[2] *= rsurface.colormod[2];
7431 c[3] *= rsurface.colormod[3];
7433 if (r_refdef.fogenabled)
7435 for (i = 0, c = color4f;i < 6;i++, c += 4)
7437 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7439 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7440 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7441 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7444 // R_Mesh_ResetTextureState();
7445 R_SetupShader_Generic_NoTexture(false, false);
7446 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7447 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7450 void R_DrawNoModel(entity_render_t *ent)
7453 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7454 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7455 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7457 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7460 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7462 vec3_t right1, right2, diff, normal;
7464 VectorSubtract (org2, org1, normal);
7466 // calculate 'right' vector for start
7467 VectorSubtract (r_refdef.view.origin, org1, diff);
7468 CrossProduct (normal, diff, right1);
7469 VectorNormalize (right1);
7471 // calculate 'right' vector for end
7472 VectorSubtract (r_refdef.view.origin, org2, diff);
7473 CrossProduct (normal, diff, right2);
7474 VectorNormalize (right2);
7476 vert[ 0] = org1[0] + width * right1[0];
7477 vert[ 1] = org1[1] + width * right1[1];
7478 vert[ 2] = org1[2] + width * right1[2];
7479 vert[ 3] = org1[0] - width * right1[0];
7480 vert[ 4] = org1[1] - width * right1[1];
7481 vert[ 5] = org1[2] - width * right1[2];
7482 vert[ 6] = org2[0] - width * right2[0];
7483 vert[ 7] = org2[1] - width * right2[1];
7484 vert[ 8] = org2[2] - width * right2[2];
7485 vert[ 9] = org2[0] + width * right2[0];
7486 vert[10] = org2[1] + width * right2[1];
7487 vert[11] = org2[2] + width * right2[2];
7490 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)
7492 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7493 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7494 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7495 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7496 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7497 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7498 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7499 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7500 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7501 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7502 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7503 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7506 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7511 VectorSet(v, x, y, z);
7512 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7513 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7515 if (i == mesh->numvertices)
7517 if (mesh->numvertices < mesh->maxvertices)
7519 VectorCopy(v, vertex3f);
7520 mesh->numvertices++;
7522 return mesh->numvertices;
7528 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7532 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7533 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7534 e = mesh->element3i + mesh->numtriangles * 3;
7535 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7537 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7538 if (mesh->numtriangles < mesh->maxtriangles)
7543 mesh->numtriangles++;
7545 element[1] = element[2];
7549 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7553 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7554 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7555 e = mesh->element3i + mesh->numtriangles * 3;
7556 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7558 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7559 if (mesh->numtriangles < mesh->maxtriangles)
7564 mesh->numtriangles++;
7566 element[1] = element[2];
7570 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7571 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7573 int planenum, planenum2;
7576 mplane_t *plane, *plane2;
7578 double temppoints[2][256*3];
7579 // figure out how large a bounding box we need to properly compute this brush
7581 for (w = 0;w < numplanes;w++)
7582 maxdist = max(maxdist, fabs(planes[w].dist));
7583 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7584 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7585 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7589 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7590 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7592 if (planenum2 == planenum)
7594 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);
7597 if (tempnumpoints < 3)
7599 // generate elements forming a triangle fan for this polygon
7600 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7604 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7606 texturelayer_t *layer;
7607 layer = t->currentlayers + t->currentnumlayers++;
7609 layer->depthmask = depthmask;
7610 layer->blendfunc1 = blendfunc1;
7611 layer->blendfunc2 = blendfunc2;
7612 layer->texture = texture;
7613 layer->texmatrix = *matrix;
7614 layer->color[0] = r;
7615 layer->color[1] = g;
7616 layer->color[2] = b;
7617 layer->color[3] = a;
7620 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7622 if(parms[0] == 0 && parms[1] == 0)
7624 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7625 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7630 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7633 index = parms[2] + rsurface.shadertime * parms[3];
7634 index -= floor(index);
7635 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7638 case Q3WAVEFUNC_NONE:
7639 case Q3WAVEFUNC_NOISE:
7640 case Q3WAVEFUNC_COUNT:
7643 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7644 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7645 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7646 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7647 case Q3WAVEFUNC_TRIANGLE:
7649 f = index - floor(index);
7662 f = parms[0] + parms[1] * f;
7663 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7664 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7668 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7674 matrix4x4_t matrix, temp;
7675 switch(tcmod->tcmod)
7679 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7680 matrix = r_waterscrollmatrix;
7682 matrix = identitymatrix;
7684 case Q3TCMOD_ENTITYTRANSLATE:
7685 // this is used in Q3 to allow the gamecode to control texcoord
7686 // scrolling on the entity, which is not supported in darkplaces yet.
7687 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7689 case Q3TCMOD_ROTATE:
7690 f = tcmod->parms[0] * rsurface.shadertime;
7691 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7692 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7693 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7696 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7698 case Q3TCMOD_SCROLL:
7699 // extra care is needed because of precision breakdown with large values of time
7700 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7701 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7702 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7704 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7705 w = (int) tcmod->parms[0];
7706 h = (int) tcmod->parms[1];
7707 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7709 idx = (int) floor(f * w * h);
7710 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7712 case Q3TCMOD_STRETCH:
7713 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7714 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7716 case Q3TCMOD_TRANSFORM:
7717 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7718 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7719 VectorSet(tcmat + 6, 0 , 0 , 1);
7720 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7721 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7723 case Q3TCMOD_TURBULENT:
7724 // this is handled in the RSurf_PrepareVertices function
7725 matrix = identitymatrix;
7729 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7732 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7734 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7735 char name[MAX_QPATH];
7736 skinframe_t *skinframe;
7737 unsigned char pixels[296*194];
7738 strlcpy(cache->name, skinname, sizeof(cache->name));
7739 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7740 if (developer_loading.integer)
7741 Con_Printf("loading %s\n", name);
7742 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7743 if (!skinframe || !skinframe->base)
7746 fs_offset_t filesize;
7748 f = FS_LoadFile(name, tempmempool, true, &filesize);
7751 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7752 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7756 cache->skinframe = skinframe;
7759 texture_t *R_GetCurrentTexture(texture_t *t)
7762 const entity_render_t *ent = rsurface.entity;
7763 dp_model_t *model = ent->model;
7764 q3shaderinfo_layer_tcmod_t *tcmod;
7766 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7767 return t->currentframe;
7768 t->update_lastrenderframe = r_textureframe;
7769 t->update_lastrenderentity = (void *)ent;
7771 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7772 t->camera_entity = ent->entitynumber;
7774 t->camera_entity = 0;
7776 // switch to an alternate material if this is a q1bsp animated material
7778 texture_t *texture = t;
7779 int s = rsurface.ent_skinnum;
7780 if ((unsigned int)s >= (unsigned int)model->numskins)
7782 if (model->skinscenes)
7784 if (model->skinscenes[s].framecount > 1)
7785 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7787 s = model->skinscenes[s].firstframe;
7790 t = t + s * model->num_surfaces;
7793 // use an alternate animation if the entity's frame is not 0,
7794 // and only if the texture has an alternate animation
7795 if (rsurface.ent_alttextures && t->anim_total[1])
7796 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7798 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7800 texture->currentframe = t;
7803 // update currentskinframe to be a qw skin or animation frame
7804 if (rsurface.ent_qwskin >= 0)
7806 i = rsurface.ent_qwskin;
7807 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7809 r_qwskincache_size = cl.maxclients;
7811 Mem_Free(r_qwskincache);
7812 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7814 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7815 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7816 t->currentskinframe = r_qwskincache[i].skinframe;
7817 if (t->currentskinframe == NULL)
7818 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7820 else if (t->numskinframes >= 2)
7821 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7822 if (t->backgroundnumskinframes >= 2)
7823 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7825 t->currentmaterialflags = t->basematerialflags;
7826 t->currentalpha = rsurface.colormod[3];
7827 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7828 t->currentalpha *= r_wateralpha.value;
7829 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7830 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7831 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7832 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7833 if (!(rsurface.ent_flags & RENDER_LIGHT))
7834 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7835 else if (FAKELIGHT_ENABLED)
7837 // no modellight if using fakelight for the map
7839 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7841 // pick a model lighting mode
7842 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7843 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7845 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7847 if (rsurface.ent_flags & RENDER_ADDITIVE)
7848 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7849 else if (t->currentalpha < 1)
7850 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7851 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7852 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7853 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7854 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7855 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7856 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7857 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7858 if (t->backgroundnumskinframes)
7859 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7860 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7862 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7863 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7866 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7867 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7869 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7870 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7872 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7873 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7875 // there is no tcmod
7876 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7878 t->currenttexmatrix = r_waterscrollmatrix;
7879 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7881 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7883 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7884 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7887 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7888 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7889 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7890 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7892 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7893 if (t->currentskinframe->qpixels)
7894 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7895 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7896 if (!t->basetexture)
7897 t->basetexture = r_texture_notexture;
7898 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7899 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7900 t->nmaptexture = t->currentskinframe->nmap;
7901 if (!t->nmaptexture)
7902 t->nmaptexture = r_texture_blanknormalmap;
7903 t->glosstexture = r_texture_black;
7904 t->glowtexture = t->currentskinframe->glow;
7905 t->fogtexture = t->currentskinframe->fog;
7906 t->reflectmasktexture = t->currentskinframe->reflect;
7907 if (t->backgroundnumskinframes)
7909 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7910 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7911 t->backgroundglosstexture = r_texture_black;
7912 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7913 if (!t->backgroundnmaptexture)
7914 t->backgroundnmaptexture = r_texture_blanknormalmap;
7915 // make sure that if glow is going to be used, both textures are not NULL
7916 if (!t->backgroundglowtexture && t->glowtexture)
7917 t->backgroundglowtexture = r_texture_black;
7918 if (!t->glowtexture && t->backgroundglowtexture)
7919 t->glowtexture = r_texture_black;
7923 t->backgroundbasetexture = r_texture_white;
7924 t->backgroundnmaptexture = r_texture_blanknormalmap;
7925 t->backgroundglosstexture = r_texture_black;
7926 t->backgroundglowtexture = NULL;
7928 t->specularpower = r_shadow_glossexponent.value;
7929 // TODO: store reference values for these in the texture?
7930 t->specularscale = 0;
7931 if (r_shadow_gloss.integer > 0)
7933 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7935 if (r_shadow_glossintensity.value > 0)
7937 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7938 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7939 t->specularscale = r_shadow_glossintensity.value;
7942 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7944 t->glosstexture = r_texture_white;
7945 t->backgroundglosstexture = r_texture_white;
7946 t->specularscale = r_shadow_gloss2intensity.value;
7947 t->specularpower = r_shadow_gloss2exponent.value;
7950 t->specularscale *= t->specularscalemod;
7951 t->specularpower *= t->specularpowermod;
7952 t->rtlightambient = 0;
7954 // lightmaps mode looks bad with dlights using actual texturing, so turn
7955 // off the colormap and glossmap, but leave the normalmap on as it still
7956 // accurately represents the shading involved
7957 if (gl_lightmaps.integer)
7959 t->basetexture = r_texture_grey128;
7960 t->pantstexture = r_texture_black;
7961 t->shirttexture = r_texture_black;
7962 t->nmaptexture = r_texture_blanknormalmap;
7963 t->glosstexture = r_texture_black;
7964 t->glowtexture = NULL;
7965 t->fogtexture = NULL;
7966 t->reflectmasktexture = NULL;
7967 t->backgroundbasetexture = NULL;
7968 t->backgroundnmaptexture = r_texture_blanknormalmap;
7969 t->backgroundglosstexture = r_texture_black;
7970 t->backgroundglowtexture = NULL;
7971 t->specularscale = 0;
7972 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7975 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7976 VectorClear(t->dlightcolor);
7977 t->currentnumlayers = 0;
7978 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7980 int blendfunc1, blendfunc2;
7982 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7984 blendfunc1 = GL_SRC_ALPHA;
7985 blendfunc2 = GL_ONE;
7987 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7989 blendfunc1 = GL_SRC_ALPHA;
7990 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7992 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7994 blendfunc1 = t->customblendfunc[0];
7995 blendfunc2 = t->customblendfunc[1];
7999 blendfunc1 = GL_ONE;
8000 blendfunc2 = GL_ZERO;
8002 // don't colormod evilblend textures
8003 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
8004 VectorSet(t->lightmapcolor, 1, 1, 1);
8005 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8006 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8008 // fullbright is not affected by r_refdef.lightmapintensity
8009 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8010 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8011 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8012 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8013 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8017 vec3_t ambientcolor;
8019 // set the color tint used for lights affecting this surface
8020 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8022 // q3bsp has no lightmap updates, so the lightstylevalue that
8023 // would normally be baked into the lightmap must be
8024 // applied to the color
8025 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8026 if (model->type == mod_brushq3)
8027 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8028 colorscale *= r_refdef.lightmapintensity;
8029 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8030 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8031 // basic lit geometry
8032 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8033 // add pants/shirt if needed
8034 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8035 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8036 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8037 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8038 // now add ambient passes if needed
8039 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8041 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8042 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8043 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8044 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8045 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8048 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8049 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8050 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8052 // if this is opaque use alpha blend which will darken the earlier
8055 // if this is an alpha blended material, all the earlier passes
8056 // were darkened by fog already, so we only need to add the fog
8057 // color ontop through the fog mask texture
8059 // if this is an additive blended material, all the earlier passes
8060 // were darkened by fog already, and we should not add fog color
8061 // (because the background was not darkened, there is no fog color
8062 // that was lost behind it).
8063 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8067 return t->currentframe;
8070 rsurfacestate_t rsurface;
8072 void RSurf_ActiveWorldEntity(void)
8074 dp_model_t *model = r_refdef.scene.worldmodel;
8075 //if (rsurface.entity == r_refdef.scene.worldentity)
8077 rsurface.entity = r_refdef.scene.worldentity;
8078 rsurface.skeleton = NULL;
8079 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8080 rsurface.ent_skinnum = 0;
8081 rsurface.ent_qwskin = -1;
8082 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8083 rsurface.shadertime = r_refdef.scene.time;
8084 rsurface.matrix = identitymatrix;
8085 rsurface.inversematrix = identitymatrix;
8086 rsurface.matrixscale = 1;
8087 rsurface.inversematrixscale = 1;
8088 R_EntityMatrix(&identitymatrix);
8089 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8090 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8091 rsurface.fograngerecip = r_refdef.fograngerecip;
8092 rsurface.fogheightfade = r_refdef.fogheightfade;
8093 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8094 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8095 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8096 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8097 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8098 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8099 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8100 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8101 rsurface.colormod[3] = 1;
8102 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8103 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8104 rsurface.frameblend[0].lerp = 1;
8105 rsurface.ent_alttextures = false;
8106 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8107 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8108 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8109 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8110 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8111 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8112 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8113 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8114 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8115 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8116 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8117 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8118 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8119 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8120 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8121 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8122 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8123 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8124 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8125 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8126 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8127 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8128 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8129 rsurface.modelelement3i = model->surfmesh.data_element3i;
8130 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8131 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8132 rsurface.modelelement3s = model->surfmesh.data_element3s;
8133 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8134 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8135 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8136 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8137 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8138 rsurface.modelsurfaces = model->data_surfaces;
8139 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8140 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8141 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8142 rsurface.modelgeneratedvertex = false;
8143 rsurface.batchgeneratedvertex = false;
8144 rsurface.batchfirstvertex = 0;
8145 rsurface.batchnumvertices = 0;
8146 rsurface.batchfirsttriangle = 0;
8147 rsurface.batchnumtriangles = 0;
8148 rsurface.batchvertex3f = NULL;
8149 rsurface.batchvertex3f_vertexbuffer = NULL;
8150 rsurface.batchvertex3f_bufferoffset = 0;
8151 rsurface.batchsvector3f = NULL;
8152 rsurface.batchsvector3f_vertexbuffer = NULL;
8153 rsurface.batchsvector3f_bufferoffset = 0;
8154 rsurface.batchtvector3f = NULL;
8155 rsurface.batchtvector3f_vertexbuffer = NULL;
8156 rsurface.batchtvector3f_bufferoffset = 0;
8157 rsurface.batchnormal3f = NULL;
8158 rsurface.batchnormal3f_vertexbuffer = NULL;
8159 rsurface.batchnormal3f_bufferoffset = 0;
8160 rsurface.batchlightmapcolor4f = NULL;
8161 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8162 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8163 rsurface.batchtexcoordtexture2f = NULL;
8164 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8165 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8166 rsurface.batchtexcoordlightmap2f = NULL;
8167 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8168 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8169 rsurface.batchvertexmesh = NULL;
8170 rsurface.batchvertexmeshbuffer = NULL;
8171 rsurface.batchvertex3fbuffer = NULL;
8172 rsurface.batchelement3i = NULL;
8173 rsurface.batchelement3i_indexbuffer = NULL;
8174 rsurface.batchelement3i_bufferoffset = 0;
8175 rsurface.batchelement3s = NULL;
8176 rsurface.batchelement3s_indexbuffer = NULL;
8177 rsurface.batchelement3s_bufferoffset = 0;
8178 rsurface.passcolor4f = NULL;
8179 rsurface.passcolor4f_vertexbuffer = NULL;
8180 rsurface.passcolor4f_bufferoffset = 0;
8183 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8185 dp_model_t *model = ent->model;
8186 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8188 rsurface.entity = (entity_render_t *)ent;
8189 rsurface.skeleton = ent->skeleton;
8190 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8191 rsurface.ent_skinnum = ent->skinnum;
8192 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;
8193 rsurface.ent_flags = ent->flags;
8194 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8195 rsurface.matrix = ent->matrix;
8196 rsurface.inversematrix = ent->inversematrix;
8197 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8198 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8199 R_EntityMatrix(&rsurface.matrix);
8200 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8201 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8202 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8203 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8204 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8205 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8206 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8207 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8208 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8209 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8210 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8211 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8212 rsurface.colormod[3] = ent->alpha;
8213 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8214 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8215 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8216 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8217 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8218 if (ent->model->brush.submodel && !prepass)
8220 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8221 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8223 if (model->surfmesh.isanimated && model->AnimateVertices)
8225 if (ent->animcache_vertex3f)
8227 rsurface.modelvertex3f = ent->animcache_vertex3f;
8228 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8229 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8230 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8231 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8232 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8233 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8235 else if (wanttangents)
8237 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8238 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8239 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8240 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8241 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8242 rsurface.modelvertexmesh = NULL;
8243 rsurface.modelvertexmeshbuffer = NULL;
8244 rsurface.modelvertex3fbuffer = NULL;
8246 else if (wantnormals)
8248 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8249 rsurface.modelsvector3f = NULL;
8250 rsurface.modeltvector3f = NULL;
8251 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8252 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8253 rsurface.modelvertexmesh = NULL;
8254 rsurface.modelvertexmeshbuffer = NULL;
8255 rsurface.modelvertex3fbuffer = NULL;
8259 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8260 rsurface.modelsvector3f = NULL;
8261 rsurface.modeltvector3f = NULL;
8262 rsurface.modelnormal3f = NULL;
8263 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8264 rsurface.modelvertexmesh = NULL;
8265 rsurface.modelvertexmeshbuffer = NULL;
8266 rsurface.modelvertex3fbuffer = NULL;
8268 rsurface.modelvertex3f_vertexbuffer = 0;
8269 rsurface.modelvertex3f_bufferoffset = 0;
8270 rsurface.modelsvector3f_vertexbuffer = 0;
8271 rsurface.modelsvector3f_bufferoffset = 0;
8272 rsurface.modeltvector3f_vertexbuffer = 0;
8273 rsurface.modeltvector3f_bufferoffset = 0;
8274 rsurface.modelnormal3f_vertexbuffer = 0;
8275 rsurface.modelnormal3f_bufferoffset = 0;
8276 rsurface.modelgeneratedvertex = true;
8280 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8281 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8282 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8283 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8284 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8285 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8286 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8287 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8288 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8289 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8290 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8291 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8292 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8293 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8294 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8295 rsurface.modelgeneratedvertex = false;
8297 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8298 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8299 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8300 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8301 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8302 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8303 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8304 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8305 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8306 rsurface.modelelement3i = model->surfmesh.data_element3i;
8307 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8308 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8309 rsurface.modelelement3s = model->surfmesh.data_element3s;
8310 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8311 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8312 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8313 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8314 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8315 rsurface.modelsurfaces = model->data_surfaces;
8316 rsurface.batchgeneratedvertex = false;
8317 rsurface.batchfirstvertex = 0;
8318 rsurface.batchnumvertices = 0;
8319 rsurface.batchfirsttriangle = 0;
8320 rsurface.batchnumtriangles = 0;
8321 rsurface.batchvertex3f = NULL;
8322 rsurface.batchvertex3f_vertexbuffer = NULL;
8323 rsurface.batchvertex3f_bufferoffset = 0;
8324 rsurface.batchsvector3f = NULL;
8325 rsurface.batchsvector3f_vertexbuffer = NULL;
8326 rsurface.batchsvector3f_bufferoffset = 0;
8327 rsurface.batchtvector3f = NULL;
8328 rsurface.batchtvector3f_vertexbuffer = NULL;
8329 rsurface.batchtvector3f_bufferoffset = 0;
8330 rsurface.batchnormal3f = NULL;
8331 rsurface.batchnormal3f_vertexbuffer = NULL;
8332 rsurface.batchnormal3f_bufferoffset = 0;
8333 rsurface.batchlightmapcolor4f = NULL;
8334 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8335 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8336 rsurface.batchtexcoordtexture2f = NULL;
8337 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8338 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8339 rsurface.batchtexcoordlightmap2f = NULL;
8340 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8341 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8342 rsurface.batchvertexmesh = NULL;
8343 rsurface.batchvertexmeshbuffer = NULL;
8344 rsurface.batchvertex3fbuffer = NULL;
8345 rsurface.batchelement3i = NULL;
8346 rsurface.batchelement3i_indexbuffer = NULL;
8347 rsurface.batchelement3i_bufferoffset = 0;
8348 rsurface.batchelement3s = NULL;
8349 rsurface.batchelement3s_indexbuffer = NULL;
8350 rsurface.batchelement3s_bufferoffset = 0;
8351 rsurface.passcolor4f = NULL;
8352 rsurface.passcolor4f_vertexbuffer = NULL;
8353 rsurface.passcolor4f_bufferoffset = 0;
8356 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8358 rsurface.entity = r_refdef.scene.worldentity;
8359 rsurface.skeleton = NULL;
8360 rsurface.ent_skinnum = 0;
8361 rsurface.ent_qwskin = -1;
8362 rsurface.ent_flags = entflags;
8363 rsurface.shadertime = r_refdef.scene.time - shadertime;
8364 rsurface.modelnumvertices = numvertices;
8365 rsurface.modelnumtriangles = numtriangles;
8366 rsurface.matrix = *matrix;
8367 rsurface.inversematrix = *inversematrix;
8368 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8369 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8370 R_EntityMatrix(&rsurface.matrix);
8371 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8372 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8373 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8374 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8375 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8376 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8377 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8378 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8379 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8380 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8381 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8382 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8383 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8384 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8385 rsurface.frameblend[0].lerp = 1;
8386 rsurface.ent_alttextures = false;
8387 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8388 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8391 rsurface.modelvertex3f = (float *)vertex3f;
8392 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8393 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8394 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8396 else if (wantnormals)
8398 rsurface.modelvertex3f = (float *)vertex3f;
8399 rsurface.modelsvector3f = NULL;
8400 rsurface.modeltvector3f = NULL;
8401 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8405 rsurface.modelvertex3f = (float *)vertex3f;
8406 rsurface.modelsvector3f = NULL;
8407 rsurface.modeltvector3f = NULL;
8408 rsurface.modelnormal3f = NULL;
8410 rsurface.modelvertexmesh = NULL;
8411 rsurface.modelvertexmeshbuffer = NULL;
8412 rsurface.modelvertex3fbuffer = NULL;
8413 rsurface.modelvertex3f_vertexbuffer = 0;
8414 rsurface.modelvertex3f_bufferoffset = 0;
8415 rsurface.modelsvector3f_vertexbuffer = 0;
8416 rsurface.modelsvector3f_bufferoffset = 0;
8417 rsurface.modeltvector3f_vertexbuffer = 0;
8418 rsurface.modeltvector3f_bufferoffset = 0;
8419 rsurface.modelnormal3f_vertexbuffer = 0;
8420 rsurface.modelnormal3f_bufferoffset = 0;
8421 rsurface.modelgeneratedvertex = true;
8422 rsurface.modellightmapcolor4f = (float *)color4f;
8423 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8424 rsurface.modellightmapcolor4f_bufferoffset = 0;
8425 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8426 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8427 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8428 rsurface.modeltexcoordlightmap2f = NULL;
8429 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8430 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8431 rsurface.modelelement3i = (int *)element3i;
8432 rsurface.modelelement3i_indexbuffer = NULL;
8433 rsurface.modelelement3i_bufferoffset = 0;
8434 rsurface.modelelement3s = (unsigned short *)element3s;
8435 rsurface.modelelement3s_indexbuffer = NULL;
8436 rsurface.modelelement3s_bufferoffset = 0;
8437 rsurface.modellightmapoffsets = NULL;
8438 rsurface.modelsurfaces = NULL;
8439 rsurface.batchgeneratedvertex = false;
8440 rsurface.batchfirstvertex = 0;
8441 rsurface.batchnumvertices = 0;
8442 rsurface.batchfirsttriangle = 0;
8443 rsurface.batchnumtriangles = 0;
8444 rsurface.batchvertex3f = NULL;
8445 rsurface.batchvertex3f_vertexbuffer = NULL;
8446 rsurface.batchvertex3f_bufferoffset = 0;
8447 rsurface.batchsvector3f = NULL;
8448 rsurface.batchsvector3f_vertexbuffer = NULL;
8449 rsurface.batchsvector3f_bufferoffset = 0;
8450 rsurface.batchtvector3f = NULL;
8451 rsurface.batchtvector3f_vertexbuffer = NULL;
8452 rsurface.batchtvector3f_bufferoffset = 0;
8453 rsurface.batchnormal3f = NULL;
8454 rsurface.batchnormal3f_vertexbuffer = NULL;
8455 rsurface.batchnormal3f_bufferoffset = 0;
8456 rsurface.batchlightmapcolor4f = NULL;
8457 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8458 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8459 rsurface.batchtexcoordtexture2f = NULL;
8460 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8461 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8462 rsurface.batchtexcoordlightmap2f = NULL;
8463 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8464 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8465 rsurface.batchvertexmesh = NULL;
8466 rsurface.batchvertexmeshbuffer = NULL;
8467 rsurface.batchvertex3fbuffer = NULL;
8468 rsurface.batchelement3i = NULL;
8469 rsurface.batchelement3i_indexbuffer = NULL;
8470 rsurface.batchelement3i_bufferoffset = 0;
8471 rsurface.batchelement3s = NULL;
8472 rsurface.batchelement3s_indexbuffer = NULL;
8473 rsurface.batchelement3s_bufferoffset = 0;
8474 rsurface.passcolor4f = NULL;
8475 rsurface.passcolor4f_vertexbuffer = NULL;
8476 rsurface.passcolor4f_bufferoffset = 0;
8478 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8480 if ((wantnormals || wanttangents) && !normal3f)
8482 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8483 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8485 if (wanttangents && !svector3f)
8487 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8488 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8489 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8494 float RSurf_FogPoint(const float *v)
8496 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8497 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8498 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8499 float FogHeightFade = r_refdef.fogheightfade;
8501 unsigned int fogmasktableindex;
8502 if (r_refdef.fogplaneviewabove)
8503 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8505 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8506 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8507 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8510 float RSurf_FogVertex(const float *v)
8512 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8513 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8514 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8515 float FogHeightFade = rsurface.fogheightfade;
8517 unsigned int fogmasktableindex;
8518 if (r_refdef.fogplaneviewabove)
8519 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8521 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8522 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8523 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8526 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8529 for (i = 0;i < numelements;i++)
8530 outelement3i[i] = inelement3i[i] + adjust;
8533 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8534 extern cvar_t gl_vbo;
8535 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8543 int surfacefirsttriangle;
8544 int surfacenumtriangles;
8545 int surfacefirstvertex;
8546 int surfaceendvertex;
8547 int surfacenumvertices;
8548 int batchnumvertices;
8549 int batchnumtriangles;
8553 qboolean dynamicvertex;
8557 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8559 q3shaderinfo_deform_t *deform;
8560 const msurface_t *surface, *firstsurface;
8561 r_vertexmesh_t *vertexmesh;
8562 if (!texturenumsurfaces)
8564 // find vertex range of this surface batch
8566 firstsurface = texturesurfacelist[0];
8567 firsttriangle = firstsurface->num_firsttriangle;
8568 batchnumvertices = 0;
8569 batchnumtriangles = 0;
8570 firstvertex = endvertex = firstsurface->num_firstvertex;
8571 for (i = 0;i < texturenumsurfaces;i++)
8573 surface = texturesurfacelist[i];
8574 if (surface != firstsurface + i)
8576 surfacefirstvertex = surface->num_firstvertex;
8577 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8578 surfacenumvertices = surface->num_vertices;
8579 surfacenumtriangles = surface->num_triangles;
8580 if (firstvertex > surfacefirstvertex)
8581 firstvertex = surfacefirstvertex;
8582 if (endvertex < surfaceendvertex)
8583 endvertex = surfaceendvertex;
8584 batchnumvertices += surfacenumvertices;
8585 batchnumtriangles += surfacenumtriangles;
8588 // we now know the vertex range used, and if there are any gaps in it
8589 rsurface.batchfirstvertex = firstvertex;
8590 rsurface.batchnumvertices = endvertex - firstvertex;
8591 rsurface.batchfirsttriangle = firsttriangle;
8592 rsurface.batchnumtriangles = batchnumtriangles;
8594 // this variable holds flags for which properties have been updated that
8595 // may require regenerating vertexmesh array...
8598 // check if any dynamic vertex processing must occur
8599 dynamicvertex = false;
8601 // if there is a chance of animated vertex colors, it's a dynamic batch
8602 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8604 dynamicvertex = true;
8605 batchneed |= BATCHNEED_NOGAPS;
8606 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8609 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8611 switch (deform->deform)
8614 case Q3DEFORM_PROJECTIONSHADOW:
8615 case Q3DEFORM_TEXT0:
8616 case Q3DEFORM_TEXT1:
8617 case Q3DEFORM_TEXT2:
8618 case Q3DEFORM_TEXT3:
8619 case Q3DEFORM_TEXT4:
8620 case Q3DEFORM_TEXT5:
8621 case Q3DEFORM_TEXT6:
8622 case Q3DEFORM_TEXT7:
8625 case Q3DEFORM_AUTOSPRITE:
8626 dynamicvertex = true;
8627 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8628 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8630 case Q3DEFORM_AUTOSPRITE2:
8631 dynamicvertex = true;
8632 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8633 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8635 case Q3DEFORM_NORMAL:
8636 dynamicvertex = true;
8637 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8638 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8641 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8642 break; // if wavefunc is a nop, ignore this transform
8643 dynamicvertex = true;
8644 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8645 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8647 case Q3DEFORM_BULGE:
8648 dynamicvertex = true;
8649 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8650 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8653 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8654 break; // if wavefunc is a nop, ignore this transform
8655 dynamicvertex = true;
8656 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8657 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8661 switch(rsurface.texture->tcgen.tcgen)
8664 case Q3TCGEN_TEXTURE:
8666 case Q3TCGEN_LIGHTMAP:
8667 dynamicvertex = true;
8668 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8669 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8671 case Q3TCGEN_VECTOR:
8672 dynamicvertex = true;
8673 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8674 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8676 case Q3TCGEN_ENVIRONMENT:
8677 dynamicvertex = true;
8678 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8679 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8682 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8684 dynamicvertex = true;
8685 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8686 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8689 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8691 dynamicvertex = true;
8692 batchneed |= BATCHNEED_NOGAPS;
8693 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8696 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8698 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8699 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8700 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8701 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8702 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8703 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8704 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8707 // when the model data has no vertex buffer (dynamic mesh), we need to
8709 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8710 batchneed |= BATCHNEED_NOGAPS;
8712 // if needsupdate, we have to do a dynamic vertex batch for sure
8713 if (needsupdate & batchneed)
8714 dynamicvertex = true;
8716 // see if we need to build vertexmesh from arrays
8717 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8718 dynamicvertex = true;
8720 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8721 // also some drivers strongly dislike firstvertex
8722 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8723 dynamicvertex = true;
8725 rsurface.batchvertex3f = rsurface.modelvertex3f;
8726 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8727 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8728 rsurface.batchsvector3f = rsurface.modelsvector3f;
8729 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8730 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8731 rsurface.batchtvector3f = rsurface.modeltvector3f;
8732 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8733 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8734 rsurface.batchnormal3f = rsurface.modelnormal3f;
8735 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8736 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8737 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8738 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8739 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8740 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8741 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8742 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8743 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8744 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8745 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8746 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8747 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8748 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8749 rsurface.batchelement3i = rsurface.modelelement3i;
8750 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8751 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8752 rsurface.batchelement3s = rsurface.modelelement3s;
8753 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8754 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8756 // if any dynamic vertex processing has to occur in software, we copy the
8757 // entire surface list together before processing to rebase the vertices
8758 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8760 // if any gaps exist and we do not have a static vertex buffer, we have to
8761 // copy the surface list together to avoid wasting upload bandwidth on the
8762 // vertices in the gaps.
8764 // if gaps exist and we have a static vertex buffer, we still have to
8765 // combine the index buffer ranges into one dynamic index buffer.
8767 // in all cases we end up with data that can be drawn in one call.
8771 // static vertex data, just set pointers...
8772 rsurface.batchgeneratedvertex = false;
8773 // if there are gaps, we want to build a combined index buffer,
8774 // otherwise use the original static buffer with an appropriate offset
8777 // build a new triangle elements array for this batch
8778 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8779 rsurface.batchfirsttriangle = 0;
8781 for (i = 0;i < texturenumsurfaces;i++)
8783 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8784 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8785 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8786 numtriangles += surfacenumtriangles;
8788 rsurface.batchelement3i_indexbuffer = NULL;
8789 rsurface.batchelement3i_bufferoffset = 0;
8790 rsurface.batchelement3s = NULL;
8791 rsurface.batchelement3s_indexbuffer = NULL;
8792 rsurface.batchelement3s_bufferoffset = 0;
8793 if (endvertex <= 65536)
8795 // make a 16bit (unsigned short) index array if possible
8796 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8797 for (i = 0;i < numtriangles*3;i++)
8798 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8804 // something needs software processing, do it for real...
8805 // we only directly handle separate array data in this case and then
8806 // generate interleaved data if needed...
8807 rsurface.batchgeneratedvertex = true;
8809 // now copy the vertex data into a combined array and make an index array
8810 // (this is what Quake3 does all the time)
8811 //if (gaps || rsurface.batchfirstvertex)
8813 rsurface.batchvertex3fbuffer = NULL;
8814 rsurface.batchvertexmesh = NULL;
8815 rsurface.batchvertexmeshbuffer = NULL;
8816 rsurface.batchvertex3f = NULL;
8817 rsurface.batchvertex3f_vertexbuffer = NULL;
8818 rsurface.batchvertex3f_bufferoffset = 0;
8819 rsurface.batchsvector3f = NULL;
8820 rsurface.batchsvector3f_vertexbuffer = NULL;
8821 rsurface.batchsvector3f_bufferoffset = 0;
8822 rsurface.batchtvector3f = NULL;
8823 rsurface.batchtvector3f_vertexbuffer = NULL;
8824 rsurface.batchtvector3f_bufferoffset = 0;
8825 rsurface.batchnormal3f = NULL;
8826 rsurface.batchnormal3f_vertexbuffer = NULL;
8827 rsurface.batchnormal3f_bufferoffset = 0;
8828 rsurface.batchlightmapcolor4f = NULL;
8829 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8830 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8831 rsurface.batchtexcoordtexture2f = NULL;
8832 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8833 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8834 rsurface.batchtexcoordlightmap2f = NULL;
8835 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8836 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8837 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8838 rsurface.batchelement3i_indexbuffer = NULL;
8839 rsurface.batchelement3i_bufferoffset = 0;
8840 rsurface.batchelement3s = NULL;
8841 rsurface.batchelement3s_indexbuffer = NULL;
8842 rsurface.batchelement3s_bufferoffset = 0;
8843 // we'll only be setting up certain arrays as needed
8844 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8845 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8846 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8847 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8848 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8849 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8850 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8852 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8853 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8855 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8856 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8857 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8858 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8859 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8860 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8863 for (i = 0;i < texturenumsurfaces;i++)
8865 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8866 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8867 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8868 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8869 // copy only the data requested
8870 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8871 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8872 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8874 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8876 if (rsurface.batchvertex3f)
8877 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8879 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8881 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8883 if (rsurface.modelnormal3f)
8884 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8886 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8888 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8890 if (rsurface.modelsvector3f)
8892 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8893 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8897 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8898 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8901 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8903 if (rsurface.modellightmapcolor4f)
8904 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8906 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8908 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8910 if (rsurface.modeltexcoordtexture2f)
8911 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8913 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8915 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8917 if (rsurface.modeltexcoordlightmap2f)
8918 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8920 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8923 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8924 numvertices += surfacenumvertices;
8925 numtriangles += surfacenumtriangles;
8928 // generate a 16bit index array as well if possible
8929 // (in general, dynamic batches fit)
8930 if (numvertices <= 65536)
8932 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8933 for (i = 0;i < numtriangles*3;i++)
8934 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8937 // since we've copied everything, the batch now starts at 0
8938 rsurface.batchfirstvertex = 0;
8939 rsurface.batchnumvertices = batchnumvertices;
8940 rsurface.batchfirsttriangle = 0;
8941 rsurface.batchnumtriangles = batchnumtriangles;
8944 // q1bsp surfaces rendered in vertex color mode have to have colors
8945 // calculated based on lightstyles
8946 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8948 // generate color arrays for the surfaces in this list
8953 const unsigned char *lm;
8954 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8955 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8956 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8958 for (i = 0;i < texturenumsurfaces;i++)
8960 surface = texturesurfacelist[i];
8961 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8962 surfacenumvertices = surface->num_vertices;
8963 if (surface->lightmapinfo->samples)
8965 for (j = 0;j < surfacenumvertices;j++)
8967 lm = surface->lightmapinfo->samples + offsets[j];
8968 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8969 VectorScale(lm, scale, c);
8970 if (surface->lightmapinfo->styles[1] != 255)
8972 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8974 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8975 VectorMA(c, scale, lm, c);
8976 if (surface->lightmapinfo->styles[2] != 255)
8979 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8980 VectorMA(c, scale, lm, c);
8981 if (surface->lightmapinfo->styles[3] != 255)
8984 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8985 VectorMA(c, scale, lm, c);
8992 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);
8998 for (j = 0;j < surfacenumvertices;j++)
9000 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9007 // if vertices are deformed (sprite flares and things in maps, possibly
9008 // water waves, bulges and other deformations), modify the copied vertices
9010 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9012 switch (deform->deform)
9015 case Q3DEFORM_PROJECTIONSHADOW:
9016 case Q3DEFORM_TEXT0:
9017 case Q3DEFORM_TEXT1:
9018 case Q3DEFORM_TEXT2:
9019 case Q3DEFORM_TEXT3:
9020 case Q3DEFORM_TEXT4:
9021 case Q3DEFORM_TEXT5:
9022 case Q3DEFORM_TEXT6:
9023 case Q3DEFORM_TEXT7:
9026 case Q3DEFORM_AUTOSPRITE:
9027 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9028 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9029 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9030 VectorNormalize(newforward);
9031 VectorNormalize(newright);
9032 VectorNormalize(newup);
9033 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9034 // rsurface.batchvertex3f_vertexbuffer = NULL;
9035 // rsurface.batchvertex3f_bufferoffset = 0;
9036 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9037 // rsurface.batchsvector3f_vertexbuffer = NULL;
9038 // rsurface.batchsvector3f_bufferoffset = 0;
9039 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9040 // rsurface.batchtvector3f_vertexbuffer = NULL;
9041 // rsurface.batchtvector3f_bufferoffset = 0;
9042 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9043 // rsurface.batchnormal3f_vertexbuffer = NULL;
9044 // rsurface.batchnormal3f_bufferoffset = 0;
9045 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9046 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9047 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9048 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9049 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);
9050 // a single autosprite surface can contain multiple sprites...
9051 for (j = 0;j < batchnumvertices - 3;j += 4)
9053 VectorClear(center);
9054 for (i = 0;i < 4;i++)
9055 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9056 VectorScale(center, 0.25f, center);
9057 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9058 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9059 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9060 for (i = 0;i < 4;i++)
9062 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9063 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9066 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9067 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9068 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);
9070 case Q3DEFORM_AUTOSPRITE2:
9071 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9072 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9073 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9074 VectorNormalize(newforward);
9075 VectorNormalize(newright);
9076 VectorNormalize(newup);
9077 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9078 // rsurface.batchvertex3f_vertexbuffer = NULL;
9079 // rsurface.batchvertex3f_bufferoffset = 0;
9081 const float *v1, *v2;
9091 memset(shortest, 0, sizeof(shortest));
9092 // a single autosprite surface can contain multiple sprites...
9093 for (j = 0;j < batchnumvertices - 3;j += 4)
9095 VectorClear(center);
9096 for (i = 0;i < 4;i++)
9097 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9098 VectorScale(center, 0.25f, center);
9099 // find the two shortest edges, then use them to define the
9100 // axis vectors for rotating around the central axis
9101 for (i = 0;i < 6;i++)
9103 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9104 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9105 l = VectorDistance2(v1, v2);
9106 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9108 l += (1.0f / 1024.0f);
9109 if (shortest[0].length2 > l || i == 0)
9111 shortest[1] = shortest[0];
9112 shortest[0].length2 = l;
9113 shortest[0].v1 = v1;
9114 shortest[0].v2 = v2;
9116 else if (shortest[1].length2 > l || i == 1)
9118 shortest[1].length2 = l;
9119 shortest[1].v1 = v1;
9120 shortest[1].v2 = v2;
9123 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9124 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9125 // this calculates the right vector from the shortest edge
9126 // and the up vector from the edge midpoints
9127 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9128 VectorNormalize(right);
9129 VectorSubtract(end, start, up);
9130 VectorNormalize(up);
9131 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9132 VectorSubtract(rsurface.localvieworigin, center, forward);
9133 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9134 VectorNegate(forward, forward);
9135 VectorReflect(forward, 0, up, forward);
9136 VectorNormalize(forward);
9137 CrossProduct(up, forward, newright);
9138 VectorNormalize(newright);
9139 // rotate the quad around the up axis vector, this is made
9140 // especially easy by the fact we know the quad is flat,
9141 // so we only have to subtract the center position and
9142 // measure distance along the right vector, and then
9143 // multiply that by the newright vector and add back the
9145 // we also need to subtract the old position to undo the
9146 // displacement from the center, which we do with a
9147 // DotProduct, the subtraction/addition of center is also
9148 // optimized into DotProducts here
9149 l = DotProduct(right, center);
9150 for (i = 0;i < 4;i++)
9152 v1 = rsurface.batchvertex3f + 3*(j+i);
9153 f = DotProduct(right, v1) - l;
9154 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9158 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9160 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9161 // rsurface.batchnormal3f_vertexbuffer = NULL;
9162 // rsurface.batchnormal3f_bufferoffset = 0;
9163 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9165 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9167 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9168 // rsurface.batchsvector3f_vertexbuffer = NULL;
9169 // rsurface.batchsvector3f_bufferoffset = 0;
9170 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9171 // rsurface.batchtvector3f_vertexbuffer = NULL;
9172 // rsurface.batchtvector3f_bufferoffset = 0;
9173 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);
9176 case Q3DEFORM_NORMAL:
9177 // deform the normals to make reflections wavey
9178 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9179 rsurface.batchnormal3f_vertexbuffer = NULL;
9180 rsurface.batchnormal3f_bufferoffset = 0;
9181 for (j = 0;j < batchnumvertices;j++)
9184 float *normal = rsurface.batchnormal3f + 3*j;
9185 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9186 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9187 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9188 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9189 VectorNormalize(normal);
9191 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9193 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9194 // rsurface.batchsvector3f_vertexbuffer = NULL;
9195 // rsurface.batchsvector3f_bufferoffset = 0;
9196 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9197 // rsurface.batchtvector3f_vertexbuffer = NULL;
9198 // rsurface.batchtvector3f_bufferoffset = 0;
9199 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);
9203 // deform vertex array to make wavey water and flags and such
9204 waveparms[0] = deform->waveparms[0];
9205 waveparms[1] = deform->waveparms[1];
9206 waveparms[2] = deform->waveparms[2];
9207 waveparms[3] = deform->waveparms[3];
9208 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9209 break; // if wavefunc is a nop, don't make a dynamic vertex array
9210 // this is how a divisor of vertex influence on deformation
9211 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9212 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9213 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9214 // rsurface.batchvertex3f_vertexbuffer = NULL;
9215 // rsurface.batchvertex3f_bufferoffset = 0;
9216 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9217 // rsurface.batchnormal3f_vertexbuffer = NULL;
9218 // rsurface.batchnormal3f_bufferoffset = 0;
9219 for (j = 0;j < batchnumvertices;j++)
9221 // if the wavefunc depends on time, evaluate it per-vertex
9224 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9225 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9227 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9229 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9230 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9231 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9233 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9234 // rsurface.batchsvector3f_vertexbuffer = NULL;
9235 // rsurface.batchsvector3f_bufferoffset = 0;
9236 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9237 // rsurface.batchtvector3f_vertexbuffer = NULL;
9238 // rsurface.batchtvector3f_bufferoffset = 0;
9239 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);
9242 case Q3DEFORM_BULGE:
9243 // deform vertex array to make the surface have moving bulges
9244 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9245 // rsurface.batchvertex3f_vertexbuffer = NULL;
9246 // rsurface.batchvertex3f_bufferoffset = 0;
9247 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9248 // rsurface.batchnormal3f_vertexbuffer = NULL;
9249 // rsurface.batchnormal3f_bufferoffset = 0;
9250 for (j = 0;j < batchnumvertices;j++)
9252 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9253 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9255 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9256 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9257 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9259 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9260 // rsurface.batchsvector3f_vertexbuffer = NULL;
9261 // rsurface.batchsvector3f_bufferoffset = 0;
9262 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9263 // rsurface.batchtvector3f_vertexbuffer = NULL;
9264 // rsurface.batchtvector3f_bufferoffset = 0;
9265 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);
9269 // deform vertex array
9270 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9271 break; // if wavefunc is a nop, don't make a dynamic vertex array
9272 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9273 VectorScale(deform->parms, scale, waveparms);
9274 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9275 // rsurface.batchvertex3f_vertexbuffer = NULL;
9276 // rsurface.batchvertex3f_bufferoffset = 0;
9277 for (j = 0;j < batchnumvertices;j++)
9278 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9283 // generate texcoords based on the chosen texcoord source
9284 switch(rsurface.texture->tcgen.tcgen)
9287 case Q3TCGEN_TEXTURE:
9289 case Q3TCGEN_LIGHTMAP:
9290 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9291 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9292 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9293 if (rsurface.batchtexcoordlightmap2f)
9294 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9296 case Q3TCGEN_VECTOR:
9297 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9298 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9299 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9300 for (j = 0;j < batchnumvertices;j++)
9302 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9303 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9306 case Q3TCGEN_ENVIRONMENT:
9307 // make environment reflections using a spheremap
9308 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9309 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9310 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9311 for (j = 0;j < batchnumvertices;j++)
9313 // identical to Q3A's method, but executed in worldspace so
9314 // carried models can be shiny too
9316 float viewer[3], d, reflected[3], worldreflected[3];
9318 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9319 // VectorNormalize(viewer);
9321 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9323 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9324 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9325 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9326 // note: this is proportinal to viewer, so we can normalize later
9328 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9329 VectorNormalize(worldreflected);
9331 // note: this sphere map only uses world x and z!
9332 // so positive and negative y will LOOK THE SAME.
9333 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9334 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9338 // the only tcmod that needs software vertex processing is turbulent, so
9339 // check for it here and apply the changes if needed
9340 // and we only support that as the first one
9341 // (handling a mixture of turbulent and other tcmods would be problematic
9342 // without punting it entirely to a software path)
9343 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9345 amplitude = rsurface.texture->tcmods[0].parms[1];
9346 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9347 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9348 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9349 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9350 for (j = 0;j < batchnumvertices;j++)
9352 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);
9353 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9357 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9359 // convert the modified arrays to vertex structs
9360 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9361 // rsurface.batchvertexmeshbuffer = NULL;
9362 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9363 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9364 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9365 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9366 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9367 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9368 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9370 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9372 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9373 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9376 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9377 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9378 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9379 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9380 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9381 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9382 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9383 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9384 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9388 void RSurf_DrawBatch(void)
9390 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9391 // through the pipeline, killing it earlier in the pipeline would have
9392 // per-surface overhead rather than per-batch overhead, so it's best to
9393 // reject it here, before it hits glDraw.
9394 if (rsurface.batchnumtriangles == 0)
9397 // batch debugging code
9398 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9404 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9405 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9408 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9410 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9412 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9413 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);
9420 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);
9423 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9425 // pick the closest matching water plane
9426 int planeindex, vertexindex, bestplaneindex = -1;
9430 r_waterstate_waterplane_t *p;
9431 qboolean prepared = false;
9433 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9435 if(p->camera_entity != rsurface.texture->camera_entity)
9440 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9442 if(rsurface.batchnumvertices == 0)
9445 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9447 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9448 d += fabs(PlaneDiff(vert, &p->plane));
9450 if (bestd > d || bestplaneindex < 0)
9453 bestplaneindex = planeindex;
9456 return bestplaneindex;
9457 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9458 // this situation though, as it might be better to render single larger
9459 // batches with useless stuff (backface culled for example) than to
9460 // render multiple smaller batches
9463 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9466 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9467 rsurface.passcolor4f_vertexbuffer = 0;
9468 rsurface.passcolor4f_bufferoffset = 0;
9469 for (i = 0;i < rsurface.batchnumvertices;i++)
9470 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9473 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9480 if (rsurface.passcolor4f)
9482 // generate color arrays
9483 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9484 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9485 rsurface.passcolor4f_vertexbuffer = 0;
9486 rsurface.passcolor4f_bufferoffset = 0;
9487 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9489 f = RSurf_FogVertex(v);
9498 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9499 rsurface.passcolor4f_vertexbuffer = 0;
9500 rsurface.passcolor4f_bufferoffset = 0;
9501 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9503 f = RSurf_FogVertex(v);
9512 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9519 if (!rsurface.passcolor4f)
9521 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9522 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9523 rsurface.passcolor4f_vertexbuffer = 0;
9524 rsurface.passcolor4f_bufferoffset = 0;
9525 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9527 f = RSurf_FogVertex(v);
9528 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9529 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9530 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9535 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9540 if (!rsurface.passcolor4f)
9542 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9543 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9544 rsurface.passcolor4f_vertexbuffer = 0;
9545 rsurface.passcolor4f_bufferoffset = 0;
9546 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9555 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9560 if (!rsurface.passcolor4f)
9562 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9563 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9564 rsurface.passcolor4f_vertexbuffer = 0;
9565 rsurface.passcolor4f_bufferoffset = 0;
9566 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9568 c2[0] = c[0] + r_refdef.scene.ambient;
9569 c2[1] = c[1] + r_refdef.scene.ambient;
9570 c2[2] = c[2] + r_refdef.scene.ambient;
9575 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9578 rsurface.passcolor4f = NULL;
9579 rsurface.passcolor4f_vertexbuffer = 0;
9580 rsurface.passcolor4f_bufferoffset = 0;
9581 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9582 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9583 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9584 GL_Color(r, g, b, a);
9585 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9589 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9591 // TODO: optimize applyfog && applycolor case
9592 // just apply fog if necessary, and tint the fog color array if necessary
9593 rsurface.passcolor4f = NULL;
9594 rsurface.passcolor4f_vertexbuffer = 0;
9595 rsurface.passcolor4f_bufferoffset = 0;
9596 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9597 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9598 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9599 GL_Color(r, g, b, a);
9603 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9606 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9607 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9608 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9609 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9610 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9611 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9612 GL_Color(r, g, b, a);
9616 static void RSurf_DrawBatch_GL11_ClampColor(void)
9621 if (!rsurface.passcolor4f)
9623 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9625 c2[0] = bound(0.0f, c1[0], 1.0f);
9626 c2[1] = bound(0.0f, c1[1], 1.0f);
9627 c2[2] = bound(0.0f, c1[2], 1.0f);
9628 c2[3] = bound(0.0f, c1[3], 1.0f);
9632 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9642 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9643 rsurface.passcolor4f_vertexbuffer = 0;
9644 rsurface.passcolor4f_bufferoffset = 0;
9645 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9647 f = -DotProduct(r_refdef.view.forward, n);
9649 f = f * 0.85 + 0.15; // work around so stuff won't get black
9650 f *= r_refdef.lightmapintensity;
9651 Vector4Set(c, f, f, f, 1);
9655 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9657 RSurf_DrawBatch_GL11_ApplyFakeLight();
9658 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9659 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9660 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9661 GL_Color(r, g, b, a);
9665 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9673 vec3_t ambientcolor;
9674 vec3_t diffusecolor;
9678 VectorCopy(rsurface.modellight_lightdir, lightdir);
9679 f = 0.5f * r_refdef.lightmapintensity;
9680 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9681 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9682 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9683 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9684 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9685 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9687 if (VectorLength2(diffusecolor) > 0)
9689 // q3-style directional shading
9690 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9691 rsurface.passcolor4f_vertexbuffer = 0;
9692 rsurface.passcolor4f_bufferoffset = 0;
9693 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9695 if ((f = DotProduct(n, lightdir)) > 0)
9696 VectorMA(ambientcolor, f, diffusecolor, c);
9698 VectorCopy(ambientcolor, c);
9705 *applycolor = false;
9709 *r = ambientcolor[0];
9710 *g = ambientcolor[1];
9711 *b = ambientcolor[2];
9712 rsurface.passcolor4f = NULL;
9713 rsurface.passcolor4f_vertexbuffer = 0;
9714 rsurface.passcolor4f_bufferoffset = 0;
9718 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9720 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9721 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9722 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9723 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9724 GL_Color(r, g, b, a);
9728 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9736 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9737 rsurface.passcolor4f_vertexbuffer = 0;
9738 rsurface.passcolor4f_bufferoffset = 0;
9740 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9742 f = 1 - RSurf_FogVertex(v);
9750 void RSurf_SetupDepthAndCulling(void)
9752 // submodels are biased to avoid z-fighting with world surfaces that they
9753 // may be exactly overlapping (avoids z-fighting artifacts on certain
9754 // doors and things in Quake maps)
9755 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9756 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9757 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9758 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9761 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9763 // transparent sky would be ridiculous
9764 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9766 R_SetupShader_Generic_NoTexture(false, false);
9767 skyrenderlater = true;
9768 RSurf_SetupDepthAndCulling();
9770 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9771 // skymasking on them, and Quake3 never did sky masking (unlike
9772 // software Quake and software Quake2), so disable the sky masking
9773 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9774 // and skymasking also looks very bad when noclipping outside the
9775 // level, so don't use it then either.
9776 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9778 R_Mesh_ResetTextureState();
9779 if (skyrendermasked)
9781 R_SetupShader_DepthOrShadow(false, false);
9782 // depth-only (masking)
9783 GL_ColorMask(0,0,0,0);
9784 // just to make sure that braindead drivers don't draw
9785 // anything despite that colormask...
9786 GL_BlendFunc(GL_ZERO, GL_ONE);
9787 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9788 if (rsurface.batchvertex3fbuffer)
9789 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9791 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9795 R_SetupShader_Generic_NoTexture(false, false);
9797 GL_BlendFunc(GL_ONE, GL_ZERO);
9798 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9799 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9800 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9803 if (skyrendermasked)
9804 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9806 R_Mesh_ResetTextureState();
9807 GL_Color(1, 1, 1, 1);
9810 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9811 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9812 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9814 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9818 // render screenspace normalmap to texture
9820 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9825 // bind lightmap texture
9827 // water/refraction/reflection/camera surfaces have to be handled specially
9828 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9830 int start, end, startplaneindex;
9831 for (start = 0;start < texturenumsurfaces;start = end)
9833 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9834 if(startplaneindex < 0)
9836 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9837 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9841 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9843 // now that we have a batch using the same planeindex, render it
9844 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9846 // render water or distortion background
9848 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9850 // blend surface on top
9851 GL_DepthMask(false);
9852 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9855 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9857 // render surface with reflection texture as input
9858 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9859 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9866 // render surface batch normally
9867 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9868 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9872 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9874 // OpenGL 1.3 path - anything not completely ancient
9875 qboolean applycolor;
9878 const texturelayer_t *layer;
9879 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9880 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9882 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9885 int layertexrgbscale;
9886 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9888 if (layerindex == 0)
9892 GL_AlphaTest(false);
9893 GL_DepthFunc(GL_EQUAL);
9896 GL_DepthMask(layer->depthmask && writedepth);
9897 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9898 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9900 layertexrgbscale = 4;
9901 VectorScale(layer->color, 0.25f, layercolor);
9903 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9905 layertexrgbscale = 2;
9906 VectorScale(layer->color, 0.5f, layercolor);
9910 layertexrgbscale = 1;
9911 VectorScale(layer->color, 1.0f, layercolor);
9913 layercolor[3] = layer->color[3];
9914 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9915 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9916 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9917 switch (layer->type)
9919 case TEXTURELAYERTYPE_LITTEXTURE:
9920 // single-pass lightmapped texture with 2x rgbscale
9921 R_Mesh_TexBind(0, r_texture_white);
9922 R_Mesh_TexMatrix(0, NULL);
9923 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9924 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9925 R_Mesh_TexBind(1, layer->texture);
9926 R_Mesh_TexMatrix(1, &layer->texmatrix);
9927 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9928 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9929 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9930 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9931 else if (FAKELIGHT_ENABLED)
9932 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9933 else if (rsurface.uselightmaptexture)
9934 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9936 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9938 case TEXTURELAYERTYPE_TEXTURE:
9939 // singletexture unlit texture with transparency support
9940 R_Mesh_TexBind(0, layer->texture);
9941 R_Mesh_TexMatrix(0, &layer->texmatrix);
9942 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9943 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9944 R_Mesh_TexBind(1, 0);
9945 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9946 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9948 case TEXTURELAYERTYPE_FOG:
9949 // singletexture fogging
9952 R_Mesh_TexBind(0, layer->texture);
9953 R_Mesh_TexMatrix(0, &layer->texmatrix);
9954 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9955 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9959 R_Mesh_TexBind(0, 0);
9960 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9962 R_Mesh_TexBind(1, 0);
9963 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9964 // generate a color array for the fog pass
9965 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9966 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9970 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9973 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9975 GL_DepthFunc(GL_LEQUAL);
9976 GL_AlphaTest(false);
9980 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9982 // OpenGL 1.1 - crusty old voodoo path
9985 const texturelayer_t *layer;
9986 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9987 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9989 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9991 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9993 if (layerindex == 0)
9997 GL_AlphaTest(false);
9998 GL_DepthFunc(GL_EQUAL);
10001 GL_DepthMask(layer->depthmask && writedepth);
10002 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10003 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10004 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10005 switch (layer->type)
10007 case TEXTURELAYERTYPE_LITTEXTURE:
10008 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10010 // two-pass lit texture with 2x rgbscale
10011 // first the lightmap pass
10012 R_Mesh_TexBind(0, r_texture_white);
10013 R_Mesh_TexMatrix(0, NULL);
10014 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10015 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10016 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10017 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10018 else if (FAKELIGHT_ENABLED)
10019 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10020 else if (rsurface.uselightmaptexture)
10021 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10023 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10024 // then apply the texture to it
10025 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10026 R_Mesh_TexBind(0, layer->texture);
10027 R_Mesh_TexMatrix(0, &layer->texmatrix);
10028 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10029 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10030 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10034 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10035 R_Mesh_TexBind(0, layer->texture);
10036 R_Mesh_TexMatrix(0, &layer->texmatrix);
10037 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10038 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10039 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10040 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10042 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10045 case TEXTURELAYERTYPE_TEXTURE:
10046 // singletexture unlit texture with transparency support
10047 R_Mesh_TexBind(0, layer->texture);
10048 R_Mesh_TexMatrix(0, &layer->texmatrix);
10049 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10050 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10051 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10053 case TEXTURELAYERTYPE_FOG:
10054 // singletexture fogging
10055 if (layer->texture)
10057 R_Mesh_TexBind(0, layer->texture);
10058 R_Mesh_TexMatrix(0, &layer->texmatrix);
10059 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10060 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10064 R_Mesh_TexBind(0, 0);
10065 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10067 // generate a color array for the fog pass
10068 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10069 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10073 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10076 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10078 GL_DepthFunc(GL_LEQUAL);
10079 GL_AlphaTest(false);
10083 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10087 r_vertexgeneric_t *batchvertex;
10090 // R_Mesh_ResetTextureState();
10091 R_SetupShader_Generic_NoTexture(false, false);
10093 if(rsurface.texture && rsurface.texture->currentskinframe)
10095 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10096 c[3] *= rsurface.texture->currentalpha;
10106 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10108 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10109 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10110 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10113 // brighten it up (as texture value 127 means "unlit")
10114 c[0] *= 2 * r_refdef.view.colorscale;
10115 c[1] *= 2 * r_refdef.view.colorscale;
10116 c[2] *= 2 * r_refdef.view.colorscale;
10118 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10119 c[3] *= r_wateralpha.value;
10121 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10123 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10124 GL_DepthMask(false);
10126 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10128 GL_BlendFunc(GL_ONE, GL_ONE);
10129 GL_DepthMask(false);
10131 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10133 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10134 GL_DepthMask(false);
10136 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10138 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10139 GL_DepthMask(false);
10143 GL_BlendFunc(GL_ONE, GL_ZERO);
10144 GL_DepthMask(writedepth);
10147 if (r_showsurfaces.integer == 3)
10149 rsurface.passcolor4f = NULL;
10151 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10153 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10155 rsurface.passcolor4f = NULL;
10156 rsurface.passcolor4f_vertexbuffer = 0;
10157 rsurface.passcolor4f_bufferoffset = 0;
10159 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10161 qboolean applycolor = true;
10164 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10166 r_refdef.lightmapintensity = 1;
10167 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10168 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10170 else if (FAKELIGHT_ENABLED)
10172 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10174 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10175 RSurf_DrawBatch_GL11_ApplyFakeLight();
10176 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10180 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10182 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10183 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10184 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10187 if(!rsurface.passcolor4f)
10188 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10190 RSurf_DrawBatch_GL11_ApplyAmbient();
10191 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10192 if(r_refdef.fogenabled)
10193 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10194 RSurf_DrawBatch_GL11_ClampColor();
10196 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10197 R_SetupShader_Generic_NoTexture(false, false);
10200 else if (!r_refdef.view.showdebug)
10202 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10203 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10204 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10206 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10207 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10209 R_Mesh_PrepareVertices_Generic_Unlock();
10212 else if (r_showsurfaces.integer == 4)
10214 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10215 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10216 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10218 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10219 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10220 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10222 R_Mesh_PrepareVertices_Generic_Unlock();
10225 else if (r_showsurfaces.integer == 2)
10228 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10229 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10230 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10232 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10233 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10234 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10235 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10236 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10237 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10238 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10240 R_Mesh_PrepareVertices_Generic_Unlock();
10241 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10245 int texturesurfaceindex;
10247 const msurface_t *surface;
10248 float surfacecolor4f[4];
10249 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10250 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10252 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10254 surface = texturesurfacelist[texturesurfaceindex];
10255 k = (int)(((size_t)surface) / sizeof(msurface_t));
10256 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10257 for (j = 0;j < surface->num_vertices;j++)
10259 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10260 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10264 R_Mesh_PrepareVertices_Generic_Unlock();
10269 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10272 RSurf_SetupDepthAndCulling();
10273 if (r_showsurfaces.integer)
10275 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10278 switch (vid.renderpath)
10280 case RENDERPATH_GL20:
10281 case RENDERPATH_D3D9:
10282 case RENDERPATH_D3D10:
10283 case RENDERPATH_D3D11:
10284 case RENDERPATH_SOFT:
10285 case RENDERPATH_GLES2:
10286 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10288 case RENDERPATH_GL13:
10289 case RENDERPATH_GLES1:
10290 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10292 case RENDERPATH_GL11:
10293 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10299 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10302 RSurf_SetupDepthAndCulling();
10303 if (r_showsurfaces.integer)
10305 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10308 switch (vid.renderpath)
10310 case RENDERPATH_GL20:
10311 case RENDERPATH_D3D9:
10312 case RENDERPATH_D3D10:
10313 case RENDERPATH_D3D11:
10314 case RENDERPATH_SOFT:
10315 case RENDERPATH_GLES2:
10316 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10318 case RENDERPATH_GL13:
10319 case RENDERPATH_GLES1:
10320 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10322 case RENDERPATH_GL11:
10323 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10329 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10332 int texturenumsurfaces, endsurface;
10333 texture_t *texture;
10334 const msurface_t *surface;
10335 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10337 // if the model is static it doesn't matter what value we give for
10338 // wantnormals and wanttangents, so this logic uses only rules applicable
10339 // to a model, knowing that they are meaningless otherwise
10340 if (ent == r_refdef.scene.worldentity)
10341 RSurf_ActiveWorldEntity();
10342 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10343 RSurf_ActiveModelEntity(ent, false, false, false);
10346 switch (vid.renderpath)
10348 case RENDERPATH_GL20:
10349 case RENDERPATH_D3D9:
10350 case RENDERPATH_D3D10:
10351 case RENDERPATH_D3D11:
10352 case RENDERPATH_SOFT:
10353 case RENDERPATH_GLES2:
10354 RSurf_ActiveModelEntity(ent, true, true, false);
10356 case RENDERPATH_GL11:
10357 case RENDERPATH_GL13:
10358 case RENDERPATH_GLES1:
10359 RSurf_ActiveModelEntity(ent, true, false, false);
10364 if (r_transparentdepthmasking.integer)
10366 qboolean setup = false;
10367 for (i = 0;i < numsurfaces;i = j)
10370 surface = rsurface.modelsurfaces + surfacelist[i];
10371 texture = surface->texture;
10372 rsurface.texture = R_GetCurrentTexture(texture);
10373 rsurface.lightmaptexture = NULL;
10374 rsurface.deluxemaptexture = NULL;
10375 rsurface.uselightmaptexture = false;
10376 // scan ahead until we find a different texture
10377 endsurface = min(i + 1024, numsurfaces);
10378 texturenumsurfaces = 0;
10379 texturesurfacelist[texturenumsurfaces++] = surface;
10380 for (;j < endsurface;j++)
10382 surface = rsurface.modelsurfaces + surfacelist[j];
10383 if (texture != surface->texture)
10385 texturesurfacelist[texturenumsurfaces++] = surface;
10387 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10389 // render the range of surfaces as depth
10393 GL_ColorMask(0,0,0,0);
10395 GL_DepthTest(true);
10396 GL_BlendFunc(GL_ONE, GL_ZERO);
10397 GL_DepthMask(true);
10398 // R_Mesh_ResetTextureState();
10399 R_SetupShader_DepthOrShadow(false, false);
10401 RSurf_SetupDepthAndCulling();
10402 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10403 if (rsurface.batchvertex3fbuffer)
10404 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10406 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10410 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10413 for (i = 0;i < numsurfaces;i = j)
10416 surface = rsurface.modelsurfaces + surfacelist[i];
10417 texture = surface->texture;
10418 rsurface.texture = R_GetCurrentTexture(texture);
10419 // scan ahead until we find a different texture
10420 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10421 texturenumsurfaces = 0;
10422 texturesurfacelist[texturenumsurfaces++] = surface;
10423 if(FAKELIGHT_ENABLED)
10425 rsurface.lightmaptexture = NULL;
10426 rsurface.deluxemaptexture = NULL;
10427 rsurface.uselightmaptexture = false;
10428 for (;j < endsurface;j++)
10430 surface = rsurface.modelsurfaces + surfacelist[j];
10431 if (texture != surface->texture)
10433 texturesurfacelist[texturenumsurfaces++] = surface;
10438 rsurface.lightmaptexture = surface->lightmaptexture;
10439 rsurface.deluxemaptexture = surface->deluxemaptexture;
10440 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10441 for (;j < endsurface;j++)
10443 surface = rsurface.modelsurfaces + surfacelist[j];
10444 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10446 texturesurfacelist[texturenumsurfaces++] = surface;
10449 // render the range of surfaces
10450 if (ent == r_refdef.scene.worldentity)
10451 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10453 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10455 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10458 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10460 // transparent surfaces get pushed off into the transparent queue
10461 int surfacelistindex;
10462 const msurface_t *surface;
10463 vec3_t tempcenter, center;
10464 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10466 surface = texturesurfacelist[surfacelistindex];
10467 if (r_transparent_sortsurfacesbynearest.integer)
10469 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10470 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10471 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10475 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10476 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10477 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10479 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10480 if (rsurface.entity->transparent_offset) // transparent offset
10482 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10483 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10484 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10486 R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10490 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10492 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10494 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10496 RSurf_SetupDepthAndCulling();
10497 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10498 if (rsurface.batchvertex3fbuffer)
10499 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10501 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10505 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10509 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10512 if (!rsurface.texture->currentnumlayers)
10514 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10515 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10517 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10519 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10520 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10521 else if (!rsurface.texture->currentnumlayers)
10523 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10525 // in the deferred case, transparent surfaces were queued during prepass
10526 if (!r_shadow_usingdeferredprepass)
10527 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10531 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10532 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10537 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10540 texture_t *texture;
10541 R_FrameData_SetMark();
10542 // break the surface list down into batches by texture and use of lightmapping
10543 for (i = 0;i < numsurfaces;i = j)
10546 // texture is the base texture pointer, rsurface.texture is the
10547 // current frame/skin the texture is directing us to use (for example
10548 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10549 // use skin 1 instead)
10550 texture = surfacelist[i]->texture;
10551 rsurface.texture = R_GetCurrentTexture(texture);
10552 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10554 // if this texture is not the kind we want, skip ahead to the next one
10555 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10559 if(FAKELIGHT_ENABLED || depthonly || prepass)
10561 rsurface.lightmaptexture = NULL;
10562 rsurface.deluxemaptexture = NULL;
10563 rsurface.uselightmaptexture = false;
10564 // simply scan ahead until we find a different texture or lightmap state
10565 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10570 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10571 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10572 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10573 // simply scan ahead until we find a different texture or lightmap state
10574 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10577 // render the range of surfaces
10578 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10580 R_FrameData_ReturnToMark();
10583 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10587 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10590 if (!rsurface.texture->currentnumlayers)
10592 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10593 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10595 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10597 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10598 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10599 else if (!rsurface.texture->currentnumlayers)
10601 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10603 // in the deferred case, transparent surfaces were queued during prepass
10604 if (!r_shadow_usingdeferredprepass)
10605 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10609 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10610 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10615 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10618 texture_t *texture;
10619 R_FrameData_SetMark();
10620 // break the surface list down into batches by texture and use of lightmapping
10621 for (i = 0;i < numsurfaces;i = j)
10624 // texture is the base texture pointer, rsurface.texture is the
10625 // current frame/skin the texture is directing us to use (for example
10626 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10627 // use skin 1 instead)
10628 texture = surfacelist[i]->texture;
10629 rsurface.texture = R_GetCurrentTexture(texture);
10630 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10632 // if this texture is not the kind we want, skip ahead to the next one
10633 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10637 if(FAKELIGHT_ENABLED || depthonly || prepass)
10639 rsurface.lightmaptexture = NULL;
10640 rsurface.deluxemaptexture = NULL;
10641 rsurface.uselightmaptexture = false;
10642 // simply scan ahead until we find a different texture or lightmap state
10643 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10648 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10649 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10650 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10651 // simply scan ahead until we find a different texture or lightmap state
10652 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10655 // render the range of surfaces
10656 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10658 R_FrameData_ReturnToMark();
10661 float locboxvertex3f[6*4*3] =
10663 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10664 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10665 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10666 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10667 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10668 1,0,0, 0,0,0, 0,1,0, 1,1,0
10671 unsigned short locboxelements[6*2*3] =
10676 12,13,14, 12,14,15,
10677 16,17,18, 16,18,19,
10681 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10684 cl_locnode_t *loc = (cl_locnode_t *)ent;
10686 float vertex3f[6*4*3];
10688 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10689 GL_DepthMask(false);
10690 GL_DepthRange(0, 1);
10691 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10692 GL_DepthTest(true);
10693 GL_CullFace(GL_NONE);
10694 R_EntityMatrix(&identitymatrix);
10696 // R_Mesh_ResetTextureState();
10698 i = surfacelist[0];
10699 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10700 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10701 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10702 surfacelist[0] < 0 ? 0.5f : 0.125f);
10704 if (VectorCompare(loc->mins, loc->maxs))
10706 VectorSet(size, 2, 2, 2);
10707 VectorMA(loc->mins, -0.5f, size, mins);
10711 VectorCopy(loc->mins, mins);
10712 VectorSubtract(loc->maxs, loc->mins, size);
10715 for (i = 0;i < 6*4*3;)
10716 for (j = 0;j < 3;j++, i++)
10717 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10719 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10720 R_SetupShader_Generic_NoTexture(false, false);
10721 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10724 void R_DrawLocs(void)
10727 cl_locnode_t *loc, *nearestloc;
10729 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10730 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10732 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10733 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10737 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10739 if (decalsystem->decals)
10740 Mem_Free(decalsystem->decals);
10741 memset(decalsystem, 0, sizeof(*decalsystem));
10744 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10747 tridecal_t *decals;
10750 // expand or initialize the system
10751 if (decalsystem->maxdecals <= decalsystem->numdecals)
10753 decalsystem_t old = *decalsystem;
10754 qboolean useshortelements;
10755 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10756 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10757 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)));
10758 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10759 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10760 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10761 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10762 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10763 if (decalsystem->numdecals)
10764 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10766 Mem_Free(old.decals);
10767 for (i = 0;i < decalsystem->maxdecals*3;i++)
10768 decalsystem->element3i[i] = i;
10769 if (useshortelements)
10770 for (i = 0;i < decalsystem->maxdecals*3;i++)
10771 decalsystem->element3s[i] = i;
10774 // grab a decal and search for another free slot for the next one
10775 decals = decalsystem->decals;
10776 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10777 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10779 decalsystem->freedecal = i;
10780 if (decalsystem->numdecals <= i)
10781 decalsystem->numdecals = i + 1;
10783 // initialize the decal
10785 decal->triangleindex = triangleindex;
10786 decal->surfaceindex = surfaceindex;
10787 decal->decalsequence = decalsequence;
10788 decal->color4f[0][0] = c0[0];
10789 decal->color4f[0][1] = c0[1];
10790 decal->color4f[0][2] = c0[2];
10791 decal->color4f[0][3] = 1;
10792 decal->color4f[1][0] = c1[0];
10793 decal->color4f[1][1] = c1[1];
10794 decal->color4f[1][2] = c1[2];
10795 decal->color4f[1][3] = 1;
10796 decal->color4f[2][0] = c2[0];
10797 decal->color4f[2][1] = c2[1];
10798 decal->color4f[2][2] = c2[2];
10799 decal->color4f[2][3] = 1;
10800 decal->vertex3f[0][0] = v0[0];
10801 decal->vertex3f[0][1] = v0[1];
10802 decal->vertex3f[0][2] = v0[2];
10803 decal->vertex3f[1][0] = v1[0];
10804 decal->vertex3f[1][1] = v1[1];
10805 decal->vertex3f[1][2] = v1[2];
10806 decal->vertex3f[2][0] = v2[0];
10807 decal->vertex3f[2][1] = v2[1];
10808 decal->vertex3f[2][2] = v2[2];
10809 decal->texcoord2f[0][0] = t0[0];
10810 decal->texcoord2f[0][1] = t0[1];
10811 decal->texcoord2f[1][0] = t1[0];
10812 decal->texcoord2f[1][1] = t1[1];
10813 decal->texcoord2f[2][0] = t2[0];
10814 decal->texcoord2f[2][1] = t2[1];
10815 TriangleNormal(v0, v1, v2, decal->plane);
10816 VectorNormalize(decal->plane);
10817 decal->plane[3] = DotProduct(v0, decal->plane);
10820 extern cvar_t cl_decals_bias;
10821 extern cvar_t cl_decals_models;
10822 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10823 // baseparms, parms, temps
10824 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10829 const float *vertex3f;
10830 const float *normal3f;
10832 float points[2][9][3];
10839 e = rsurface.modelelement3i + 3*triangleindex;
10841 vertex3f = rsurface.modelvertex3f;
10842 normal3f = rsurface.modelnormal3f;
10846 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10848 index = 3*e[cornerindex];
10849 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10854 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10856 index = 3*e[cornerindex];
10857 VectorCopy(vertex3f + index, v[cornerindex]);
10862 //TriangleNormal(v[0], v[1], v[2], normal);
10863 //if (DotProduct(normal, localnormal) < 0.0f)
10865 // clip by each of the box planes formed from the projection matrix
10866 // if anything survives, we emit the decal
10867 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]);
10870 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]);
10873 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]);
10876 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]);
10879 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]);
10882 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]);
10885 // some part of the triangle survived, so we have to accept it...
10888 // dynamic always uses the original triangle
10890 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10892 index = 3*e[cornerindex];
10893 VectorCopy(vertex3f + index, v[cornerindex]);
10896 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10898 // convert vertex positions to texcoords
10899 Matrix4x4_Transform(projection, v[cornerindex], temp);
10900 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10901 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10902 // calculate distance fade from the projection origin
10903 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10904 f = bound(0.0f, f, 1.0f);
10905 c[cornerindex][0] = r * f;
10906 c[cornerindex][1] = g * f;
10907 c[cornerindex][2] = b * f;
10908 c[cornerindex][3] = 1.0f;
10909 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10912 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);
10914 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10915 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);
10917 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10919 matrix4x4_t projection;
10920 decalsystem_t *decalsystem;
10923 const msurface_t *surface;
10924 const msurface_t *surfaces;
10925 const int *surfacelist;
10926 const texture_t *texture;
10928 int numsurfacelist;
10929 int surfacelistindex;
10932 float localorigin[3];
10933 float localnormal[3];
10934 float localmins[3];
10935 float localmaxs[3];
10938 float planes[6][4];
10941 int bih_triangles_count;
10942 int bih_triangles[256];
10943 int bih_surfaces[256];
10945 decalsystem = &ent->decalsystem;
10946 model = ent->model;
10947 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10949 R_DecalSystem_Reset(&ent->decalsystem);
10953 if (!model->brush.data_leafs && !cl_decals_models.integer)
10955 if (decalsystem->model)
10956 R_DecalSystem_Reset(decalsystem);
10960 if (decalsystem->model != model)
10961 R_DecalSystem_Reset(decalsystem);
10962 decalsystem->model = model;
10964 RSurf_ActiveModelEntity(ent, true, false, false);
10966 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10967 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10968 VectorNormalize(localnormal);
10969 localsize = worldsize*rsurface.inversematrixscale;
10970 localmins[0] = localorigin[0] - localsize;
10971 localmins[1] = localorigin[1] - localsize;
10972 localmins[2] = localorigin[2] - localsize;
10973 localmaxs[0] = localorigin[0] + localsize;
10974 localmaxs[1] = localorigin[1] + localsize;
10975 localmaxs[2] = localorigin[2] + localsize;
10977 //VectorCopy(localnormal, planes[4]);
10978 //VectorVectors(planes[4], planes[2], planes[0]);
10979 AnglesFromVectors(angles, localnormal, NULL, false);
10980 AngleVectors(angles, planes[0], planes[2], planes[4]);
10981 VectorNegate(planes[0], planes[1]);
10982 VectorNegate(planes[2], planes[3]);
10983 VectorNegate(planes[4], planes[5]);
10984 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10985 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10986 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10987 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10988 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10989 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10994 matrix4x4_t forwardprojection;
10995 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10996 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11001 float projectionvector[4][3];
11002 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11003 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11004 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11005 projectionvector[0][0] = planes[0][0] * ilocalsize;
11006 projectionvector[0][1] = planes[1][0] * ilocalsize;
11007 projectionvector[0][2] = planes[2][0] * ilocalsize;
11008 projectionvector[1][0] = planes[0][1] * ilocalsize;
11009 projectionvector[1][1] = planes[1][1] * ilocalsize;
11010 projectionvector[1][2] = planes[2][1] * ilocalsize;
11011 projectionvector[2][0] = planes[0][2] * ilocalsize;
11012 projectionvector[2][1] = planes[1][2] * ilocalsize;
11013 projectionvector[2][2] = planes[2][2] * ilocalsize;
11014 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11015 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11016 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11017 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11021 dynamic = model->surfmesh.isanimated;
11022 numsurfacelist = model->nummodelsurfaces;
11023 surfacelist = model->sortedmodelsurfaces;
11024 surfaces = model->data_surfaces;
11027 bih_triangles_count = -1;
11030 if(model->render_bih.numleafs)
11031 bih = &model->render_bih;
11032 else if(model->collision_bih.numleafs)
11033 bih = &model->collision_bih;
11036 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11037 if(bih_triangles_count == 0)
11039 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11041 if(bih_triangles_count > 0)
11043 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11045 surfaceindex = bih_surfaces[triangleindex];
11046 surface = surfaces + surfaceindex;
11047 texture = surface->texture;
11048 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11050 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11052 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11057 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11059 surfaceindex = surfacelist[surfacelistindex];
11060 surface = surfaces + surfaceindex;
11061 // check cull box first because it rejects more than any other check
11062 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11064 // skip transparent surfaces
11065 texture = surface->texture;
11066 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11068 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11070 numtriangles = surface->num_triangles;
11071 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11072 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11077 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11078 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11080 int renderentityindex;
11081 float worldmins[3];
11082 float worldmaxs[3];
11083 entity_render_t *ent;
11085 if (!cl_decals_newsystem.integer)
11088 worldmins[0] = worldorigin[0] - worldsize;
11089 worldmins[1] = worldorigin[1] - worldsize;
11090 worldmins[2] = worldorigin[2] - worldsize;
11091 worldmaxs[0] = worldorigin[0] + worldsize;
11092 worldmaxs[1] = worldorigin[1] + worldsize;
11093 worldmaxs[2] = worldorigin[2] + worldsize;
11095 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11097 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11099 ent = r_refdef.scene.entities[renderentityindex];
11100 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11103 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11107 typedef struct r_decalsystem_splatqueue_s
11109 vec3_t worldorigin;
11110 vec3_t worldnormal;
11116 r_decalsystem_splatqueue_t;
11118 int r_decalsystem_numqueued = 0;
11119 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11121 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)
11123 r_decalsystem_splatqueue_t *queue;
11125 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11128 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11129 VectorCopy(worldorigin, queue->worldorigin);
11130 VectorCopy(worldnormal, queue->worldnormal);
11131 Vector4Set(queue->color, r, g, b, a);
11132 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11133 queue->worldsize = worldsize;
11134 queue->decalsequence = cl.decalsequence++;
11137 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11140 r_decalsystem_splatqueue_t *queue;
11142 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11143 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);
11144 r_decalsystem_numqueued = 0;
11147 extern cvar_t cl_decals_max;
11148 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11151 decalsystem_t *decalsystem = &ent->decalsystem;
11158 if (!decalsystem->numdecals)
11161 if (r_showsurfaces.integer)
11164 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11166 R_DecalSystem_Reset(decalsystem);
11170 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11171 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11173 if (decalsystem->lastupdatetime)
11174 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11177 decalsystem->lastupdatetime = r_refdef.scene.time;
11178 decal = decalsystem->decals;
11179 numdecals = decalsystem->numdecals;
11181 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11183 if (decal->color4f[0][3])
11185 decal->lived += frametime;
11186 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11188 memset(decal, 0, sizeof(*decal));
11189 if (decalsystem->freedecal > i)
11190 decalsystem->freedecal = i;
11194 decal = decalsystem->decals;
11195 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11198 // collapse the array by shuffling the tail decals into the gaps
11201 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11202 decalsystem->freedecal++;
11203 if (decalsystem->freedecal == numdecals)
11205 decal[decalsystem->freedecal] = decal[--numdecals];
11208 decalsystem->numdecals = numdecals;
11210 if (numdecals <= 0)
11212 // if there are no decals left, reset decalsystem
11213 R_DecalSystem_Reset(decalsystem);
11217 extern skinframe_t *decalskinframe;
11218 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11221 decalsystem_t *decalsystem = &ent->decalsystem;
11230 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11233 numdecals = decalsystem->numdecals;
11237 if (r_showsurfaces.integer)
11240 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11242 R_DecalSystem_Reset(decalsystem);
11246 // if the model is static it doesn't matter what value we give for
11247 // wantnormals and wanttangents, so this logic uses only rules applicable
11248 // to a model, knowing that they are meaningless otherwise
11249 if (ent == r_refdef.scene.worldentity)
11250 RSurf_ActiveWorldEntity();
11252 RSurf_ActiveModelEntity(ent, false, false, false);
11254 decalsystem->lastupdatetime = r_refdef.scene.time;
11255 decal = decalsystem->decals;
11257 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11259 // update vertex positions for animated models
11260 v3f = decalsystem->vertex3f;
11261 c4f = decalsystem->color4f;
11262 t2f = decalsystem->texcoord2f;
11263 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11265 if (!decal->color4f[0][3])
11268 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11272 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11275 // update color values for fading decals
11276 if (decal->lived >= cl_decals_time.value)
11277 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11281 c4f[ 0] = decal->color4f[0][0] * alpha;
11282 c4f[ 1] = decal->color4f[0][1] * alpha;
11283 c4f[ 2] = decal->color4f[0][2] * alpha;
11285 c4f[ 4] = decal->color4f[1][0] * alpha;
11286 c4f[ 5] = decal->color4f[1][1] * alpha;
11287 c4f[ 6] = decal->color4f[1][2] * alpha;
11289 c4f[ 8] = decal->color4f[2][0] * alpha;
11290 c4f[ 9] = decal->color4f[2][1] * alpha;
11291 c4f[10] = decal->color4f[2][2] * alpha;
11294 t2f[0] = decal->texcoord2f[0][0];
11295 t2f[1] = decal->texcoord2f[0][1];
11296 t2f[2] = decal->texcoord2f[1][0];
11297 t2f[3] = decal->texcoord2f[1][1];
11298 t2f[4] = decal->texcoord2f[2][0];
11299 t2f[5] = decal->texcoord2f[2][1];
11301 // update vertex positions for animated models
11302 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11304 e = rsurface.modelelement3i + 3*decal->triangleindex;
11305 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11306 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11307 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11311 VectorCopy(decal->vertex3f[0], v3f);
11312 VectorCopy(decal->vertex3f[1], v3f + 3);
11313 VectorCopy(decal->vertex3f[2], v3f + 6);
11316 if (r_refdef.fogenabled)
11318 alpha = RSurf_FogVertex(v3f);
11319 VectorScale(c4f, alpha, c4f);
11320 alpha = RSurf_FogVertex(v3f + 3);
11321 VectorScale(c4f + 4, alpha, c4f + 4);
11322 alpha = RSurf_FogVertex(v3f + 6);
11323 VectorScale(c4f + 8, alpha, c4f + 8);
11334 r_refdef.stats.drawndecals += numtris;
11336 // now render the decals all at once
11337 // (this assumes they all use one particle font texture!)
11338 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);
11339 // R_Mesh_ResetTextureState();
11340 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11341 GL_DepthMask(false);
11342 GL_DepthRange(0, 1);
11343 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11344 GL_DepthTest(true);
11345 GL_CullFace(GL_NONE);
11346 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11347 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11348 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11352 static void R_DrawModelDecals(void)
11356 // fade faster when there are too many decals
11357 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11358 for (i = 0;i < r_refdef.scene.numentities;i++)
11359 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11361 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11362 for (i = 0;i < r_refdef.scene.numentities;i++)
11363 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11364 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11366 R_DecalSystem_ApplySplatEntitiesQueue();
11368 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11369 for (i = 0;i < r_refdef.scene.numentities;i++)
11370 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11372 r_refdef.stats.totaldecals += numdecals;
11374 if (r_showsurfaces.integer)
11377 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11379 for (i = 0;i < r_refdef.scene.numentities;i++)
11381 if (!r_refdef.viewcache.entityvisible[i])
11383 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11384 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11388 extern cvar_t mod_collision_bih;
11389 static void R_DrawDebugModel(void)
11391 entity_render_t *ent = rsurface.entity;
11392 int i, j, k, l, flagsmask;
11393 const msurface_t *surface;
11394 dp_model_t *model = ent->model;
11397 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11400 if (r_showoverdraw.value > 0)
11402 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11403 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11404 R_SetupShader_Generic_NoTexture(false, false);
11405 GL_DepthTest(false);
11406 GL_DepthMask(false);
11407 GL_DepthRange(0, 1);
11408 GL_BlendFunc(GL_ONE, GL_ONE);
11409 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11411 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11413 rsurface.texture = R_GetCurrentTexture(surface->texture);
11414 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11416 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11417 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11418 if (!rsurface.texture->currentlayers->depthmask)
11419 GL_Color(c, 0, 0, 1.0f);
11420 else if (ent == r_refdef.scene.worldentity)
11421 GL_Color(c, c, c, 1.0f);
11423 GL_Color(0, c, 0, 1.0f);
11424 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11428 rsurface.texture = NULL;
11431 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11433 // R_Mesh_ResetTextureState();
11434 R_SetupShader_Generic_NoTexture(false, false);
11435 GL_DepthRange(0, 1);
11436 GL_DepthTest(!r_showdisabledepthtest.integer);
11437 GL_DepthMask(false);
11438 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11440 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11444 qboolean cullbox = ent == r_refdef.scene.worldentity;
11445 const q3mbrush_t *brush;
11446 const bih_t *bih = &model->collision_bih;
11447 const bih_leaf_t *bihleaf;
11448 float vertex3f[3][3];
11449 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11451 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11453 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11455 switch (bihleaf->type)
11458 brush = model->brush.data_brushes + bihleaf->itemindex;
11459 if (brush->colbrushf && brush->colbrushf->numtriangles)
11461 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);
11462 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11463 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11466 case BIH_COLLISIONTRIANGLE:
11467 triangleindex = bihleaf->itemindex;
11468 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11469 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11470 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11471 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);
11472 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11473 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11475 case BIH_RENDERTRIANGLE:
11476 triangleindex = bihleaf->itemindex;
11477 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11478 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11479 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11480 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);
11481 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11482 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11488 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11491 if (r_showtris.integer && qglPolygonMode)
11493 if (r_showdisabledepthtest.integer)
11495 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11496 GL_DepthMask(false);
11500 GL_BlendFunc(GL_ONE, GL_ZERO);
11501 GL_DepthMask(true);
11503 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11504 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11506 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11508 rsurface.texture = R_GetCurrentTexture(surface->texture);
11509 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11511 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11512 if (!rsurface.texture->currentlayers->depthmask)
11513 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11514 else if (ent == r_refdef.scene.worldentity)
11515 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11517 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11518 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11522 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11523 rsurface.texture = NULL;
11526 if (r_shownormals.value != 0 && qglBegin)
11528 if (r_showdisabledepthtest.integer)
11530 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11531 GL_DepthMask(false);
11535 GL_BlendFunc(GL_ONE, GL_ZERO);
11536 GL_DepthMask(true);
11538 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11540 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11542 rsurface.texture = R_GetCurrentTexture(surface->texture);
11543 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11545 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11546 qglBegin(GL_LINES);
11547 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11549 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11551 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11552 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11553 qglVertex3f(v[0], v[1], v[2]);
11554 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11555 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11556 qglVertex3f(v[0], v[1], v[2]);
11559 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11561 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11563 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11564 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11565 qglVertex3f(v[0], v[1], v[2]);
11566 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11567 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11568 qglVertex3f(v[0], v[1], v[2]);
11571 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11573 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11575 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11576 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11577 qglVertex3f(v[0], v[1], v[2]);
11578 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11579 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11580 qglVertex3f(v[0], v[1], v[2]);
11583 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11585 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11587 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11588 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11589 qglVertex3f(v[0], v[1], v[2]);
11590 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11591 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11592 qglVertex3f(v[0], v[1], v[2]);
11599 rsurface.texture = NULL;
11604 int r_maxsurfacelist = 0;
11605 const msurface_t **r_surfacelist = NULL;
11606 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11608 int i, j, endj, flagsmask;
11609 dp_model_t *model = r_refdef.scene.worldmodel;
11610 msurface_t *surfaces;
11611 unsigned char *update;
11612 int numsurfacelist = 0;
11616 if (r_maxsurfacelist < model->num_surfaces)
11618 r_maxsurfacelist = model->num_surfaces;
11620 Mem_Free((msurface_t**)r_surfacelist);
11621 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11624 RSurf_ActiveWorldEntity();
11626 surfaces = model->data_surfaces;
11627 update = model->brushq1.lightmapupdateflags;
11629 // update light styles on this submodel
11630 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11632 model_brush_lightstyleinfo_t *style;
11633 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11635 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11637 int *list = style->surfacelist;
11638 style->value = r_refdef.scene.lightstylevalue[style->style];
11639 for (j = 0;j < style->numsurfaces;j++)
11640 update[list[j]] = true;
11645 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11649 R_DrawDebugModel();
11650 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11654 rsurface.lightmaptexture = NULL;
11655 rsurface.deluxemaptexture = NULL;
11656 rsurface.uselightmaptexture = false;
11657 rsurface.texture = NULL;
11658 rsurface.rtlight = NULL;
11659 numsurfacelist = 0;
11660 // add visible surfaces to draw list
11661 for (i = 0;i < model->nummodelsurfaces;i++)
11663 j = model->sortedmodelsurfaces[i];
11664 if (r_refdef.viewcache.world_surfacevisible[j])
11665 r_surfacelist[numsurfacelist++] = surfaces + j;
11667 // update lightmaps if needed
11668 if (model->brushq1.firstrender)
11670 model->brushq1.firstrender = false;
11671 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11673 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11677 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11678 if (r_refdef.viewcache.world_surfacevisible[j])
11680 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11682 // don't do anything if there were no surfaces
11683 if (!numsurfacelist)
11685 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11688 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11690 // add to stats if desired
11691 if (r_speeds.integer && !skysurfaces && !depthonly)
11693 r_refdef.stats.world_surfaces += numsurfacelist;
11694 for (j = 0;j < numsurfacelist;j++)
11695 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11698 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11701 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11703 int i, j, endj, flagsmask;
11704 dp_model_t *model = ent->model;
11705 msurface_t *surfaces;
11706 unsigned char *update;
11707 int numsurfacelist = 0;
11711 if (r_maxsurfacelist < model->num_surfaces)
11713 r_maxsurfacelist = model->num_surfaces;
11715 Mem_Free((msurface_t **)r_surfacelist);
11716 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11719 // if the model is static it doesn't matter what value we give for
11720 // wantnormals and wanttangents, so this logic uses only rules applicable
11721 // to a model, knowing that they are meaningless otherwise
11722 if (ent == r_refdef.scene.worldentity)
11723 RSurf_ActiveWorldEntity();
11724 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11725 RSurf_ActiveModelEntity(ent, false, false, false);
11727 RSurf_ActiveModelEntity(ent, true, true, true);
11728 else if (depthonly)
11730 switch (vid.renderpath)
11732 case RENDERPATH_GL20:
11733 case RENDERPATH_D3D9:
11734 case RENDERPATH_D3D10:
11735 case RENDERPATH_D3D11:
11736 case RENDERPATH_SOFT:
11737 case RENDERPATH_GLES2:
11738 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11740 case RENDERPATH_GL11:
11741 case RENDERPATH_GL13:
11742 case RENDERPATH_GLES1:
11743 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11749 switch (vid.renderpath)
11751 case RENDERPATH_GL20:
11752 case RENDERPATH_D3D9:
11753 case RENDERPATH_D3D10:
11754 case RENDERPATH_D3D11:
11755 case RENDERPATH_SOFT:
11756 case RENDERPATH_GLES2:
11757 RSurf_ActiveModelEntity(ent, true, true, false);
11759 case RENDERPATH_GL11:
11760 case RENDERPATH_GL13:
11761 case RENDERPATH_GLES1:
11762 RSurf_ActiveModelEntity(ent, true, false, false);
11767 surfaces = model->data_surfaces;
11768 update = model->brushq1.lightmapupdateflags;
11770 // update light styles
11771 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11773 model_brush_lightstyleinfo_t *style;
11774 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11776 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11778 int *list = style->surfacelist;
11779 style->value = r_refdef.scene.lightstylevalue[style->style];
11780 for (j = 0;j < style->numsurfaces;j++)
11781 update[list[j]] = true;
11786 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11790 R_DrawDebugModel();
11791 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11795 rsurface.lightmaptexture = NULL;
11796 rsurface.deluxemaptexture = NULL;
11797 rsurface.uselightmaptexture = false;
11798 rsurface.texture = NULL;
11799 rsurface.rtlight = NULL;
11800 numsurfacelist = 0;
11801 // add visible surfaces to draw list
11802 for (i = 0;i < model->nummodelsurfaces;i++)
11803 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11804 // don't do anything if there were no surfaces
11805 if (!numsurfacelist)
11807 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11810 // update lightmaps if needed
11814 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11819 R_BuildLightMap(ent, surfaces + j);
11824 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11826 R_BuildLightMap(ent, surfaces + j);
11827 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11829 // add to stats if desired
11830 if (r_speeds.integer && !skysurfaces && !depthonly)
11832 r_refdef.stats.entities_surfaces += numsurfacelist;
11833 for (j = 0;j < numsurfacelist;j++)
11834 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11837 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11840 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11842 static texture_t texture;
11843 static msurface_t surface;
11844 const msurface_t *surfacelist = &surface;
11846 // fake enough texture and surface state to render this geometry
11848 texture.update_lastrenderframe = -1; // regenerate this texture
11849 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11850 texture.currentskinframe = skinframe;
11851 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11852 texture.offsetmapping = OFFSETMAPPING_OFF;
11853 texture.offsetscale = 1;
11854 texture.specularscalemod = 1;
11855 texture.specularpowermod = 1;
11857 surface.texture = &texture;
11858 surface.num_triangles = numtriangles;
11859 surface.num_firsttriangle = firsttriangle;
11860 surface.num_vertices = numvertices;
11861 surface.num_firstvertex = firstvertex;
11864 rsurface.texture = R_GetCurrentTexture(surface.texture);
11865 rsurface.lightmaptexture = NULL;
11866 rsurface.deluxemaptexture = NULL;
11867 rsurface.uselightmaptexture = false;
11868 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11871 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11873 static msurface_t surface;
11874 const msurface_t *surfacelist = &surface;
11876 // fake enough texture and surface state to render this geometry
11877 surface.texture = texture;
11878 surface.num_triangles = numtriangles;
11879 surface.num_firsttriangle = firsttriangle;
11880 surface.num_vertices = numvertices;
11881 surface.num_firstvertex = firstvertex;
11884 rsurface.texture = R_GetCurrentTexture(surface.texture);
11885 rsurface.lightmaptexture = NULL;
11886 rsurface.deluxemaptexture = NULL;
11887 rsurface.uselightmaptexture = false;
11888 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);